2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
33 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
36 mempool_t *r_main_mempool;
37 rtexturepool_t *r_main_texturepool;
39 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
41 static qboolean r_loadnormalmap;
42 static qboolean r_loadgloss;
44 static qboolean r_loaddds;
45 static qboolean r_savedds;
52 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
53 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
54 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
55 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
56 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
57 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
59 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
61 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
62 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
63 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
64 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)"};
65 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
67 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"};
68 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
69 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
70 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
71 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
72 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
73 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
74 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
75 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
76 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
77 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
78 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
79 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
80 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
81 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
82 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
83 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
84 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
85 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
86 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
87 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
88 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
89 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
90 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
91 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
92 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
93 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
94 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
96 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
97 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
98 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
100 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
101 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
102 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
103 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
104 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
105 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
106 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
107 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
108 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
109 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
110 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
111 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
112 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
113 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
114 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
115 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
116 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
117 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
118 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"};
120 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
121 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
122 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
123 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
124 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
125 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
126 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
127 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
129 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
130 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
132 cvar_t r_texture_convertsRGB_2d = {0, "r_texture_convertsRGB_2d", "0", "load textures as sRGB and convert to linear for proper shading"};
133 cvar_t r_texture_convertsRGB_skin = {0, "r_texture_convertsRGB_skin", "0", "load textures as sRGB and convert to linear for proper shading"};
134 cvar_t r_texture_convertsRGB_cubemap = {0, "r_texture_convertsRGB_cubemap", "0", "load textures as sRGB and convert to linear for proper shading"};
135 cvar_t r_texture_convertsRGB_skybox = {0, "r_texture_convertsRGB_skybox", "0", "load textures as sRGB and convert to linear for proper shading"};
136 cvar_t r_texture_convertsRGB_particles = {0, "r_texture_convertsRGB_particles", "0", "load textures as sRGB and convert to linear for proper shading"};
138 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
139 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
140 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
142 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
143 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
144 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
145 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
146 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
147 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
148 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
149 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
150 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
152 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
153 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
154 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
155 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
156 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
158 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
159 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
160 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
161 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
163 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
164 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
165 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
166 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
167 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
168 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
169 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
171 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
172 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
173 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
174 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
176 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
178 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
180 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
182 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
183 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
184 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
185 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
186 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
187 cvar_t r_overheadsprites_perspective = {CVAR_SAVE, "r_overheadsprites_perspective", "0.15", "fake perspective effect for SPR_OVERHEAD sprites"};
188 cvar_t r_overheadsprites_pushback = {CVAR_SAVE, "r_overheadsprites_pushback", "16", "how far to pull the SPR_OVERHEAD sprites toward the eye (used to avoid intersections with 3D models)"};
190 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
192 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)"};
194 extern cvar_t v_glslgamma;
196 extern qboolean v_flipped_state;
198 static struct r_bloomstate_s
203 int bloomwidth, bloomheight;
205 int screentexturewidth, screentextureheight;
206 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
208 int bloomtexturewidth, bloomtextureheight;
209 rtexture_t *texture_bloom;
211 // arrays for rendering the screen passes
212 float screentexcoord2f[8];
213 float bloomtexcoord2f[8];
214 float offsettexcoord2f[8];
216 r_viewport_t viewport;
220 r_waterstate_t r_waterstate;
222 /// shadow volume bsp struct with automatically growing nodes buffer
225 rtexture_t *r_texture_blanknormalmap;
226 rtexture_t *r_texture_white;
227 rtexture_t *r_texture_grey128;
228 rtexture_t *r_texture_black;
229 rtexture_t *r_texture_notexture;
230 rtexture_t *r_texture_whitecube;
231 rtexture_t *r_texture_normalizationcube;
232 rtexture_t *r_texture_fogattenuation;
233 rtexture_t *r_texture_fogheighttexture;
234 rtexture_t *r_texture_gammaramps;
235 unsigned int r_texture_gammaramps_serial;
236 //rtexture_t *r_texture_fogintensity;
237 rtexture_t *r_texture_reflectcube;
239 // TODO: hash lookups?
240 typedef struct cubemapinfo_s
247 int r_texture_numcubemaps;
248 cubemapinfo_t r_texture_cubemaps[MAX_CUBEMAPS];
250 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
251 unsigned int r_numqueries;
252 unsigned int r_maxqueries;
254 typedef struct r_qwskincache_s
256 char name[MAX_QPATH];
257 skinframe_t *skinframe;
261 static r_qwskincache_t *r_qwskincache;
262 static int r_qwskincache_size;
264 /// vertex coordinates for a quad that covers the screen exactly
265 extern const float r_screenvertex3f[12];
266 extern const float r_d3dscreenvertex3f[12];
267 const float r_screenvertex3f[12] =
274 const float r_d3dscreenvertex3f[12] =
282 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
285 for (i = 0;i < verts;i++)
296 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
299 for (i = 0;i < verts;i++)
309 // FIXME: move this to client?
312 if (gamemode == GAME_NEHAHRA)
314 Cvar_Set("gl_fogenable", "0");
315 Cvar_Set("gl_fogdensity", "0.2");
316 Cvar_Set("gl_fogred", "0.3");
317 Cvar_Set("gl_foggreen", "0.3");
318 Cvar_Set("gl_fogblue", "0.3");
320 r_refdef.fog_density = 0;
321 r_refdef.fog_red = 0;
322 r_refdef.fog_green = 0;
323 r_refdef.fog_blue = 0;
324 r_refdef.fog_alpha = 1;
325 r_refdef.fog_start = 0;
326 r_refdef.fog_end = 16384;
327 r_refdef.fog_height = 1<<30;
328 r_refdef.fog_fadedepth = 128;
329 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
332 static void R_BuildBlankTextures(void)
334 unsigned char data[4];
335 data[2] = 128; // normal X
336 data[1] = 128; // normal Y
337 data[0] = 255; // normal Z
338 data[3] = 128; // height
339 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
344 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
349 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
354 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
357 static void R_BuildNoTexture(void)
360 unsigned char pix[16][16][4];
361 // this makes a light grey/dark grey checkerboard texture
362 for (y = 0;y < 16;y++)
364 for (x = 0;x < 16;x++)
366 if ((y < 8) ^ (x < 8))
382 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
385 static void R_BuildWhiteCube(void)
387 unsigned char data[6*1*1*4];
388 memset(data, 255, sizeof(data));
389 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
392 static void R_BuildNormalizationCube(void)
396 vec_t s, t, intensity;
399 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
400 for (side = 0;side < 6;side++)
402 for (y = 0;y < NORMSIZE;y++)
404 for (x = 0;x < NORMSIZE;x++)
406 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
407 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
442 intensity = 127.0f / sqrt(DotProduct(v, v));
443 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
444 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
445 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
446 data[((side*64+y)*64+x)*4+3] = 255;
450 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
454 static void R_BuildFogTexture(void)
458 unsigned char data1[FOGWIDTH][4];
459 //unsigned char data2[FOGWIDTH][4];
462 r_refdef.fogmasktable_start = r_refdef.fog_start;
463 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
464 r_refdef.fogmasktable_range = r_refdef.fogrange;
465 r_refdef.fogmasktable_density = r_refdef.fog_density;
467 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
468 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
470 d = (x * r - r_refdef.fogmasktable_start);
471 if(developer_extra.integer)
472 Con_DPrintf("%f ", d);
474 if (r_fog_exp2.integer)
475 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
477 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
478 if(developer_extra.integer)
479 Con_DPrintf(" : %f ", alpha);
480 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
481 if(developer_extra.integer)
482 Con_DPrintf(" = %f\n", alpha);
483 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
486 for (x = 0;x < FOGWIDTH;x++)
488 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
493 //data2[x][0] = 255 - b;
494 //data2[x][1] = 255 - b;
495 //data2[x][2] = 255 - b;
498 if (r_texture_fogattenuation)
500 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
501 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
505 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
506 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
510 static void R_BuildFogHeightTexture(void)
512 unsigned char *inpixels;
520 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
521 if (r_refdef.fogheighttexturename[0])
522 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
525 r_refdef.fog_height_tablesize = 0;
526 if (r_texture_fogheighttexture)
527 R_FreeTexture(r_texture_fogheighttexture);
528 r_texture_fogheighttexture = NULL;
529 if (r_refdef.fog_height_table2d)
530 Mem_Free(r_refdef.fog_height_table2d);
531 r_refdef.fog_height_table2d = NULL;
532 if (r_refdef.fog_height_table1d)
533 Mem_Free(r_refdef.fog_height_table1d);
534 r_refdef.fog_height_table1d = NULL;
538 r_refdef.fog_height_tablesize = size;
539 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
540 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
541 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
543 // LordHavoc: now the magic - what is that table2d for? it is a cooked
544 // average fog color table accounting for every fog layer between a point
545 // and the camera. (Note: attenuation is handled separately!)
546 for (y = 0;y < size;y++)
548 for (x = 0;x < size;x++)
554 for (j = x;j <= y;j++)
556 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
562 for (j = x;j >= y;j--)
564 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
569 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
570 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
571 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
572 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
575 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
578 //=======================================================================================================================================================
580 static const char *builtinshaderstring =
581 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
582 "// written by Forest 'LordHavoc' Hale\n"
583 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
585 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
588 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
589 "#define USELIGHTMAP\n"
591 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
592 "#define USEEYEVECTOR\n"
595 "#ifdef USESHADOWMAP2D\n"
596 "# ifdef GL_EXT_gpu_shader4\n"
597 "# extension GL_EXT_gpu_shader4 : enable\n"
599 "# ifdef GL_ARB_texture_gather\n"
600 "# extension GL_ARB_texture_gather : enable\n"
602 "# ifdef GL_AMD_texture_texture4\n"
603 "# extension GL_AMD_texture_texture4 : enable\n"
608 "//#ifdef USESHADOWSAMPLER\n"
609 "//# extension GL_ARB_shadow : enable\n"
612 "//#ifdef __GLSL_CG_DATA_TYPES\n"
613 "//# define myhalf half\n"
614 "//# define myhalf2 half2\n"
615 "//# define myhalf3 half3\n"
616 "//# define myhalf4 half4\n"
618 "# define myhalf float\n"
619 "# define myhalf2 vec2\n"
620 "# define myhalf3 vec3\n"
621 "# define myhalf4 vec4\n"
624 "#ifdef VERTEX_SHADER\n"
625 "uniform mat4 ModelViewProjectionMatrix;\n"
628 "#ifdef MODE_DEPTH_OR_SHADOW\n"
629 "#ifdef VERTEX_SHADER\n"
632 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
635 "#else // !MODE_DEPTH_ORSHADOW\n"
640 "#ifdef MODE_SHOWDEPTH\n"
641 "#ifdef VERTEX_SHADER\n"
644 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
645 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
649 "#ifdef FRAGMENT_SHADER\n"
652 " gl_FragColor = gl_Color;\n"
655 "#else // !MODE_SHOWDEPTH\n"
660 "#ifdef MODE_POSTPROCESS\n"
661 "varying vec2 TexCoord1;\n"
662 "varying vec2 TexCoord2;\n"
664 "#ifdef VERTEX_SHADER\n"
667 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
668 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
670 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
675 "#ifdef FRAGMENT_SHADER\n"
676 "uniform sampler2D Texture_First;\n"
678 "uniform sampler2D Texture_Second;\n"
679 "uniform vec4 BloomColorSubtract;\n"
681 "#ifdef USEGAMMARAMPS\n"
682 "uniform sampler2D Texture_GammaRamps;\n"
684 "#ifdef USESATURATION\n"
685 "uniform float Saturation;\n"
687 "#ifdef USEVIEWTINT\n"
688 "uniform vec4 ViewTintColor;\n"
690 "//uncomment these if you want to use them:\n"
691 "uniform vec4 UserVec1;\n"
692 "uniform vec4 UserVec2;\n"
693 "// uniform vec4 UserVec3;\n"
694 "// uniform vec4 UserVec4;\n"
695 "// uniform float ClientTime;\n"
696 "uniform vec2 PixelSize;\n"
699 " gl_FragColor = texture2D(Texture_First, TexCoord1);\n"
701 " gl_FragColor += max(vec4(0,0,0,0), texture2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
703 "#ifdef USEVIEWTINT\n"
704 " gl_FragColor = mix(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
707 "#ifdef USEPOSTPROCESSING\n"
708 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
709 "// 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"
710 " float sobel = 1.0;\n"
711 " // vec2 ts = textureSize(Texture_First, 0);\n"
712 " // vec2 px = vec2(1/ts.x, 1/ts.y);\n"
713 " vec2 px = PixelSize;\n"
714 " vec3 x1 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
715 " vec3 x2 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, 0.0)).rgb;\n"
716 " vec3 x3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
717 " vec3 x4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
718 " vec3 x5 = texture2D(Texture_First, TexCoord1 + vec2( px.x, 0.0)).rgb;\n"
719 " vec3 x6 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
720 " vec3 y1 = texture2D(Texture_First, TexCoord1 + vec2( px.x,-px.y)).rgb;\n"
721 " vec3 y2 = texture2D(Texture_First, TexCoord1 + vec2( 0.0,-px.y)).rgb;\n"
722 " vec3 y3 = texture2D(Texture_First, TexCoord1 + vec2(-px.x,-px.y)).rgb;\n"
723 " vec3 y4 = texture2D(Texture_First, TexCoord1 + vec2( px.x, px.y)).rgb;\n"
724 " vec3 y5 = texture2D(Texture_First, TexCoord1 + vec2( 0.0, px.y)).rgb;\n"
725 " vec3 y6 = texture2D(Texture_First, TexCoord1 + vec2(-px.x, px.y)).rgb;\n"
726 " float px1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x1);\n"
727 " float px2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), x2);\n"
728 " float px3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), x3);\n"
729 " float px4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x4);\n"
730 " float px5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), x5);\n"
731 " float px6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), x6);\n"
732 " float py1 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y1);\n"
733 " float py2 = -2.0 * dot(vec3(0.3, 0.59, 0.11), y2);\n"
734 " float py3 = -1.0 * dot(vec3(0.3, 0.59, 0.11), y3);\n"
735 " float py4 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y4);\n"
736 " float py5 = 2.0 * dot(vec3(0.3, 0.59, 0.11), y5);\n"
737 " float py6 = 1.0 * dot(vec3(0.3, 0.59, 0.11), y6);\n"
738 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
739 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
740 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
741 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
742 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
743 " gl_FragColor += texture2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
744 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
745 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + vec3(max(0.0, sobel - UserVec2.z))*UserVec2.y;\n"
748 "#ifdef USESATURATION\n"
749 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
750 " float y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
751 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
752 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
755 "#ifdef USEGAMMARAMPS\n"
756 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
757 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
758 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
762 "#else // !MODE_POSTPROCESS\n"
767 "#ifdef MODE_GENERIC\n"
768 "#ifdef USEDIFFUSE\n"
769 "varying vec2 TexCoord1;\n"
771 "#ifdef USESPECULAR\n"
772 "varying vec2 TexCoord2;\n"
774 "#ifdef VERTEX_SHADER\n"
777 " gl_FrontColor = gl_Color;\n"
778 "#ifdef USEDIFFUSE\n"
779 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
781 "#ifdef USESPECULAR\n"
782 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
784 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
788 "#ifdef FRAGMENT_SHADER\n"
789 "#ifdef USEDIFFUSE\n"
790 "uniform sampler2D Texture_First;\n"
792 "#ifdef USESPECULAR\n"
793 "uniform sampler2D Texture_Second;\n"
798 " gl_FragColor = gl_Color;\n"
799 "#ifdef USEDIFFUSE\n"
800 " gl_FragColor *= texture2D(Texture_First, TexCoord1);\n"
803 "#ifdef USESPECULAR\n"
804 " vec4 tex2 = texture2D(Texture_Second, TexCoord2);\n"
805 "# ifdef USECOLORMAPPING\n"
806 " gl_FragColor *= tex2;\n"
809 " gl_FragColor += tex2;\n"
811 "# ifdef USEVERTEXTEXTUREBLEND\n"
812 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
817 "#else // !MODE_GENERIC\n"
822 "#ifdef MODE_BLOOMBLUR\n"
823 "varying TexCoord;\n"
824 "#ifdef VERTEX_SHADER\n"
827 " gl_FrontColor = gl_Color;\n"
828 " TexCoord = gl_MultiTexCoord0.xy;\n"
829 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
833 "#ifdef FRAGMENT_SHADER\n"
834 "uniform sampler2D Texture_First;\n"
835 "uniform vec4 BloomBlur_Parameters;\n"
840 " vec2 tc = TexCoord;\n"
841 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
842 " tc += BloomBlur_Parameters.xy;\n"
843 " for (i = 1;i < SAMPLES;i++)\n"
845 " color += texture2D(Texture_First, tc).rgb;\n"
846 " tc += BloomBlur_Parameters.xy;\n"
848 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
851 "#else // !MODE_BLOOMBLUR\n"
852 "#ifdef MODE_REFRACTION\n"
853 "varying vec2 TexCoord;\n"
854 "varying vec4 ModelViewProjectionPosition;\n"
855 "uniform mat4 TexMatrix;\n"
856 "#ifdef VERTEX_SHADER\n"
860 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
861 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
862 " ModelViewProjectionPosition = gl_Position;\n"
866 "#ifdef FRAGMENT_SHADER\n"
867 "uniform sampler2D Texture_Normal;\n"
868 "uniform sampler2D Texture_Refraction;\n"
869 "uniform sampler2D Texture_Reflection;\n"
871 "uniform vec4 DistortScaleRefractReflect;\n"
872 "uniform vec4 ScreenScaleRefractReflect;\n"
873 "uniform vec4 ScreenCenterRefractReflect;\n"
874 "uniform vec4 RefractColor;\n"
875 "uniform vec4 ReflectColor;\n"
876 "uniform float ReflectFactor;\n"
877 "uniform float ReflectOffset;\n"
881 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
882 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
883 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
884 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
885 " // FIXME temporary hack to detect the case that the reflection\n"
886 " // gets blackened at edges due to leaving the area that contains actual\n"
888 " // Remove this 'ack once we have a better way to stop this thing from\n"
890 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
891 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
892 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
893 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
894 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
895 " gl_FragColor = vec4(texture2D(Texture_Refraction, ScreenTexCoord).rgb, 1.0) * RefractColor;\n"
898 "#else // !MODE_REFRACTION\n"
903 "#ifdef MODE_WATER\n"
904 "varying vec2 TexCoord;\n"
905 "varying vec3 EyeVector;\n"
906 "varying vec4 ModelViewProjectionPosition;\n"
907 "#ifdef VERTEX_SHADER\n"
908 "uniform vec3 EyePosition;\n"
909 "uniform mat4 TexMatrix;\n"
913 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
914 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
915 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
916 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
917 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
918 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
919 " ModelViewProjectionPosition = gl_Position;\n"
923 "#ifdef FRAGMENT_SHADER\n"
924 "uniform sampler2D Texture_Normal;\n"
925 "uniform sampler2D Texture_Refraction;\n"
926 "uniform sampler2D Texture_Reflection;\n"
928 "uniform vec4 DistortScaleRefractReflect;\n"
929 "uniform vec4 ScreenScaleRefractReflect;\n"
930 "uniform vec4 ScreenCenterRefractReflect;\n"
931 "uniform vec4 RefractColor;\n"
932 "uniform vec4 ReflectColor;\n"
933 "uniform float ReflectFactor;\n"
934 "uniform float ReflectOffset;\n"
938 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
939 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
940 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
941 " //SafeScreenTexCoord = gl_FragCoord.xyxy * vec4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
942 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
943 " // FIXME temporary hack to detect the case that the reflection\n"
944 " // gets blackened at edges due to leaving the area that contains actual\n"
946 " // Remove this 'ack once we have a better way to stop this thing from\n"
948 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
949 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
950 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
951 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
952 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
953 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
954 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
955 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
956 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
957 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
958 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
959 " gl_FragColor = mix(vec4(texture2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, vec4(texture2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
962 "#else // !MODE_WATER\n"
967 "// common definitions between vertex shader and fragment shader:\n"
969 "varying vec2 TexCoord;\n"
970 "#ifdef USEVERTEXTEXTUREBLEND\n"
971 "varying vec2 TexCoord2;\n"
973 "#ifdef USELIGHTMAP\n"
974 "varying vec2 TexCoordLightmap;\n"
977 "#ifdef MODE_LIGHTSOURCE\n"
978 "varying vec3 CubeVector;\n"
981 "#if (defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)) && defined(USEDIFFUSE)\n"
982 "varying vec3 LightVector;\n"
985 "#ifdef USEEYEVECTOR\n"
986 "varying vec3 EyeVector;\n"
989 "varying vec4 EyeVectorModelSpaceFogPlaneVertexDist;\n"
992 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
993 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
994 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
995 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
998 "#ifdef USEREFLECTION\n"
999 "varying vec4 ModelViewProjectionPosition;\n"
1001 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1002 "uniform vec3 LightPosition;\n"
1003 "varying vec4 ModelViewPosition;\n"
1006 "#ifdef MODE_LIGHTSOURCE\n"
1007 "uniform vec3 LightPosition;\n"
1009 "uniform vec3 EyePosition;\n"
1010 "#ifdef MODE_LIGHTDIRECTION\n"
1011 "uniform vec3 LightDir;\n"
1013 "uniform vec4 FogPlane;\n"
1015 "#ifdef USESHADOWMAPORTHO\n"
1016 "varying vec3 ShadowMapTC;\n"
1023 "// 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"
1025 "// fragment shader specific:\n"
1026 "#ifdef FRAGMENT_SHADER\n"
1028 "uniform sampler2D Texture_Normal;\n"
1029 "uniform sampler2D Texture_Color;\n"
1030 "uniform sampler2D Texture_Gloss;\n"
1032 "uniform sampler2D Texture_Glow;\n"
1034 "#ifdef USEVERTEXTEXTUREBLEND\n"
1035 "uniform sampler2D Texture_SecondaryNormal;\n"
1036 "uniform sampler2D Texture_SecondaryColor;\n"
1037 "uniform sampler2D Texture_SecondaryGloss;\n"
1039 "uniform sampler2D Texture_SecondaryGlow;\n"
1042 "#ifdef USECOLORMAPPING\n"
1043 "uniform sampler2D Texture_Pants;\n"
1044 "uniform sampler2D Texture_Shirt;\n"
1047 "#ifdef USEFOGHEIGHTTEXTURE\n"
1048 "uniform sampler2D Texture_FogHeightTexture;\n"
1050 "uniform sampler2D Texture_FogMask;\n"
1052 "#ifdef USELIGHTMAP\n"
1053 "uniform sampler2D Texture_Lightmap;\n"
1055 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1056 "uniform sampler2D Texture_Deluxemap;\n"
1058 "#ifdef USEREFLECTION\n"
1059 "uniform sampler2D Texture_Reflection;\n"
1062 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1063 "uniform sampler2D Texture_ScreenDepth;\n"
1064 "uniform sampler2D Texture_ScreenNormalMap;\n"
1066 "#ifdef USEDEFERREDLIGHTMAP\n"
1067 "uniform sampler2D Texture_ScreenDiffuse;\n"
1068 "uniform sampler2D Texture_ScreenSpecular;\n"
1071 "uniform myhalf3 Color_Pants;\n"
1072 "uniform myhalf3 Color_Shirt;\n"
1073 "uniform myhalf3 FogColor;\n"
1076 "uniform float FogRangeRecip;\n"
1077 "uniform float FogPlaneViewDist;\n"
1078 "uniform float FogHeightFade;\n"
1079 "vec3 FogVertex(vec3 surfacecolor)\n"
1081 " vec3 EyeVectorModelSpace = EyeVectorModelSpaceFogPlaneVertexDist.xyz;\n"
1082 " float FogPlaneVertexDist = EyeVectorModelSpaceFogPlaneVertexDist.w;\n"
1084 "#ifdef USEFOGHEIGHTTEXTURE\n"
1085 " vec4 fogheightpixel = texture2D(Texture_FogHeightTexture, vec2(1,1) + vec2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
1086 " fogfrac = fogheightpixel.a;\n"
1087 " return mix(fogheightpixel.rgb * FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1089 "# ifdef USEFOGOUTSIDE\n"
1090 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1092 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1094 " return mix(FogColor, surfacecolor, texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
1099 "#ifdef USEOFFSETMAPPING\n"
1100 "uniform float OffsetMapping_Scale;\n"
1101 "vec2 OffsetMapping(vec2 TexCoord)\n"
1103 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
1104 " // 14 sample relief mapping: linear search and then binary search\n"
1105 " // this basically steps forward a small amount repeatedly until it finds\n"
1106 " // itself inside solid, then jitters forward and back using decreasing\n"
1107 " // amounts to find the impact\n"
1108 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
1109 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1110 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
1111 " vec3 RT = vec3(TexCoord, 1);\n"
1112 " OffsetVector *= 0.1;\n"
1113 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1114 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1115 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1116 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1117 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1118 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1119 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1120 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1121 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
1122 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
1123 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
1124 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
1125 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
1126 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
1129 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
1130 " // this basically moves forward the full distance, and then backs up based\n"
1131 " // on height of samples\n"
1132 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
1133 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
1134 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
1135 " TexCoord += OffsetVector;\n"
1136 " OffsetVector *= 0.333;\n"
1137 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1138 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1139 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
1140 " return TexCoord;\n"
1143 "#endif // USEOFFSETMAPPING\n"
1145 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
1146 "uniform sampler2D Texture_Attenuation;\n"
1147 "uniform samplerCube Texture_Cube;\n"
1150 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
1152 "#ifdef USESHADOWMAP2D\n"
1153 "# ifdef USESHADOWSAMPLER\n"
1154 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
1156 "uniform sampler2D Texture_ShadowMap2D;\n"
1160 "#ifdef USESHADOWMAPVSDCT\n"
1161 "uniform samplerCube Texture_CubeProjection;\n"
1164 "#if defined(USESHADOWMAP2D)\n"
1165 "uniform vec2 ShadowMap_TextureScale;\n"
1166 "uniform vec4 ShadowMap_Parameters;\n"
1169 "#if defined(USESHADOWMAP2D)\n"
1170 "# ifdef USESHADOWMAPORTHO\n"
1171 "# define GetShadowMapTC2D(dir) (min(dir, ShadowMap_Parameters.xyz))\n"
1173 "# ifdef USESHADOWMAPVSDCT\n"
1174 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1176 " vec3 adir = abs(dir);\n"
1177 " vec2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
1178 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1179 " return vec3(mix(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1182 "vec3 GetShadowMapTC2D(vec3 dir)\n"
1184 " vec3 adir = abs(dir);\n"
1185 " float ma = adir.z;\n"
1186 " vec4 proj = vec4(dir, 2.5);\n"
1187 " if (adir.x > ma) { ma = adir.x; proj = vec4(dir.zyx, 0.5); }\n"
1188 " if (adir.y > ma) { ma = adir.y; proj = vec4(dir.xzy, 1.5); }\n"
1189 " vec2 aparams = ShadowMap_Parameters.xy / ma;\n"
1190 " return vec3(proj.xy * aparams.x + vec2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
1194 "#endif // defined(USESHADOWMAP2D)\n"
1196 "# ifdef USESHADOWMAP2D\n"
1197 "float ShadowMapCompare(vec3 dir)\n"
1199 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1202 "# ifdef USESHADOWSAMPLER\n"
1203 "# ifdef USESHADOWMAPPCF\n"
1204 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1205 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1206 " 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"
1208 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1211 "# ifdef USESHADOWMAPPCF\n"
1212 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1213 "# ifdef GL_ARB_texture_gather\n"
1214 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec2(x, y))\n"
1216 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale)\n"
1218 " vec2 offset = fract(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
1219 "# if USESHADOWMAPPCF > 1\n"
1220 " vec4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
1221 " vec4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
1222 " vec4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
1223 " vec4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
1224 " vec4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
1225 " vec4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
1226 " vec4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
1227 " vec4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
1228 " vec4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
1229 " vec4 locols = vec4(group1.ab, group3.ab);\n"
1230 " vec4 hicols = vec4(group7.rg, group9.rg);\n"
1231 " locols.yz += group2.ab;\n"
1232 " hicols.yz += group8.rg;\n"
1233 " vec4 midcols = vec4(group1.rg, group3.rg) + vec4(group7.ab, group9.ab) +\n"
1234 " vec4(group4.rg, group6.rg) + vec4(group4.ab, group6.ab) +\n"
1235 " mix(locols, hicols, offset.y);\n"
1236 " vec4 cols = group5 + vec4(group2.rg, group8.ab);\n"
1237 " cols.xyz += mix(midcols.xyz, midcols.yzw, offset.x);\n"
1238 " f = dot(cols, vec4(1.0/25.0));\n"
1240 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1241 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1242 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1243 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1244 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1245 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1246 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1249 "# ifdef GL_EXT_gpu_shader4\n"
1250 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1252 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1254 "# if USESHADOWMAPPCF > 1\n"
1255 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1256 " center *= ShadowMap_TextureScale;\n"
1257 " 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"
1258 " 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"
1259 " 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"
1260 " 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"
1261 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1262 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1264 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1265 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1266 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1267 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1268 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1269 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1273 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1276 "# ifdef USESHADOWMAPORTHO\n"
1277 " return mix(ShadowMap_Parameters.w, 1.0, f);\n"
1283 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
1284 "#endif // FRAGMENT_SHADER\n"
1289 "#ifdef MODE_DEFERREDGEOMETRY\n"
1290 "#ifdef VERTEX_SHADER\n"
1291 "uniform mat4 TexMatrix;\n"
1292 "#ifdef USEVERTEXTEXTUREBLEND\n"
1293 "uniform mat4 BackgroundTexMatrix;\n"
1295 "uniform mat4 ModelViewMatrix;\n"
1298 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1299 "#ifdef USEVERTEXTEXTUREBLEND\n"
1300 " gl_FrontColor = gl_Color;\n"
1301 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1304 " // transform unnormalized eye direction into tangent space\n"
1305 "#ifdef USEOFFSETMAPPING\n"
1306 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1307 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1308 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1309 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1312 " VectorS = (ModelViewMatrix * vec4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
1313 " VectorT = (ModelViewMatrix * vec4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
1314 " VectorR = (ModelViewMatrix * vec4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
1315 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1317 "#endif // VERTEX_SHADER\n"
1319 "#ifdef FRAGMENT_SHADER\n"
1322 "#ifdef USEOFFSETMAPPING\n"
1323 " // apply offsetmapping\n"
1324 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1325 "#define TexCoord TexCoordOffset\n"
1328 "#ifdef USEALPHAKILL\n"
1329 " if (texture2D(Texture_Color, TexCoord).a < 0.5)\n"
1333 "#ifdef USEVERTEXTEXTUREBLEND\n"
1334 " float alpha = texture2D(Texture_Color, TexCoord).a;\n"
1335 " float terrainblend = clamp(float(gl_Color.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
1336 " //float terrainblend = min(float(gl_Color.a) * alpha * 2.0, float(1.0));\n"
1337 " //float terrainblend = float(gl_Color.a) * alpha > 0.5;\n"
1340 "#ifdef USEVERTEXTEXTUREBLEND\n"
1341 " vec3 surfacenormal = mix(vec3(texture2D(Texture_SecondaryNormal, TexCoord2)), vec3(texture2D(Texture_Normal, TexCoord)), terrainblend) - vec3(0.5, 0.5, 0.5);\n"
1342 " float a = mix(texture2D(Texture_SecondaryGloss, TexCoord2).a, texture2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
1344 " vec3 surfacenormal = vec3(texture2D(Texture_Normal, TexCoord)) - vec3(0.5, 0.5, 0.5);\n"
1345 " float a = texture2D(Texture_Gloss, TexCoord).a;\n"
1348 " gl_FragColor = vec4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + vec3(0.5, 0.5, 0.5), a);\n"
1350 "#endif // FRAGMENT_SHADER\n"
1351 "#else // !MODE_DEFERREDGEOMETRY\n"
1356 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
1357 "#ifdef VERTEX_SHADER\n"
1358 "uniform mat4 ModelViewMatrix;\n"
1361 " ModelViewPosition = ModelViewMatrix * gl_Vertex;\n"
1362 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1364 "#endif // VERTEX_SHADER\n"
1366 "#ifdef FRAGMENT_SHADER\n"
1367 "uniform mat4 ViewToLight;\n"
1368 "// ScreenToDepth = vec2(Far / (Far - Near), Far * Near / (Near - Far));\n"
1369 "uniform vec2 ScreenToDepth;\n"
1370 "uniform myhalf3 DeferredColor_Ambient;\n"
1371 "uniform myhalf3 DeferredColor_Diffuse;\n"
1372 "#ifdef USESPECULAR\n"
1373 "uniform myhalf3 DeferredColor_Specular;\n"
1374 "uniform myhalf SpecularPower;\n"
1376 "uniform myhalf2 PixelToScreenTexCoord;\n"
1379 " // calculate viewspace pixel position\n"
1380 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1382 " position.z = ScreenToDepth.y / (texture2D(Texture_ScreenDepth, ScreenTexCoord).r + ScreenToDepth.x);\n"
1383 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
1384 " // decode viewspace pixel normal\n"
1385 " myhalf4 normalmap = texture2D(Texture_ScreenNormalMap, ScreenTexCoord);\n"
1386 " myhalf3 surfacenormal = normalize(normalmap.rgb - myhalf3(0.5,0.5,0.5));\n"
1387 " // surfacenormal = pixel normal in viewspace\n"
1388 " // LightVector = pixel to light in viewspace\n"
1389 " // CubeVector = position in lightspace\n"
1390 " // eyevector = pixel to view in viewspace\n"
1391 " vec3 CubeVector = vec3(ViewToLight * vec4(position,1));\n"
1392 " myhalf fade = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1393 "#ifdef USEDIFFUSE\n"
1394 " // calculate diffuse shading\n"
1395 " myhalf3 lightnormal = myhalf3(normalize(LightPosition - position));\n"
1396 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1398 "#ifdef USESPECULAR\n"
1399 " // calculate directional shading\n"
1400 " vec3 eyevector = position * -1.0;\n"
1401 "# ifdef USEEXACTSPECULARMATH\n"
1402 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
1404 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(eyevector)));\n"
1405 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
1409 "#if defined(USESHADOWMAP2D)\n"
1410 " fade *= ShadowMapCompare(CubeVector);\n"
1413 "#ifdef USEDIFFUSE\n"
1414 " gl_FragData[0] = vec4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
1416 " gl_FragData[0] = vec4(DeferredColor_Ambient * fade, 1.0);\n"
1418 "#ifdef USESPECULAR\n"
1419 " gl_FragData[1] = vec4(DeferredColor_Specular * (specular * fade), 1.0);\n"
1421 " gl_FragData[1] = vec4(0.0, 0.0, 0.0, 1.0);\n"
1424 "# ifdef USECUBEFILTER\n"
1425 " vec3 cubecolor = textureCube(Texture_Cube, CubeVector).rgb;\n"
1426 " gl_FragData[0].rgb *= cubecolor;\n"
1427 " gl_FragData[1].rgb *= cubecolor;\n"
1430 "#endif // FRAGMENT_SHADER\n"
1431 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
1436 "#ifdef VERTEX_SHADER\n"
1437 "uniform mat4 TexMatrix;\n"
1438 "#ifdef USEVERTEXTEXTUREBLEND\n"
1439 "uniform mat4 BackgroundTexMatrix;\n"
1441 "#ifdef MODE_LIGHTSOURCE\n"
1442 "uniform mat4 ModelToLight;\n"
1444 "#ifdef USESHADOWMAPORTHO\n"
1445 "uniform mat4 ShadowMapMatrix;\n"
1449 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
1450 " gl_FrontColor = gl_Color;\n"
1452 " // copy the surface texcoord\n"
1453 " TexCoord = vec2(TexMatrix * gl_MultiTexCoord0);\n"
1454 "#ifdef USEVERTEXTEXTUREBLEND\n"
1455 " TexCoord2 = vec2(BackgroundTexMatrix * gl_MultiTexCoord0);\n"
1457 "#ifdef USELIGHTMAP\n"
1458 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
1461 "#ifdef MODE_LIGHTSOURCE\n"
1462 " // transform vertex position into light attenuation/cubemap space\n"
1463 " // (-1 to +1 across the light box)\n"
1464 " CubeVector = vec3(ModelToLight * gl_Vertex);\n"
1466 "# ifdef USEDIFFUSE\n"
1467 " // transform unnormalized light direction into tangent space\n"
1468 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
1469 " // normalize it per pixel)\n"
1470 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
1471 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
1472 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
1473 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
1477 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
1478 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
1479 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
1480 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
1483 " // transform unnormalized eye direction into tangent space\n"
1484 "#ifdef USEEYEVECTOR\n"
1485 " vec3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
1486 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
1487 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
1488 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
1492 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
1493 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
1496 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(USEREFLECTCUBE)\n"
1497 " VectorS = gl_MultiTexCoord1.xyz;\n"
1498 " VectorT = gl_MultiTexCoord2.xyz;\n"
1499 " VectorR = gl_MultiTexCoord3.xyz;\n"
1502 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
1503 " gl_Position = ModelViewProjectionMatrix * gl_Vertex;\n"
1505 "#ifdef USESHADOWMAPORTHO\n"
1506 " ShadowMapTC = vec3(ShadowMapMatrix * gl_Position);\n"
1509 "#ifdef USEREFLECTION\n"
1510 " ModelViewProjectionPosition = gl_Position;\n"
1513 "#endif // VERTEX_SHADER\n"
1518 "#ifdef FRAGMENT_SHADER\n"
1519 "#ifdef USEDEFERREDLIGHTMAP\n"
1520 "uniform myhalf2 PixelToScreenTexCoord;\n"
1521 "uniform myhalf3 DeferredMod_Diffuse;\n"
1522 "uniform myhalf3 DeferredMod_Specular;\n"
1524 "uniform myhalf3 Color_Ambient;\n"
1525 "uniform myhalf3 Color_Diffuse;\n"
1526 "uniform myhalf3 Color_Specular;\n"
1527 "uniform myhalf SpecularPower;\n"
1529 "uniform myhalf3 Color_Glow;\n"
1531 "uniform myhalf Alpha;\n"
1532 "#ifdef USEREFLECTION\n"
1533 "uniform vec4 DistortScaleRefractReflect;\n"
1534 "uniform vec4 ScreenScaleRefractReflect;\n"
1535 "uniform vec4 ScreenCenterRefractReflect;\n"
1536 "uniform myhalf4 ReflectColor;\n"
1538 "#ifdef USEREFLECTCUBE\n"
1539 "uniform mat4 ModelToReflectCube;\n"
1540 "uniform sampler2D Texture_ReflectMask;\n"
1541 "uniform samplerCube Texture_ReflectCube;\n"
1543 "#ifdef MODE_LIGHTDIRECTION\n"
1544 "uniform myhalf3 LightColor;\n"
1546 "#ifdef MODE_LIGHTSOURCE\n"
1547 "uniform myhalf3 LightColor;\n"
1551 "#ifdef USEOFFSETMAPPING\n"
1552 " // apply offsetmapping\n"
1553 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1554 "#define TexCoord TexCoordOffset\n"
1557 " // combine the diffuse textures (base, pants, shirt)\n"
1558 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1559 "#ifdef USEALPHAKILL\n"
1560 " if (color.a < 0.5)\n"
1563 " color.a *= Alpha;\n"
1564 "#ifdef USECOLORMAPPING\n"
1565 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1567 "#ifdef USEVERTEXTEXTUREBLEND\n"
1568 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1569 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1570 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1571 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1573 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1576 " // get the surface normal\n"
1577 "#ifdef USEVERTEXTEXTUREBLEND\n"
1578 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1580 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1583 " // get the material colors\n"
1584 " myhalf3 diffusetex = color.rgb;\n"
1585 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
1586 "# ifdef USEVERTEXTEXTUREBLEND\n"
1587 " myhalf4 glosstex = mix(myhalf4(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf4(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1589 " myhalf4 glosstex = myhalf4(texture2D(Texture_Gloss, TexCoord));\n"
1593 "#ifdef USEREFLECTCUBE\n"
1594 " vec3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
1595 " vec3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
1596 " vec3 ReflectCubeTexCoord = vec3(ModelToReflectCube * vec4(ModelReflectVector, 0));\n"
1597 " diffusetex += myhalf3(texture2D(Texture_ReflectMask, TexCoord)) * myhalf3(textureCube(Texture_ReflectCube, ReflectCubeTexCoord));\n"
1603 "#ifdef MODE_LIGHTSOURCE\n"
1604 " // light source\n"
1605 "#ifdef USEDIFFUSE\n"
1606 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1607 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1608 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
1609 "#ifdef USESPECULAR\n"
1610 "#ifdef USEEXACTSPECULARMATH\n"
1611 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1613 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1614 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1616 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
1619 " color.rgb = diffusetex * Color_Ambient;\n"
1621 " color.rgb *= LightColor;\n"
1622 " color.rgb *= myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1623 "#if defined(USESHADOWMAP2D)\n"
1624 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1626 "# ifdef USECUBEFILTER\n"
1627 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1629 "#endif // MODE_LIGHTSOURCE\n"
1634 "#ifdef MODE_LIGHTDIRECTION\n"
1636 "#ifdef USEDIFFUSE\n"
1637 " myhalf3 lightnormal = myhalf3(normalize(LightVector));\n"
1639 "#define lightcolor LightColor\n"
1640 "#endif // MODE_LIGHTDIRECTION\n"
1641 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1643 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
1644 " myhalf3 lightnormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1645 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1646 " // convert modelspace light vector to tangentspace\n"
1647 " myhalf3 lightnormal;\n"
1648 " lightnormal.x = dot(lightnormal_modelspace, myhalf3(VectorS));\n"
1649 " lightnormal.y = dot(lightnormal_modelspace, myhalf3(VectorT));\n"
1650 " lightnormal.z = dot(lightnormal_modelspace, myhalf3(VectorR));\n"
1651 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1652 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1653 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1654 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1655 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1656 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1657 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1658 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1659 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1660 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
1661 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1662 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1664 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1665 " myhalf3 lightnormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1666 " myhalf3 lightcolor = myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1672 "#ifdef MODE_FAKELIGHT\n"
1674 "myhalf3 lightnormal = myhalf3(normalize(EyeVector));\n"
1675 "myhalf3 lightcolor = myhalf3(1.0);\n"
1676 "#endif // MODE_FAKELIGHT\n"
1681 "#ifdef MODE_LIGHTMAP\n"
1682 " color.rgb = diffusetex * (Color_Ambient + myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * Color_Diffuse);\n"
1683 "#endif // MODE_LIGHTMAP\n"
1684 "#ifdef MODE_VERTEXCOLOR\n"
1685 " color.rgb = diffusetex * (Color_Ambient + myhalf3(gl_Color.rgb) * Color_Diffuse);\n"
1686 "#endif // MODE_VERTEXCOLOR\n"
1687 "#ifdef MODE_FLATCOLOR\n"
1688 " color.rgb = diffusetex * Color_Ambient;\n"
1689 "#endif // MODE_FLATCOLOR\n"
1695 "# ifdef USEDIFFUSE\n"
1696 " myhalf diffuse = myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
1697 "# ifdef USESPECULAR\n"
1698 "# ifdef USEEXACTSPECULARMATH\n"
1699 " myhalf specular = pow(myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
1701 " myhalf3 specularnormal = normalize(lightnormal + myhalf3(normalize(EyeVector)));\n"
1702 " myhalf specular = pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
1704 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
1706 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
1709 " color.rgb = diffusetex * Color_Ambient;\n"
1713 "#ifdef USESHADOWMAPORTHO\n"
1714 " color.rgb *= ShadowMapCompare(ShadowMapTC);\n"
1717 "#ifdef USEDEFERREDLIGHTMAP\n"
1718 " vec2 ScreenTexCoord = gl_FragCoord.xy * PixelToScreenTexCoord;\n"
1719 " color.rgb += diffusetex * myhalf3(texture2D(Texture_ScreenDiffuse, ScreenTexCoord)) * DeferredMod_Diffuse;\n"
1720 " color.rgb += glosstex.rgb * myhalf3(texture2D(Texture_ScreenSpecular, ScreenTexCoord)) * DeferredMod_Specular;\n"
1724 "#ifdef USEVERTEXTEXTUREBLEND\n"
1725 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend) * Color_Glow;\n"
1727 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * Color_Glow;\n"
1732 " color.rgb = FogVertex(color.rgb);\n"
1735 " // 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"
1736 "#ifdef USEREFLECTION\n"
1737 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1738 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1739 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1740 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1741 " // FIXME temporary hack to detect the case that the reflection\n"
1742 " // gets blackened at edges due to leaving the area that contains actual\n"
1744 " // Remove this 'ack once we have a better way to stop this thing from\n"
1746 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1747 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1748 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1749 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1750 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1751 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1754 " gl_FragColor = vec4(color);\n"
1756 "#endif // FRAGMENT_SHADER\n"
1758 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
1759 "#endif // !MODE_DEFERREDGEOMETRY\n"
1760 "#endif // !MODE_WATER\n"
1761 "#endif // !MODE_REFRACTION\n"
1762 "#endif // !MODE_BLOOMBLUR\n"
1763 "#endif // !MODE_GENERIC\n"
1764 "#endif // !MODE_POSTPROCESS\n"
1765 "#endif // !MODE_SHOWDEPTH\n"
1766 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1770 =========================================================================================================================================================
1774 =========================================================================================================================================================
1778 =========================================================================================================================================================
1782 =========================================================================================================================================================
1786 =========================================================================================================================================================
1790 =========================================================================================================================================================
1794 =========================================================================================================================================================
1797 const char *builtincgshaderstring =
1798 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
1799 "// written by Forest 'LordHavoc' Hale\n"
1800 "// shadowmapping enhancements by Lee 'eihrul' Salzman\n"
1802 "// FIXME: we need to get rid of ModelViewProjectionPosition to make room for the texcoord for this\n"
1803 "#if defined(USEREFLECTION)\n"
1804 "#undef USESHADOWMAPORTHO\n"
1807 "#if defined(USEFOGINSIDE) || defined(USEFOGOUTSIDE) || defined(USEFOGHEIGHTTEXTURE)\n"
1810 "#if defined(MODE_LIGHTMAP) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
1811 "#define USELIGHTMAP\n"
1813 "#if defined(USESPECULAR) || defined(USEOFFSETMAPPING) || defined(USEREFLECTCUBE) || defined(MODE_FAKELIGHT)\n"
1814 "#define USEEYEVECTOR\n"
1817 "#ifdef FRAGMENT_SHADER\n"
1819 "//#undef USESHADOWMAPPCF\n"
1820 "//#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1821 "#define texDepth2D(tex,texcoord) dot(tex2D(tex,texcoord).rgb, float3(1.0, 255.0/65536.0, 255.0/16777216.0))\n"
1823 "#define texDepth2D(tex,texcoord) tex2D(tex,texcoord).r\n"
1827 "#ifdef MODE_DEPTH_OR_SHADOW\n"
1828 "#ifdef VERTEX_SHADER\n"
1831 "float4 gl_Vertex : POSITION,\n"
1832 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1833 "out float4 gl_Position : POSITION,\n"
1834 "out float Depth : TEXCOORD0\n"
1837 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1838 " Depth = gl_Position.z;\n"
1842 "#ifdef FRAGMENT_SHADER\n"
1845 "float Depth : TEXCOORD0,\n"
1846 "out float4 gl_FragColor : COLOR\n"
1849 "// float3 temp = float3(Depth,Depth*(65536.0/255.0),Depth*(16777216.0/255.0));\n"
1850 " float4 temp = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
1851 " temp.yz -= floor(temp.yz);\n"
1852 " gl_FragColor = temp;\n"
1853 "// gl_FragColor = float4(Depth,0,0,0);\n"
1856 "#else // !MODE_DEPTH_ORSHADOW\n"
1861 "#ifdef MODE_SHOWDEPTH\n"
1862 "#ifdef VERTEX_SHADER\n"
1865 "float4 gl_Vertex : POSITION,\n"
1866 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1867 "out float4 gl_Position : POSITION,\n"
1868 "out float4 gl_FrontColor : COLOR0\n"
1871 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1872 " gl_FrontColor = float4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
1876 "#ifdef FRAGMENT_SHADER\n"
1879 "float4 gl_FrontColor : COLOR0,\n"
1880 "out float4 gl_FragColor : COLOR\n"
1883 " gl_FragColor = gl_FrontColor;\n"
1886 "#else // !MODE_SHOWDEPTH\n"
1891 "#ifdef MODE_POSTPROCESS\n"
1893 "#ifdef VERTEX_SHADER\n"
1896 "float4 gl_Vertex : POSITION,\n"
1897 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
1898 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
1899 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
1900 "out float4 gl_Position : POSITION,\n"
1901 "out float2 TexCoord1 : TEXCOORD0,\n"
1902 "out float2 TexCoord2 : TEXCOORD1\n"
1905 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
1906 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
1908 " TexCoord2 = gl_MultiTexCoord4.xy;\n"
1913 "#ifdef FRAGMENT_SHADER\n"
1916 "float2 TexCoord1 : TEXCOORD0,\n"
1917 "float2 TexCoord2 : TEXCOORD1,\n"
1918 "uniform sampler Texture_First : register(s0),\n"
1920 "uniform sampler Texture_Second : register(s1),\n"
1922 "#ifdef USEGAMMARAMPS\n"
1923 "uniform sampler Texture_GammaRamps : register(s2),\n"
1925 "#ifdef USESATURATION\n"
1926 "uniform float Saturation : register(c30),\n"
1928 "#ifdef USEVIEWTINT\n"
1929 "uniform float4 ViewTintColor : register(c41),\n"
1931 "uniform float4 UserVec1 : register(c37),\n"
1932 "uniform float4 UserVec2 : register(c38),\n"
1933 "uniform float4 UserVec3 : register(c39),\n"
1934 "uniform float4 UserVec4 : register(c40),\n"
1935 "uniform float ClientTime : register(c2),\n"
1936 "uniform float2 PixelSize : register(c25),\n"
1937 "uniform float4 BloomColorSubtract : register(c43),\n"
1938 "out float4 gl_FragColor : COLOR\n"
1941 " gl_FragColor = tex2D(Texture_First, TexCoord1);\n"
1943 " gl_FragColor += max(float4(0,0,0,0), tex2D(Texture_Second, TexCoord2) - BloomColorSubtract);\n"
1945 "#ifdef USEVIEWTINT\n"
1946 " gl_FragColor = lerp(gl_FragColor, ViewTintColor, ViewTintColor.a);\n"
1949 "#ifdef USEPOSTPROCESSING\n"
1950 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
1951 "// 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"
1952 " float sobel = 1.0;\n"
1953 " // float2 ts = textureSize(Texture_First, 0);\n"
1954 " // float2 px = float2(1/ts.x, 1/ts.y);\n"
1955 " float2 px = PixelSize;\n"
1956 " float3 x1 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1957 " float3 x2 = tex2D(Texture_First, TexCoord1 + float2(-px.x, 0.0)).rgb;\n"
1958 " float3 x3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1959 " float3 x4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1960 " float3 x5 = tex2D(Texture_First, TexCoord1 + float2( px.x, 0.0)).rgb;\n"
1961 " float3 x6 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1962 " float3 y1 = tex2D(Texture_First, TexCoord1 + float2( px.x,-px.y)).rgb;\n"
1963 " float3 y2 = tex2D(Texture_First, TexCoord1 + float2( 0.0,-px.y)).rgb;\n"
1964 " float3 y3 = tex2D(Texture_First, TexCoord1 + float2(-px.x,-px.y)).rgb;\n"
1965 " float3 y4 = tex2D(Texture_First, TexCoord1 + float2( px.x, px.y)).rgb;\n"
1966 " float3 y5 = tex2D(Texture_First, TexCoord1 + float2( 0.0, px.y)).rgb;\n"
1967 " float3 y6 = tex2D(Texture_First, TexCoord1 + float2(-px.x, px.y)).rgb;\n"
1968 " float px1 = -1.0 * dot(float3(0.3, 0.59, 0.11), x1);\n"
1969 " float px2 = -2.0 * dot(float3(0.3, 0.59, 0.11), x2);\n"
1970 " float px3 = -1.0 * dot(float3(0.3, 0.59, 0.11), x3);\n"
1971 " float px4 = 1.0 * dot(float3(0.3, 0.59, 0.11), x4);\n"
1972 " float px5 = 2.0 * dot(float3(0.3, 0.59, 0.11), x5);\n"
1973 " float px6 = 1.0 * dot(float3(0.3, 0.59, 0.11), x6);\n"
1974 " float py1 = -1.0 * dot(float3(0.3, 0.59, 0.11), y1);\n"
1975 " float py2 = -2.0 * dot(float3(0.3, 0.59, 0.11), y2);\n"
1976 " float py3 = -1.0 * dot(float3(0.3, 0.59, 0.11), y3);\n"
1977 " float py4 = 1.0 * dot(float3(0.3, 0.59, 0.11), y4);\n"
1978 " float py5 = 2.0 * dot(float3(0.3, 0.59, 0.11), y5);\n"
1979 " float py6 = 1.0 * dot(float3(0.3, 0.59, 0.11), y6);\n"
1980 " sobel = 0.25 * abs(px1 + px2 + px3 + px4 + px5 + px6) + 0.25 * abs(py1 + py2 + py3 + py4 + py5 + py6);\n"
1981 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.987688, -0.156434)) * UserVec1.y;\n"
1982 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.156434, -0.891007)) * UserVec1.y;\n"
1983 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.891007, -0.453990)) * UserVec1.y;\n"
1984 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2( 0.707107, 0.707107)) * UserVec1.y;\n"
1985 " gl_FragColor += tex2D(Texture_First, TexCoord1 + PixelSize*UserVec1.x*float2(-0.453990, 0.891007)) * UserVec1.y;\n"
1986 " gl_FragColor /= (1.0 + 5.0 * UserVec1.y);\n"
1987 " gl_FragColor.rgb = gl_FragColor.rgb * (1.0 + UserVec2.x) + float3(1,1,1)*max(0.0, sobel - UserVec2.z)*UserVec2.y;\n"
1990 "#ifdef USESATURATION\n"
1991 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
1992 " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n"
1993 " //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n"
1994 " gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n"
1997 "#ifdef USEGAMMARAMPS\n"
1998 " gl_FragColor.r = tex2D(Texture_GammaRamps, float2(gl_FragColor.r, 0)).r;\n"
1999 " gl_FragColor.g = tex2D(Texture_GammaRamps, float2(gl_FragColor.g, 0)).g;\n"
2000 " gl_FragColor.b = tex2D(Texture_GammaRamps, float2(gl_FragColor.b, 0)).b;\n"
2004 "#else // !MODE_POSTPROCESS\n"
2009 "#ifdef MODE_GENERIC\n"
2010 "#ifdef VERTEX_SHADER\n"
2013 "float4 gl_Vertex : POSITION,\n"
2014 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2015 "float4 gl_Color : COLOR0,\n"
2016 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2017 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2018 "out float4 gl_Position : POSITION,\n"
2019 "#ifdef USEDIFFUSE\n"
2020 "out float2 TexCoord1 : TEXCOORD0,\n"
2022 "#ifdef USESPECULAR\n"
2023 "out float2 TexCoord2 : TEXCOORD1,\n"
2025 "out float4 gl_FrontColor : COLOR\n"
2029 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2031 " gl_FrontColor = gl_Color; // Cg is forward\n"
2033 "#ifdef USEDIFFUSE\n"
2034 " TexCoord1 = gl_MultiTexCoord0.xy;\n"
2036 "#ifdef USESPECULAR\n"
2037 " TexCoord2 = gl_MultiTexCoord1.xy;\n"
2039 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2043 "#ifdef FRAGMENT_SHADER\n"
2047 "float4 gl_FrontColor : COLOR0,\n"
2048 "float2 TexCoord1 : TEXCOORD0,\n"
2049 "float2 TexCoord2 : TEXCOORD1,\n"
2050 "#ifdef USEDIFFUSE\n"
2051 "uniform sampler Texture_First : register(s0),\n"
2053 "#ifdef USESPECULAR\n"
2054 "uniform sampler Texture_Second : register(s1),\n"
2056 "out float4 gl_FragColor : COLOR\n"
2059 " gl_FragColor = gl_FrontColor;\n"
2060 "#ifdef USEDIFFUSE\n"
2061 " gl_FragColor *= tex2D(Texture_First, TexCoord1);\n"
2064 "#ifdef USESPECULAR\n"
2065 " float4 tex2 = tex2D(Texture_Second, TexCoord2);\n"
2066 "# ifdef USECOLORMAPPING\n"
2067 " gl_FragColor *= tex2;\n"
2070 " gl_FragColor += tex2;\n"
2072 "# ifdef USEVERTEXTEXTUREBLEND\n"
2073 " gl_FragColor = lerp(gl_FragColor, tex2, tex2.a);\n"
2078 "#else // !MODE_GENERIC\n"
2083 "#ifdef MODE_BLOOMBLUR\n"
2084 "#ifdef VERTEX_SHADER\n"
2087 "float4 gl_Vertex : POSITION,\n"
2088 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2089 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2090 "out float4 gl_Position : POSITION,\n"
2091 "out float2 TexCoord : TEXCOORD0\n"
2094 " TexCoord = gl_MultiTexCoord0.xy;\n"
2095 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2099 "#ifdef FRAGMENT_SHADER\n"
2103 "float2 TexCoord : TEXCOORD0,\n"
2104 "uniform sampler Texture_First : register(s0),\n"
2105 "uniform float4 BloomBlur_Parameters : register(c1),\n"
2106 "out float4 gl_FragColor : COLOR\n"
2110 " float2 tc = TexCoord;\n"
2111 " float3 color = tex2D(Texture_First, tc).rgb;\n"
2112 " tc += BloomBlur_Parameters.xy;\n"
2113 " for (i = 1;i < SAMPLES;i++)\n"
2115 " color += tex2D(Texture_First, tc).rgb;\n"
2116 " tc += BloomBlur_Parameters.xy;\n"
2118 " gl_FragColor = float4(color * BloomBlur_Parameters.z + float3(BloomBlur_Parameters.w), 1);\n"
2121 "#else // !MODE_BLOOMBLUR\n"
2122 "#ifdef MODE_REFRACTION\n"
2123 "#ifdef VERTEX_SHADER\n"
2126 "float4 gl_Vertex : POSITION,\n"
2127 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2128 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2129 "uniform float4x4 TexMatrix : register(c0),\n"
2130 "uniform float3 EyePosition : register(c24),\n"
2131 "out float4 gl_Position : POSITION,\n"
2132 "out float2 TexCoord : TEXCOORD0,\n"
2133 "out float3 EyeVector : TEXCOORD1,\n"
2134 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2137 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2138 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2139 " ModelViewProjectionPosition = gl_Position;\n"
2143 "#ifdef FRAGMENT_SHADER\n"
2146 "float2 TexCoord : TEXCOORD0,\n"
2147 "float3 EyeVector : TEXCOORD1,\n"
2148 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2149 "uniform sampler Texture_Normal : register(s0),\n"
2150 "uniform sampler Texture_Refraction : register(s3),\n"
2151 "uniform sampler Texture_Reflection : register(s7),\n"
2152 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2153 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2154 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2155 "uniform float4 RefractColor : register(c29),\n"
2156 "out float4 gl_FragColor : COLOR\n"
2159 " float2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
2160 " //float2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2161 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
2162 " float2 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.xy;\n"
2163 " // FIXME temporary hack to detect the case that the reflection\n"
2164 " // gets blackened at edges due to leaving the area that contains actual\n"
2166 " // Remove this 'ack once we have a better way to stop this thing from\n"
2168 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
2169 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
2170 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2171 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2172 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
2173 " gl_FragColor = float4(tex2D(Texture_Refraction, ScreenTexCoord).rgb, 1) * RefractColor;\n"
2176 "#else // !MODE_REFRACTION\n"
2181 "#ifdef MODE_WATER\n"
2182 "#ifdef VERTEX_SHADER\n"
2186 "float4 gl_Vertex : POSITION,\n"
2187 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2188 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2189 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2190 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2191 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2192 "uniform float4x4 TexMatrix : register(c0),\n"
2193 "uniform float3 EyePosition : register(c24),\n"
2194 "out float4 gl_Position : POSITION,\n"
2195 "out float2 TexCoord : TEXCOORD0,\n"
2196 "out float3 EyeVector : TEXCOORD1,\n"
2197 "out float4 ModelViewProjectionPosition : TEXCOORD2\n"
2200 " TexCoord = mul(TexMatrix, gl_MultiTexCoord0).xy;\n"
2201 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2202 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2203 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2204 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2205 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2206 " ModelViewProjectionPosition = gl_Position;\n"
2210 "#ifdef FRAGMENT_SHADER\n"
2213 "float2 TexCoord : TEXCOORD0,\n"
2214 "float3 EyeVector : TEXCOORD1,\n"
2215 "float4 ModelViewProjectionPosition : TEXCOORD2,\n"
2216 "uniform sampler Texture_Normal : register(s0),\n"
2217 "uniform sampler Texture_Refraction : register(s3),\n"
2218 "uniform sampler Texture_Reflection : register(s7),\n"
2219 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2220 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2221 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2222 "uniform float4 RefractColor : register(c29),\n"
2223 "uniform float4 ReflectColor : register(c26),\n"
2224 "uniform float ReflectFactor : register(c27),\n"
2225 "uniform float ReflectOffset : register(c28),\n"
2226 "out float4 gl_FragColor : COLOR\n"
2229 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
2230 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2231 " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
2232 " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n"
2233 " float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n"
2234 " // FIXME temporary hack to detect the case that the reflection\n"
2235 " // gets blackened at edges due to leaving the area that contains actual\n"
2237 " // Remove this 'ack once we have a better way to stop this thing from\n"
2239 " float f = min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, 0.01)).rgb) / 0.05);\n"
2240 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(0.01, -0.01)).rgb) / 0.05);\n"
2241 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2242 " f *= min(1.0, length(tex2D(Texture_Refraction, ScreenTexCoord.xy + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2243 " ScreenTexCoord.xy = lerp(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
2244 " f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, 0.01)).rgb) / 0.05);\n"
2245 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(0.01, -0.01)).rgb) / 0.05);\n"
2246 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, 0.01)).rgb) / 0.05);\n"
2247 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord.zw + float2(-0.01, -0.01)).rgb) / 0.05);\n"
2248 " ScreenTexCoord.zw = lerp(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
2249 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
2250 " gl_FragColor = lerp(float4(tex2D(Texture_Refraction, ScreenTexCoord.xy).rgb, 1) * RefractColor, float4(tex2D(Texture_Reflection, ScreenTexCoord.zw).rgb, 1) * ReflectColor, Fresnel);\n"
2253 "#else // !MODE_WATER\n"
2258 "// 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"
2260 "// fragment shader specific:\n"
2261 "#ifdef FRAGMENT_SHADER\n"
2264 "float3 FogVertex(float3 surfacecolor, float3 FogColor, float3 EyeVectorModelSpace, float FogPlaneVertexDist, float FogRangeRecip, float FogPlaneViewDist, float FogHeightFade, sampler Texture_FogMask, sampler Texture_FogHeightTexture)\n"
2267 "#ifdef USEFOGHEIGHTTEXTURE\n"
2268 " float4 fogheightpixel = tex2D(Texture_FogHeightTexture, float2(1,1) + float2(FogPlaneVertexDist, FogPlaneViewDist) * (-2.0 * FogHeightFade));\n"
2269 " fogfrac = fogheightpixel.a;\n"
2270 " return lerp(fogheightpixel.rgb * FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2272 "# ifdef USEFOGOUTSIDE\n"
2273 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
2275 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
2277 " return lerp(FogColor, surfacecolor, tex2D(Texture_FogMask, float2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0)).r);\n"
2282 "#ifdef USEOFFSETMAPPING\n"
2283 "float2 OffsetMapping(float2 TexCoord, float OffsetMapping_Scale, float3 EyeVector, sampler Texture_Normal)\n"
2285 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
2286 " // 14 sample relief mapping: linear search and then binary search\n"
2287 " // this basically steps forward a small amount repeatedly until it finds\n"
2288 " // itself inside solid, then jitters forward and back using decreasing\n"
2289 " // amounts to find the impact\n"
2290 " //float3 OffsetVector = float3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1), -1);\n"
2291 " //float3 OffsetVector = float3(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2292 " float3 OffsetVector = float3(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1), -1);\n"
2293 " float3 RT = float3(TexCoord, 1);\n"
2294 " OffsetVector *= 0.1;\n"
2295 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2296 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2297 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2298 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2299 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2300 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2301 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2302 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2303 " RT += OffsetVector * step(tex2D(Texture_Normal, RT.xy).a, RT.z);\n"
2304 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
2305 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
2306 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
2307 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
2308 " RT += OffsetVector * (step(tex2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
2311 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
2312 " // this basically moves forward the full distance, and then backs up based\n"
2313 " // on height of samples\n"
2314 " //float2 OffsetVector = float2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * float2(-1, 1));\n"
2315 " //float2 OffsetVector = float2(normalize(EyeVector.xy) * OffsetMapping_Scale * float2(-1, 1));\n"
2316 " float2 OffsetVector = float2(normalize(EyeVector).xy * OffsetMapping_Scale * float2(-1, 1));\n"
2317 " TexCoord += OffsetVector;\n"
2318 " OffsetVector *= 0.333;\n"
2319 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2320 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2321 " TexCoord -= OffsetVector * tex2D(Texture_Normal, TexCoord).a;\n"
2322 " return TexCoord;\n"
2325 "#endif // USEOFFSETMAPPING\n"
2327 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
2328 "#if defined(USESHADOWMAP2D)\n"
2329 "# ifdef USESHADOWMAPORTHO\n"
2330 "# define GetShadowMapTC2D(dir, ShadowMap_Parameters) (min(dir, ShadowMap_Parameters.xyz))\n"
2332 "# ifdef USESHADOWMAPVSDCT\n"
2333 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters, samplerCUBE Texture_CubeProjection)\n"
2335 " float3 adir = abs(dir);\n"
2336 " float2 aparams = ShadowMap_Parameters.xy / max(max(adir.x, adir.y), adir.z);\n"
2337 " float4 proj = texCUBE(Texture_CubeProjection, dir);\n"
2338 " return float3(lerp(dir.xy, dir.zz, proj.xy) * aparams.x + proj.zw * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2341 "float3 GetShadowMapTC2D(float3 dir, float4 ShadowMap_Parameters)\n"
2343 " float3 adir = abs(dir);\n"
2344 " float ma = adir.z;\n"
2345 " float4 proj = float4(dir, 2.5);\n"
2346 " if (adir.x > ma) { ma = adir.x; proj = float4(dir.zyx, 0.5); }\n"
2347 " if (adir.y > ma) { ma = adir.y; proj = float4(dir.xzy, 1.5); }\n"
2349 " return float3(proj.xy * ShadowMap_Parameters.x / ma + float2(0.5,0.5) + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, ma + 64 * ShadowMap_Parameters.w);\n"
2351 " float2 aparams = ShadowMap_Parameters.xy / ma;\n"
2352 " return float3(proj.xy * aparams.x + float2(proj.z < 0.0 ? 1.5 : 0.5, proj.w) * ShadowMap_Parameters.z, aparams.y + ShadowMap_Parameters.w);\n"
2357 "#endif // defined(USESHADOWMAP2D)\n"
2359 "# ifdef USESHADOWMAP2D\n"
2360 "#ifdef USESHADOWMAPVSDCT\n"
2361 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale, samplerCUBE Texture_CubeProjection)\n"
2363 "float ShadowMapCompare(float3 dir, sampler Texture_ShadowMap2D, float4 ShadowMap_Parameters, float2 ShadowMap_TextureScale)\n"
2366 "#ifdef USESHADOWMAPVSDCT\n"
2367 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters, Texture_CubeProjection);\n"
2369 " float3 shadowmaptc = GetShadowMapTC2D(dir, ShadowMap_Parameters);\n"
2373 "# ifdef USESHADOWSAMPLER\n"
2374 "# ifdef USESHADOWMAPPCF\n"
2375 "# define texval(x, y) tex2Dproj(Texture_ShadowMap2D, float4(center + float2(x, y)*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r \n"
2376 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
2377 " f = dot(float4(0.25,0.25,0.25,0.25), float4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
2379 " f = tex2Dproj(Texture_ShadowMap2D, float4(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z, 1.0)).r;\n"
2382 "# ifdef USESHADOWMAPPCF\n"
2383 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
2384 "# ifdef GL_ARB_texture_gather\n"
2385 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, int2(x, y))\n"
2387 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale)\n"
2389 " float2 offset = frac(shadowmaptc.xy - 0.5), center = (shadowmaptc.xy - offset)*ShadowMap_TextureScale;\n"
2390 "# if USESHADOWMAPPCF > 1\n"
2391 " float4 group1 = step(shadowmaptc.z, texval(-2.0, -2.0));\n"
2392 " float4 group2 = step(shadowmaptc.z, texval( 0.0, -2.0));\n"
2393 " float4 group3 = step(shadowmaptc.z, texval( 2.0, -2.0));\n"
2394 " float4 group4 = step(shadowmaptc.z, texval(-2.0, 0.0));\n"
2395 " float4 group5 = step(shadowmaptc.z, texval( 0.0, 0.0));\n"
2396 " float4 group6 = step(shadowmaptc.z, texval( 2.0, 0.0));\n"
2397 " float4 group7 = step(shadowmaptc.z, texval(-2.0, 2.0));\n"
2398 " float4 group8 = step(shadowmaptc.z, texval( 0.0, 2.0));\n"
2399 " float4 group9 = step(shadowmaptc.z, texval( 2.0, 2.0));\n"
2400 " float4 locols = float4(group1.ab, group3.ab);\n"
2401 " float4 hicols = float4(group7.rg, group9.rg);\n"
2402 " locols.yz += group2.ab;\n"
2403 " hicols.yz += group8.rg;\n"
2404 " float4 midcols = float4(group1.rg, group3.rg) + float4(group7.ab, group9.ab) +\n"
2405 " float4(group4.rg, group6.rg) + float4(group4.ab, group6.ab) +\n"
2406 " lerp(locols, hicols, offset.y);\n"
2407 " float4 cols = group5 + float4(group2.rg, group8.ab);\n"
2408 " cols.xyz += lerp(midcols.xyz, midcols.yzw, offset.x);\n"
2409 " f = dot(cols, float4(1.0/25.0));\n"
2411 " float4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
2412 " float4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
2413 " float4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
2414 " float4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
2415 " float4 cols = float4(group1.rg, group2.rg) + float4(group3.ab, group4.ab) +\n"
2416 " lerp(float4(group1.ab, group2.ab), float4(group3.rg, group4.rg), offset.y);\n"
2417 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2420 "# ifdef GL_EXT_gpu_shader4\n"
2421 "# define texval(x, y) tex2DOffset(Texture_ShadowMap2D, center, int2(x, y)).r\n"
2423 "# define texval(x, y) texDepth2D(Texture_ShadowMap2D, center + float2(x, y)*ShadowMap_TextureScale).r \n"
2425 "# if USESHADOWMAPPCF > 1\n"
2426 " float2 center = shadowmaptc.xy - 0.5, offset = frac(center);\n"
2427 " center *= ShadowMap_TextureScale;\n"
2428 " 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"
2429 " 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"
2430 " 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"
2431 " 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"
2432 " float4 cols = row2 + row3 + lerp(row1, row4, offset.y);\n"
2433 " f = dot(lerp(cols.xyz, cols.yzw, offset.x), float3(1.0/9.0));\n"
2435 " float2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = frac(shadowmaptc.xy);\n"
2436 " float3 row1 = step(shadowmaptc.z, float3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
2437 " float3 row2 = step(shadowmaptc.z, float3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
2438 " float3 row3 = step(shadowmaptc.z, float3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
2439 " float3 cols = row2 + lerp(row1, row3, offset.y);\n"
2440 " f = dot(lerp(cols.xy, cols.yz, offset.x), float2(0.25,0.25));\n"
2444 " f = step(shadowmaptc.z, tex2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
2447 "# ifdef USESHADOWMAPORTHO\n"
2448 " return lerp(ShadowMap_Parameters.w, 1.0, f);\n"
2454 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
2455 "#endif // FRAGMENT_SHADER\n"
2460 "#ifdef MODE_DEFERREDGEOMETRY\n"
2461 "#ifdef VERTEX_SHADER\n"
2464 "float4 gl_Vertex : POSITION,\n"
2465 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2466 "#ifdef USEVERTEXTEXTUREBLEND\n"
2467 "float4 gl_Color : COLOR0,\n"
2469 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2470 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2471 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2472 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2473 "uniform float4x4 TexMatrix : register(c0),\n"
2474 "#ifdef USEVERTEXTEXTUREBLEND\n"
2475 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2477 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2478 "#ifdef USEOFFSETMAPPING\n"
2479 "uniform float3 EyePosition : register(c24),\n"
2481 "out float4 gl_Position : POSITION,\n"
2482 "#ifdef USEVERTEXTEXTUREBLEND\n"
2483 "out float4 gl_FrontColor : COLOR,\n"
2485 "out float4 TexCoordBoth : TEXCOORD0,\n"
2486 "#ifdef USEOFFSETMAPPING\n"
2487 "out float3 EyeVector : TEXCOORD2,\n"
2489 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2490 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2491 "out float4 VectorR : TEXCOORD7 // direction of R texcoord (surface normal), Depth value\n"
2494 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2495 "#ifdef USEVERTEXTEXTUREBLEND\n"
2497 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2499 " gl_FrontColor = gl_Color; // Cg is forward\n"
2501 " TexCoordBoth.zw = float2(Backgroundmul(TexMatrix, gl_MultiTexCoord0));\n"
2504 " // transform unnormalized eye direction into tangent space\n"
2505 "#ifdef USEOFFSETMAPPING\n"
2506 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2507 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2508 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2509 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2512 " VectorS = mul(ModelViewMatrix, float4(gl_MultiTexCoord1.xyz, 0)).xyz;\n"
2513 " VectorT = mul(ModelViewMatrix, float4(gl_MultiTexCoord2.xyz, 0)).xyz;\n"
2514 " VectorR.xyz = mul(ModelViewMatrix, float4(gl_MultiTexCoord3.xyz, 0)).xyz;\n"
2515 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2516 " VectorR.w = gl_Position.z;\n"
2518 "#endif // VERTEX_SHADER\n"
2520 "#ifdef FRAGMENT_SHADER\n"
2523 "float4 TexCoordBoth : TEXCOORD0,\n"
2524 "float3 EyeVector : TEXCOORD2,\n"
2525 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2526 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2527 "float4 VectorR : TEXCOORD7, // direction of R texcoord (surface normal), Depth value\n"
2528 "uniform sampler Texture_Normal : register(s0),\n"
2529 "#ifdef USEALPHAKILL\n"
2530 "uniform sampler Texture_Color : register(s1),\n"
2532 "uniform sampler Texture_Gloss : register(s2),\n"
2533 "#ifdef USEVERTEXTEXTUREBLEND\n"
2534 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2535 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2537 "#ifdef USEOFFSETMAPPING\n"
2538 "uniform float OffsetMapping_Scale : register(c24),\n"
2540 "uniform half SpecularPower : register(c36),\n"
2542 "out float4 gl_FragData0 : COLOR0,\n"
2543 "out float4 gl_FragData1 : COLOR1\n"
2545 "out float4 gl_FragColor : COLOR\n"
2549 " float2 TexCoord = TexCoordBoth.xy;\n"
2550 "#ifdef USEOFFSETMAPPING\n"
2551 " // apply offsetmapping\n"
2552 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
2553 "#define TexCoord TexCoordOffset\n"
2556 "#ifdef USEALPHAKILL\n"
2557 " if (tex2D(Texture_Color, TexCoord).a < 0.5)\n"
2561 "#ifdef USEVERTEXTEXTUREBLEND\n"
2562 " float alpha = tex2D(Texture_Color, TexCoord).a;\n"
2563 " float terrainblend = clamp(float(gl_FrontColor.a) * alpha * 2.0 - 0.5, float(0.0), float(1.0));\n"
2564 " //float terrainblend = min(float(gl_FrontColor.a) * alpha * 2.0, float(1.0));\n"
2565 " //float terrainblend = float(gl_FrontColor.a) * alpha > 0.5;\n"
2568 "#ifdef USEVERTEXTEXTUREBLEND\n"
2569 " float3 surfacenormal = lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend) - float3(0.5, 0.5, 0.5);\n"
2570 " float a = lerp(tex2D(Texture_SecondaryGloss, TexCoord2).a, tex2D(Texture_Gloss, TexCoord).a, terrainblend);\n"
2572 " float3 surfacenormal = tex2D(Texture_Normal, TexCoord).rgb - float3(0.5, 0.5, 0.5);\n"
2573 " float a = tex2D(Texture_Gloss, TexCoord).a;\n"
2577 " gl_FragData0 = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR.xyz) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2578 " float Depth = VectorR.w / 256.0;\n"
2579 " float4 depthcolor = float4(Depth,Depth*65536.0/255.0,Depth*16777216.0/255.0,0.0);\n"
2580 "// float4 depthcolor = float4(Depth,Depth*256.0,Depth*65536.0,0.0);\n"
2581 " depthcolor.yz -= floor(depthcolor.yz);\n"
2582 " gl_FragData1 = depthcolor;\n"
2584 " gl_FragColor = float4(normalize(surfacenormal.x * VectorS + surfacenormal.y * VectorT + surfacenormal.z * VectorR) * 0.5 + float3(0.5, 0.5, 0.5), a);\n"
2587 "#endif // FRAGMENT_SHADER\n"
2588 "#else // !MODE_DEFERREDGEOMETRY\n"
2593 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2594 "#ifdef VERTEX_SHADER\n"
2597 "float4 gl_Vertex : POSITION,\n"
2598 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2599 "uniform float4x4 ModelViewMatrix : register(c12),\n"
2600 "out float4 gl_Position : POSITION,\n"
2601 "out float4 ModelViewPosition : TEXCOORD0\n"
2604 " ModelViewPosition = mul(ModelViewMatrix, gl_Vertex);\n"
2605 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2607 "#endif // VERTEX_SHADER\n"
2609 "#ifdef FRAGMENT_SHADER\n"
2613 "float2 Pixel : VPOS,\n"
2615 "float2 Pixel : WPOS,\n"
2617 "float4 ModelViewPosition : TEXCOORD0,\n"
2618 "uniform float4x4 ViewToLight : register(c44),\n"
2619 "uniform float2 ScreenToDepth : register(c33), // ScreenToDepth = float2(Far / (Far - Near), Far * Near / (Near - Far));\n"
2620 "uniform float3 LightPosition : register(c23),\n"
2621 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2622 "uniform half3 DeferredColor_Ambient : register(c9),\n"
2623 "uniform half3 DeferredColor_Diffuse : register(c10),\n"
2624 "#ifdef USESPECULAR\n"
2625 "uniform half3 DeferredColor_Specular : register(c11),\n"
2626 "uniform half SpecularPower : register(c36),\n"
2628 "uniform sampler Texture_Attenuation : register(s9),\n"
2629 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2630 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2632 "#ifdef USECUBEFILTER\n"
2633 "uniform samplerCUBE Texture_Cube : register(s10),\n"
2636 "#ifdef USESHADOWMAP2D\n"
2637 "# ifdef USESHADOWSAMPLER\n"
2638 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2640 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
2644 "#ifdef USESHADOWMAPVSDCT\n"
2645 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
2648 "#if defined(USESHADOWMAP2D)\n"
2649 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
2650 "uniform float4 ShadowMap_Parameters : register(c34),\n"
2653 "out float4 gl_FragData0 : COLOR0,\n"
2654 "out float4 gl_FragData1 : COLOR1\n"
2657 " // calculate viewspace pixel position\n"
2658 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
2659 " //ScreenTexCoord.y = ScreenTexCoord.y * -1 + 1; // Cg is opposite?\n"
2660 " float3 position;\n"
2662 " position.z = texDepth2D(Texture_ScreenDepth, ScreenTexCoord) * 256.0;\n"
2664 " position.z = ScreenToDepth.y / (texDepth2D(Texture_ScreenDepth, ScreenTexCoord) + ScreenToDepth.x);\n"
2666 " position.xy = ModelViewPosition.xy * (position.z / ModelViewPosition.z);\n"
2667 " // decode viewspace pixel normal\n"
2668 " half4 normalmap = half4(tex2D(Texture_ScreenNormalMap, ScreenTexCoord));\n"
2669 " half3 surfacenormal = half3(normalize(normalmap.rgb - half3(0.5,0.5,0.5)));\n"
2670 " // surfacenormal = pixel normal in viewspace\n"
2671 " // LightVector = pixel to light in viewspace\n"
2672 " // CubeVector = position in lightspace\n"
2673 " // eyevector = pixel to view in viewspace\n"
2674 " float3 CubeVector = mul(ViewToLight, float4(position,1)).xyz;\n"
2675 " half fade = half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
2676 "#ifdef USEDIFFUSE\n"
2677 " // calculate diffuse shading\n"
2678 " half3 lightnormal = half3(normalize(LightPosition - position));\n"
2679 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
2681 "#ifdef USESPECULAR\n"
2682 " // calculate directional shading\n"
2683 " float3 eyevector = position * -1.0;\n"
2684 "# ifdef USEEXACTSPECULARMATH\n"
2685 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a));\n"
2687 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(eyevector))));\n"
2688 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a));\n"
2692 "#if defined(USESHADOWMAP2D)\n"
2693 " fade *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
2694 "#ifdef USESHADOWMAPVSDCT\n"
2695 ", Texture_CubeProjection\n"
2700 "#ifdef USEDIFFUSE\n"
2701 " gl_FragData0 = float4((DeferredColor_Ambient + DeferredColor_Diffuse * diffuse) * fade, 1.0);\n"
2703 " gl_FragData0 = float4(DeferredColor_Ambient * fade, 1.0);\n"
2705 "#ifdef USESPECULAR\n"
2706 " gl_FragData1 = float4(DeferredColor_Specular * (specular * fade), 1.0);\n"
2708 " gl_FragData1 = float4(0.0, 0.0, 0.0, 1.0);\n"
2711 "# ifdef USECUBEFILTER\n"
2712 " float3 cubecolor = texCUBE(Texture_Cube, CubeVector).rgb;\n"
2713 " gl_FragData0.rgb *= cubecolor;\n"
2714 " gl_FragData1.rgb *= cubecolor;\n"
2717 "#endif // FRAGMENT_SHADER\n"
2718 "#else // !MODE_DEFERREDLIGHTSOURCE\n"
2723 "#ifdef VERTEX_SHADER\n"
2726 "float4 gl_Vertex : POSITION,\n"
2727 "uniform float4x4 ModelViewProjectionMatrix : register(c8),\n"
2728 "#if defined(USEVERTEXTEXTUREBLEND) || defined(MODE_VERTEXCOLOR)\n"
2729 "float4 gl_Color : COLOR0,\n"
2731 "float4 gl_MultiTexCoord0 : TEXCOORD0,\n"
2732 "float4 gl_MultiTexCoord1 : TEXCOORD1,\n"
2733 "float4 gl_MultiTexCoord2 : TEXCOORD2,\n"
2734 "float4 gl_MultiTexCoord3 : TEXCOORD3,\n"
2735 "float4 gl_MultiTexCoord4 : TEXCOORD4,\n"
2737 "uniform float3 EyePosition : register(c24),\n"
2738 "uniform float4x4 TexMatrix : register(c0),\n"
2739 "#ifdef USEVERTEXTEXTUREBLEND\n"
2740 "uniform float4x4 BackgroundTexMatrix : register(c4),\n"
2742 "#ifdef MODE_LIGHTSOURCE\n"
2743 "uniform float4x4 ModelToLight : register(c20),\n"
2745 "#ifdef MODE_LIGHTSOURCE\n"
2746 "uniform float3 LightPosition : register(c27),\n"
2748 "#ifdef MODE_LIGHTDIRECTION\n"
2749 "uniform float3 LightDir : register(c26),\n"
2751 "uniform float4 FogPlane : register(c25),\n"
2752 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2753 "uniform float3 LightPosition : register(c27),\n"
2755 "#ifdef USESHADOWMAPORTHO\n"
2756 "uniform float4x4 ShadowMapMatrix : register(c16),\n"
2758 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2759 "out float4 gl_FrontColor : COLOR,\n"
2761 "out float4 TexCoordBoth : TEXCOORD0,\n"
2762 "#ifdef USELIGHTMAP\n"
2763 "out float2 TexCoordLightmap : TEXCOORD1,\n"
2765 "#ifdef USEEYEVECTOR\n"
2766 "out float3 EyeVector : TEXCOORD2,\n"
2768 "#ifdef USEREFLECTION\n"
2769 "out float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2772 "out float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2774 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE) || defined(USEDIFFUSE)\n"
2775 "out float3 LightVector : TEXCOORD1,\n"
2777 "#ifdef MODE_LIGHTSOURCE\n"
2778 "out float3 CubeVector : TEXCOORD3,\n"
2780 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2781 "out float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2782 "out float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2783 "out float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2785 "#ifdef USESHADOWMAPORTHO\n"
2786 "out float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2788 "out float4 gl_Position : POSITION\n"
2791 "#if defined(MODE_VERTEXCOLOR) || defined(USEVERTEXTEXTUREBLEND)\n"
2793 " gl_FrontColor = gl_Color.bgra; // NOTE: D3DCOLOR is backwards\n"
2795 " gl_FrontColor = gl_Color; // Cg is forward\n"
2798 " // copy the surface texcoord\n"
2799 " TexCoordBoth = mul(TexMatrix, gl_MultiTexCoord0);\n"
2800 "#ifdef USEVERTEXTEXTUREBLEND\n"
2801 " TexCoordBoth.zw = mul(BackgroundTexMatrix, gl_MultiTexCoord0).xy;\n"
2803 "#ifdef USELIGHTMAP\n"
2804 " TexCoordLightmap = gl_MultiTexCoord4.xy;\n"
2807 "#ifdef MODE_LIGHTSOURCE\n"
2808 " // transform vertex position into light attenuation/cubemap space\n"
2809 " // (-1 to +1 across the light box)\n"
2810 " CubeVector = mul(ModelToLight, gl_Vertex).xyz;\n"
2812 "# ifdef USEDIFFUSE\n"
2813 " // transform unnormalized light direction into tangent space\n"
2814 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
2815 " // normalize it per pixel)\n"
2816 " float3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
2817 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
2818 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
2819 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
2823 "#if defined(MODE_LIGHTDIRECTION) && defined(USEDIFFUSE)\n"
2824 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
2825 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
2826 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
2829 " // transform unnormalized eye direction into tangent space\n"
2830 "#ifdef USEEYEVECTOR\n"
2831 " float3 EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
2832 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
2833 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
2834 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
2838 " EyeVectorModelSpaceFogPlaneVertexDist.xyz = EyePosition - gl_Vertex.xyz;\n"
2839 " EyeVectorModelSpaceFogPlaneVertexDist.w = dot(FogPlane, gl_Vertex);\n"
2842 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
2843 " VectorS = gl_MultiTexCoord1.xyz;\n"
2844 " VectorT = gl_MultiTexCoord2.xyz;\n"
2845 " VectorR = gl_MultiTexCoord3.xyz;\n"
2848 " // transform vertex to camera space, using ftransform to match non-VS rendering\n"
2849 " gl_Position = mul(ModelViewProjectionMatrix, gl_Vertex);\n"
2851 "#ifdef USESHADOWMAPORTHO\n"
2852 " ShadowMapTC = mul(ShadowMapMatrix, gl_Position).xyz;\n"
2855 "#ifdef USEREFLECTION\n"
2856 " ModelViewProjectionPosition = gl_Position;\n"
2859 "#endif // VERTEX_SHADER\n"
2864 "#ifdef FRAGMENT_SHADER\n"
2867 "#ifdef USEDEFERREDLIGHTMAP\n"
2869 "float2 Pixel : VPOS,\n"
2871 "float2 Pixel : WPOS,\n"
2874 "float4 gl_FrontColor : COLOR,\n"
2875 "float4 TexCoordBoth : TEXCOORD0,\n"
2876 "#ifdef USELIGHTMAP\n"
2877 "float2 TexCoordLightmap : TEXCOORD1,\n"
2879 "#ifdef USEEYEVECTOR\n"
2880 "float3 EyeVector : TEXCOORD2,\n"
2882 "#ifdef USEREFLECTION\n"
2883 "float4 ModelViewProjectionPosition : TEXCOORD3,\n"
2886 "float4 EyeVectorModelSpaceFogPlaneVertexDist : TEXCOORD4,\n"
2888 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
2889 "float3 LightVector : TEXCOORD1,\n"
2891 "#ifdef MODE_LIGHTSOURCE\n"
2892 "float3 CubeVector : TEXCOORD3,\n"
2894 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2895 "float4 ModelViewPosition : TEXCOORD0,\n"
2897 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_DEFERREDGEOMETRY) || defined(USEREFLECTCUBE)\n"
2898 "float3 VectorS : TEXCOORD5, // direction of S texcoord (sometimes crudely called tangent)\n"
2899 "float3 VectorT : TEXCOORD6, // direction of T texcoord (sometimes crudely called binormal)\n"
2900 "float3 VectorR : TEXCOORD7, // direction of R texcoord (surface normal)\n"
2902 "#ifdef USESHADOWMAPORTHO\n"
2903 "float3 ShadowMapTC : TEXCOORD3, // CONFLICTS WITH USEREFLECTION!\n"
2906 "uniform sampler Texture_Normal : register(s0),\n"
2907 "uniform sampler Texture_Color : register(s1),\n"
2908 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2909 "uniform sampler Texture_Gloss : register(s2),\n"
2912 "uniform sampler Texture_Glow : register(s3),\n"
2914 "#ifdef USEVERTEXTEXTUREBLEND\n"
2915 "uniform sampler Texture_SecondaryNormal : register(s4),\n"
2916 "uniform sampler Texture_SecondaryColor : register(s5),\n"
2917 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
2918 "uniform sampler Texture_SecondaryGloss : register(s6),\n"
2921 "uniform sampler Texture_SecondaryGlow : register(s7),\n"
2924 "#ifdef USECOLORMAPPING\n"
2925 "uniform sampler Texture_Pants : register(s4),\n"
2926 "uniform sampler Texture_Shirt : register(s7),\n"
2929 "uniform sampler Texture_FogHeightTexture : register(s14),\n"
2930 "uniform sampler Texture_FogMask : register(s8),\n"
2932 "#ifdef USELIGHTMAP\n"
2933 "uniform sampler Texture_Lightmap : register(s9),\n"
2935 "#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
2936 "uniform sampler Texture_Deluxemap : register(s10),\n"
2938 "#ifdef USEREFLECTION\n"
2939 "uniform sampler Texture_Reflection : register(s7),\n"
2942 "#ifdef MODE_DEFERREDLIGHTSOURCE\n"
2943 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2944 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2946 "#ifdef USEDEFERREDLIGHTMAP\n"
2947 "uniform sampler Texture_ScreenDepth : register(s13),\n"
2948 "uniform sampler Texture_ScreenNormalMap : register(s14),\n"
2949 "uniform sampler Texture_ScreenDiffuse : register(s11),\n"
2950 "uniform sampler Texture_ScreenSpecular : register(s12),\n"
2953 "#ifdef USECOLORMAPPING\n"
2954 "uniform half3 Color_Pants : register(c7),\n"
2955 "uniform half3 Color_Shirt : register(c8),\n"
2958 "uniform float3 FogColor : register(c16),\n"
2959 "uniform float FogRangeRecip : register(c20),\n"
2960 "uniform float FogPlaneViewDist : register(c19),\n"
2961 "uniform float FogHeightFade : register(c17),\n"
2964 "#ifdef USEOFFSETMAPPING\n"
2965 "uniform float OffsetMapping_Scale : register(c24),\n"
2968 "#ifdef USEDEFERREDLIGHTMAP\n"
2969 "uniform half2 PixelToScreenTexCoord : register(c42),\n"
2970 "uniform half3 DeferredMod_Diffuse : register(c12),\n"
2971 "uniform half3 DeferredMod_Specular : register(c13),\n"
2973 "uniform half3 Color_Ambient : register(c3),\n"
2974 "uniform half3 Color_Diffuse : register(c4),\n"
2975 "uniform half3 Color_Specular : register(c5),\n"
2976 "uniform half SpecularPower : register(c36),\n"
2978 "uniform half3 Color_Glow : register(c6),\n"
2980 "uniform half Alpha : register(c0),\n"
2981 "#ifdef USEREFLECTION\n"
2982 "uniform float4 DistortScaleRefractReflect : register(c14),\n"
2983 "uniform float4 ScreenScaleRefractReflect : register(c32),\n"
2984 "uniform float4 ScreenCenterRefractReflect : register(c31),\n"
2985 "uniform half4 ReflectColor : register(c26),\n"
2987 "#ifdef USEREFLECTCUBE\n"
2988 "uniform float4x4 ModelToReflectCube : register(c48),\n"
2989 "uniform sampler Texture_ReflectMask : register(s5),\n"
2990 "uniform samplerCUBE Texture_ReflectCube : register(s6),\n"
2992 "#ifdef MODE_LIGHTDIRECTION\n"
2993 "uniform half3 LightColor : register(c21),\n"
2995 "#ifdef MODE_LIGHTSOURCE\n"
2996 "uniform half3 LightColor : register(c21),\n"
2999 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE)\n"
3000 "uniform sampler Texture_Attenuation : register(s9),\n"
3001 "uniform samplerCUBE Texture_Cube : register(s10),\n"
3004 "#if defined(MODE_LIGHTSOURCE) || defined(MODE_DEFERREDLIGHTSOURCE) || defined(USESHADOWMAPORTHO)\n"
3006 "#ifdef USESHADOWMAP2D\n"
3007 "# ifdef USESHADOWSAMPLER\n"
3008 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3010 "uniform sampler Texture_ShadowMap2D : register(s15),\n"
3014 "#ifdef USESHADOWMAPVSDCT\n"
3015 "uniform samplerCUBE Texture_CubeProjection : register(s12),\n"
3018 "#if defined(USESHADOWMAP2D)\n"
3019 "uniform float2 ShadowMap_TextureScale : register(c35),\n"
3020 "uniform float4 ShadowMap_Parameters : register(c34),\n"
3022 "#endif // !defined(MODE_LIGHTSOURCE) && !defined(MODE_DEFERREDLIGHTSOURCE) && !defined(USESHADOWMAPORTHO)\n"
3024 "out float4 gl_FragColor : COLOR\n"
3027 " float2 TexCoord = TexCoordBoth.xy;\n"
3028 "#ifdef USEVERTEXTEXTUREBLEND\n"
3029 " float2 TexCoord2 = TexCoordBoth.zw;\n"
3031 "#ifdef USEOFFSETMAPPING\n"
3032 " // apply offsetmapping\n"
3033 " float2 TexCoordOffset = OffsetMapping(TexCoord, OffsetMapping_Scale, EyeVector, Texture_Normal);\n"
3034 "#define TexCoord TexCoordOffset\n"
3037 " // combine the diffuse textures (base, pants, shirt)\n"
3038 " half4 color = half4(tex2D(Texture_Color, TexCoord));\n"
3039 "#ifdef USEALPHAKILL\n"
3040 " if (color.a < 0.5)\n"
3043 " color.a *= Alpha;\n"
3044 "#ifdef USECOLORMAPPING\n"
3045 " color.rgb += half3(tex2D(Texture_Pants, TexCoord).rgb) * Color_Pants + half3(tex2D(Texture_Shirt, TexCoord).rgb) * Color_Shirt;\n"
3047 "#ifdef USEVERTEXTEXTUREBLEND\n"
3048 " half terrainblend = clamp(half(gl_FrontColor.a) * color.a * 2.0 - 0.5, half(0.0), half(1.0));\n"
3049 " //half terrainblend = min(half(gl_FrontColor.a) * color.a * 2.0, half(1.0));\n"
3050 " //half terrainblend = half(gl_FrontColor.a) * color.a > 0.5;\n"
3051 " color.rgb = half3(lerp(tex2D(Texture_SecondaryColor, TexCoord2).rgb, float3(color.rgb), terrainblend));\n"
3053 " //color = half4(lerp(float4(1, 0, 0, 1), color, terrainblend));\n"
3056 " // get the surface normal\n"
3057 "#ifdef USEVERTEXTEXTUREBLEND\n"
3058 " half3 surfacenormal = normalize(half3(lerp(tex2D(Texture_SecondaryNormal, TexCoord2).rgb, tex2D(Texture_Normal, TexCoord).rgb, terrainblend)) - half3(0.5, 0.5, 0.5));\n"
3060 " half3 surfacenormal = half3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5, 0.5, 0.5)));\n"
3063 " // get the material colors\n"
3064 " half3 diffusetex = color.rgb;\n"
3065 "#if defined(USESPECULAR) || defined(USEDEFERREDLIGHTMAP)\n"
3066 "# ifdef USEVERTEXTEXTUREBLEND\n"
3067 " half4 glosstex = half4(lerp(tex2D(Texture_SecondaryGloss, TexCoord2), tex2D(Texture_Gloss, TexCoord), terrainblend));\n"
3069 " half4 glosstex = half4(tex2D(Texture_Gloss, TexCoord));\n"
3073 "#ifdef USEREFLECTCUBE\n"
3074 " float3 TangentReflectVector = reflect(-EyeVector, surfacenormal);\n"
3075 " float3 ModelReflectVector = TangentReflectVector.x * VectorS + TangentReflectVector.y * VectorT + TangentReflectVector.z * VectorR;\n"
3076 " float3 ReflectCubeTexCoord = mul(ModelToReflectCube, float4(ModelReflectVector, 0)).xyz;\n"
3077 " diffusetex += half3(tex2D(Texture_ReflectMask, TexCoord).rgb) * half3(texCUBE(Texture_ReflectCube, ReflectCubeTexCoord).rgb);\n"
3083 "#ifdef MODE_LIGHTSOURCE\n"
3084 " // light source\n"
3085 "#ifdef USEDIFFUSE\n"
3086 " half3 lightnormal = half3(normalize(LightVector));\n"
3087 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3088 " color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
3089 "#ifdef USESPECULAR\n"
3090 "#ifdef USEEXACTSPECULARMATH\n"
3091 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3093 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3094 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3096 " color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
3099 " color.rgb = diffusetex * Color_Ambient;\n"
3101 " color.rgb *= LightColor;\n"
3102 " color.rgb *= half(tex2D(Texture_Attenuation, float2(length(CubeVector), 0.0)).r);\n"
3103 "#if defined(USESHADOWMAP2D)\n"
3104 " color.rgb *= half(ShadowMapCompare(CubeVector, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale\n"
3105 "#ifdef USESHADOWMAPVSDCT\n"
3106 ", Texture_CubeProjection\n"
3111 "# ifdef USECUBEFILTER\n"
3112 " color.rgb *= half3(texCUBE(Texture_Cube, CubeVector).rgb);\n"
3115 "#ifdef USESHADOWMAP2D\n"
3116 "#ifdef USESHADOWMAPVSDCT\n"
3117 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters, Texture_CubeProjection);\n"
3119 "// float3 shadowmaptc = GetShadowMapTC2D(CubeVector, ShadowMap_Parameters);\n"
3121 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3122 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3123 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3124 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3125 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, float2(0.1,0.1)).rgb);\n"
3126 "// color.rgb = half3(tex2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale).rgb);\n"
3127 "// color.rgb = half3(shadowmaptc.xyz * float3(ShadowMap_TextureScale,1.0));\n"
3128 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3129 "// color.r = half(shadowmaptc.z - texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3130 "// color.r = half(shadowmaptc.z);\n"
3131 "// color.r = half(texDepth2D(Texture_ShadowMap2D, shadowmaptc.xy * ShadowMap_TextureScale));\n"
3132 "// color.r = half(shadowmaptc.z);\n"
3134 "// color.rgb = abs(CubeVector);\n"
3136 "// color.rgb = half3(1,1,1);\n"
3137 "#endif // MODE_LIGHTSOURCE\n"
3142 "#ifdef MODE_LIGHTDIRECTION\n"
3144 "#ifdef USEDIFFUSE\n"
3145 " half3 lightnormal = half3(normalize(LightVector));\n"
3147 "#define lightcolor LightColor\n"
3148 "#endif // MODE_LIGHTDIRECTION\n"
3149 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3151 " // deluxemap lightmapping using light vectors in modelspace (q3map2 -light -deluxe)\n"
3152 " half3 lightnormal_modelspace = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3153 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3154 " // convert modelspace light vector to tangentspace\n"
3155 " half3 lightnormal;\n"
3156 " lightnormal.x = dot(lightnormal_modelspace, half3(VectorS));\n"
3157 " lightnormal.y = dot(lightnormal_modelspace, half3(VectorT));\n"
3158 " lightnormal.z = dot(lightnormal_modelspace, half3(VectorR));\n"
3159 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
3160 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
3161 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
3162 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
3163 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
3164 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
3165 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
3166 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
3167 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
3168 " lightcolor *= 1.0 / max(0.25, lightnormal.z);\n"
3169 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
3170 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
3172 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
3173 " half3 lightnormal = half3(tex2D(Texture_Deluxemap, TexCoordLightmap).rgb) * 2.0 + half3(-1.0, -1.0, -1.0);\n"
3174 " half3 lightcolor = half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb);\n"
3180 "#ifdef MODE_FAKELIGHT\n"
3182 "half3 lightnormal = half3(normalize(EyeVector));\n"
3183 "half3 lightcolor = half3(1.0);\n"
3184 "#endif // MODE_FAKELIGHT\n"
3189 "#ifdef MODE_LIGHTMAP\n"
3190 " color.rgb = diffusetex * (Color_Ambient + half3(tex2D(Texture_Lightmap, TexCoordLightmap).rgb) * Color_Diffuse);\n"
3191 "#endif // MODE_LIGHTMAP\n"
3192 "#ifdef MODE_VERTEXCOLOR\n"
3193 " color.rgb = diffusetex * (Color_Ambient + half3(gl_FrontColor.rgb) * Color_Diffuse);\n"
3194 "#endif // MODE_VERTEXCOLOR\n"
3195 "#ifdef MODE_FLATCOLOR\n"
3196 " color.rgb = diffusetex * Color_Ambient;\n"
3197 "#endif // MODE_FLATCOLOR\n"
3203 "# ifdef USEDIFFUSE\n"
3204 " half diffuse = half(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
3205 "# ifdef USESPECULAR\n"
3206 "# ifdef USEEXACTSPECULARMATH\n"
3207 " half specular = half(pow(half(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower * glosstex.a));\n"
3209 " half3 specularnormal = half3(normalize(lightnormal + half3(normalize(EyeVector))));\n"
3210 " half specular = half(pow(half(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a));\n"
3212 " color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
3214 " color.rgb = diffusetex * (Color_Ambient + Color_Diffuse * diffuse * lightcolor);\n"
3217 " color.rgb = diffusetex * Color_Ambient;\n"
3221 "#ifdef USESHADOWMAPORTHO\n"
3222 " color.rgb *= half(ShadowMapCompare(ShadowMapTC, Texture_ShadowMap2D, ShadowMap_Parameters, ShadowMap_TextureScale));\n"
3225 "#ifdef USEDEFERREDLIGHTMAP\n"
3226 " float2 ScreenTexCoord = Pixel * PixelToScreenTexCoord;\n"
3227 " color.rgb += diffusetex * half3(tex2D(Texture_ScreenDiffuse, ScreenTexCoord).rgb) * DeferredMod_Diffuse;\n"
3228 " color.rgb += glosstex.rgb * half3(tex2D(Texture_ScreenSpecular, ScreenTexCoord).rgb) * DeferredMod_Specular;\n"
3229 "// color.rgb = half3(tex2D(Texture_ScreenDepth, ScreenTexCoord).rgb);\n"
3230 "// color.r = half(texDepth2D(Texture_ScreenDepth, ScreenTexCoord)) * 1.0;\n"
3234 "#ifdef USEVERTEXTEXTUREBLEND\n"
3235 " color.rgb += half3(lerp(tex2D(Texture_SecondaryGlow, TexCoord2).rgb, tex2D(Texture_Glow, TexCoord).rgb, terrainblend)) * Color_Glow;\n"
3237 " color.rgb += half3(tex2D(Texture_Glow, TexCoord).rgb) * Color_Glow;\n"
3242 " color.rgb = FogVertex(color.rgb, FogColor, EyeVectorModelSpaceFogPlaneVertexDist.xyz, EyeVectorModelSpaceFogPlaneVertexDist.w, FogRangeRecip, FogPlaneViewDist, FogHeightFade, Texture_FogMask, Texture_FogHeightTexture);\n"
3245 " // 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"
3246 "#ifdef USEREFLECTION\n"
3247 " float4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
3248 " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
3249 " float2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
3250 " float2 ScreenTexCoord = SafeScreenTexCoord + float3(normalize(half3(tex2D(Texture_Normal, TexCoord).rgb) - half3(0.5,0.5,0.5))).xy * DistortScaleRefractReflect.zw;\n"
3251 " // FIXME temporary hack to detect the case that the reflection\n"
3252 " // gets blackened at edges due to leaving the area that contains actual\n"
3254 " // Remove this 'ack once we have a better way to stop this thing from\n"
3256 " float f = min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, 0.01)).rgb) / 0.05);\n"
3257 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(0.01, -0.01)).rgb) / 0.05);\n"
3258 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, 0.01)).rgb) / 0.05);\n"
3259 " f *= min(1.0, length(tex2D(Texture_Reflection, ScreenTexCoord + float2(-0.01, -0.01)).rgb) / 0.05);\n"
3260 " ScreenTexCoord = lerp(SafeScreenTexCoord, ScreenTexCoord, f);\n"
3261 " color.rgb = lerp(color.rgb, half3(tex2D(Texture_Reflection, ScreenTexCoord).rgb) * ReflectColor.rgb, ReflectColor.a);\n"
3264 " gl_FragColor = float4(color);\n"
3266 "#endif // FRAGMENT_SHADER\n"
3268 "#endif // !MODE_DEFERREDLIGHTSOURCE\n"
3269 "#endif // !MODE_DEFERREDGEOMETRY\n"
3270 "#endif // !MODE_WATER\n"
3271 "#endif // !MODE_REFRACTION\n"
3272 "#endif // !MODE_BLOOMBLUR\n"
3273 "#endif // !MODE_GENERIC\n"
3274 "#endif // !MODE_POSTPROCESS\n"
3275 "#endif // !MODE_SHOWDEPTH\n"
3276 "#endif // !MODE_DEPTH_OR_SHADOW\n"
3279 char *glslshaderstring = NULL;
3280 char *cgshaderstring = NULL;
3281 char *hlslshaderstring = NULL;
3283 //=======================================================================================================================================================
3285 typedef struct shaderpermutationinfo_s
3287 const char *pretext;
3290 shaderpermutationinfo_t;
3292 typedef struct shadermodeinfo_s
3294 const char *vertexfilename;
3295 const char *geometryfilename;
3296 const char *fragmentfilename;
3297 const char *pretext;
3302 typedef enum shaderpermutation_e
3304 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
3305 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
3306 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
3307 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
3308 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
3309 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
3310 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
3311 SHADERPERMUTATION_FOGHEIGHTTEXTURE = 1<<7, ///< fog color and density determined by texture mapped on vertical axis
3312 SHADERPERMUTATION_GAMMARAMPS = 1<<8, ///< gamma (postprocessing only)
3313 SHADERPERMUTATION_CUBEFILTER = 1<<9, ///< (lightsource) use cubemap light filter
3314 SHADERPERMUTATION_GLOW = 1<<10, ///< (lightmap) blend in an additive glow texture
3315 SHADERPERMUTATION_BLOOM = 1<<11, ///< bloom (postprocessing only)
3316 SHADERPERMUTATION_SPECULAR = 1<<12, ///< (lightsource or deluxemapping) render specular effects
3317 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing (postprocessing only)
3318 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<14, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
3319 SHADERPERMUTATION_REFLECTION = 1<<15, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
3320 SHADERPERMUTATION_OFFSETMAPPING = 1<<16, ///< adjust texcoords to roughly simulate a displacement mapped surface
3321 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<17, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
3322 SHADERPERMUTATION_SHADOWMAP2D = 1<<18, ///< (lightsource) use shadowmap texture as light filter
3323 SHADERPERMUTATION_SHADOWMAPPCF = 1<<19, ///< (lightsource) use percentage closer filtering on shadowmap test results
3324 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<20, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
3325 SHADERPERMUTATION_SHADOWSAMPLER = 1<<21, ///< (lightsource) use hardware shadowmap test
3326 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<22, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
3327 SHADERPERMUTATION_SHADOWMAPORTHO = 1<<23, //< (lightsource) use orthographic shadowmap projection
3328 SHADERPERMUTATION_DEFERREDLIGHTMAP = 1<<24, ///< (lightmap) read Texture_ScreenDiffuse/Specular textures and add them on top of lightmapping
3329 SHADERPERMUTATION_ALPHAKILL = 1<<25, ///< (deferredgeometry) discard pixel if diffuse texture alpha below 0.5
3330 SHADERPERMUTATION_REFLECTCUBE = 1<<26, ///< fake reflections using global cubemap (not HDRI light probe)
3331 SHADERPERMUTATION_LIMIT = 1<<27, ///< size of permutations array
3332 SHADERPERMUTATION_COUNT = 27 ///< size of shaderpermutationinfo array
3334 shaderpermutation_t;
3336 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
3337 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
3339 {"#define USEDIFFUSE\n", " diffuse"},
3340 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
3341 {"#define USEVIEWTINT\n", " viewtint"},
3342 {"#define USECOLORMAPPING\n", " colormapping"},
3343 {"#define USESATURATION\n", " saturation"},
3344 {"#define USEFOGINSIDE\n", " foginside"},
3345 {"#define USEFOGOUTSIDE\n", " fogoutside"},
3346 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
3347 {"#define USEGAMMARAMPS\n", " gammaramps"},
3348 {"#define USECUBEFILTER\n", " cubefilter"},
3349 {"#define USEGLOW\n", " glow"},
3350 {"#define USEBLOOM\n", " bloom"},
3351 {"#define USESPECULAR\n", " specular"},
3352 {"#define USEPOSTPROCESSING\n", " postprocessing"},
3353 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
3354 {"#define USEREFLECTION\n", " reflection"},
3355 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
3356 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
3357 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
3358 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
3359 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
3360 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
3361 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
3362 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
3363 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
3364 {"#define USEALPHAKILL\n", " alphakill"},
3365 {"#define USEREFLECTCUBE\n", " reflectcube"},
3368 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
3369 typedef enum shadermode_e
3371 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
3372 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
3373 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
3374 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
3375 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
3376 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
3377 SHADERMODE_FAKELIGHT, ///< (fakelight) modulate texture by "fake" lighting (no lightmaps, no nothing)
3378 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
3379 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
3380 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
3381 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
3382 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
3383 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
3384 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
3385 SHADERMODE_DEFERREDGEOMETRY, ///< (deferred) render material properties to screenspace geometry buffers
3386 SHADERMODE_DEFERREDLIGHTSOURCE, ///< (deferred) use directional pixel shading from light source (rtlight) on screenspace geometry buffers
3391 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
3392 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
3394 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
3395 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3396 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
3397 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3398 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3399 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3400 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
3401 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3402 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3403 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3404 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3405 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
3406 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
3407 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3408 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3409 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3413 shadermodeinfo_t cgshadermodeinfo[SHADERMODE_COUNT] =
3415 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_GENERIC\n", " generic"},
3416 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_POSTPROCESS\n", " postprocess"},
3417 {"cg/default.cg", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3418 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FLATCOLOR\n", " flatcolor"},
3419 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3420 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTMAP\n", " lightmap"},
3421 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_FAKELIGHT\n", " fakelight"},
3422 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3423 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3424 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3425 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3426 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_REFRACTION\n", " refraction"},
3427 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_WATER\n", " water"},
3428 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_SHOWDEPTH\n", " showdepth"},
3429 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3430 {"cg/default.cg", NULL, "cg/default.cg", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3435 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
3437 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
3438 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
3439 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth"},
3440 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
3441 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
3442 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
3443 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
3444 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
3445 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
3446 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
3447 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
3448 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
3449 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
3450 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
3451 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
3455 struct r_glsl_permutation_s;
3456 typedef struct r_glsl_permutation_s
3458 /// hash lookup data
3459 struct r_glsl_permutation_s *hashnext;
3461 unsigned int permutation;
3463 /// indicates if we have tried compiling this permutation already
3465 /// 0 if compilation failed
3467 /// locations of detected uniforms in program object, or -1 if not found
3468 int loc_Texture_First;
3469 int loc_Texture_Second;
3470 int loc_Texture_GammaRamps;
3471 int loc_Texture_Normal;
3472 int loc_Texture_Color;
3473 int loc_Texture_Gloss;
3474 int loc_Texture_Glow;
3475 int loc_Texture_SecondaryNormal;
3476 int loc_Texture_SecondaryColor;
3477 int loc_Texture_SecondaryGloss;
3478 int loc_Texture_SecondaryGlow;
3479 int loc_Texture_Pants;
3480 int loc_Texture_Shirt;
3481 int loc_Texture_FogHeightTexture;
3482 int loc_Texture_FogMask;
3483 int loc_Texture_Lightmap;
3484 int loc_Texture_Deluxemap;
3485 int loc_Texture_Attenuation;
3486 int loc_Texture_Cube;
3487 int loc_Texture_Refraction;
3488 int loc_Texture_Reflection;
3489 int loc_Texture_ShadowMap2D;
3490 int loc_Texture_CubeProjection;
3491 int loc_Texture_ScreenDepth;
3492 int loc_Texture_ScreenNormalMap;
3493 int loc_Texture_ScreenDiffuse;
3494 int loc_Texture_ScreenSpecular;
3495 int loc_Texture_ReflectMask;
3496 int loc_Texture_ReflectCube;
3498 int loc_BloomBlur_Parameters;
3500 int loc_Color_Ambient;
3501 int loc_Color_Diffuse;
3502 int loc_Color_Specular;
3504 int loc_Color_Pants;
3505 int loc_Color_Shirt;
3506 int loc_DeferredColor_Ambient;
3507 int loc_DeferredColor_Diffuse;
3508 int loc_DeferredColor_Specular;
3509 int loc_DeferredMod_Diffuse;
3510 int loc_DeferredMod_Specular;
3511 int loc_DistortScaleRefractReflect;
3512 int loc_EyePosition;
3514 int loc_FogHeightFade;
3516 int loc_FogPlaneViewDist;
3517 int loc_FogRangeRecip;
3520 int loc_LightPosition;
3521 int loc_OffsetMapping_Scale;
3523 int loc_ReflectColor;
3524 int loc_ReflectFactor;
3525 int loc_ReflectOffset;
3526 int loc_RefractColor;
3528 int loc_ScreenCenterRefractReflect;
3529 int loc_ScreenScaleRefractReflect;
3530 int loc_ScreenToDepth;
3531 int loc_ShadowMap_Parameters;
3532 int loc_ShadowMap_TextureScale;
3533 int loc_SpecularPower;
3538 int loc_ViewTintColor;
3539 int loc_ViewToLight;
3540 int loc_ModelToLight;
3542 int loc_BackgroundTexMatrix;
3543 int loc_ModelViewProjectionMatrix;
3544 int loc_ModelViewMatrix;
3545 int loc_PixelToScreenTexCoord;
3546 int loc_ModelToReflectCube;
3547 int loc_ShadowMapMatrix;
3548 int loc_BloomColorSubtract;
3550 r_glsl_permutation_t;
3552 #define SHADERPERMUTATION_HASHSIZE 256
3554 /// information about each possible shader permutation
3555 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3556 /// currently selected permutation
3557 r_glsl_permutation_t *r_glsl_permutation;
3558 /// storage for permutations linked in the hash table
3559 memexpandablearray_t r_glsl_permutationarray;
3561 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
3563 //unsigned int hashdepth = 0;
3564 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3565 r_glsl_permutation_t *p;
3566 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
3568 if (p->mode == mode && p->permutation == permutation)
3570 //if (hashdepth > 10)
3571 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3576 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
3578 p->permutation = permutation;
3579 p->hashnext = r_glsl_permutationhash[mode][hashindex];
3580 r_glsl_permutationhash[mode][hashindex] = p;
3581 //if (hashdepth > 10)
3582 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3586 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
3589 if (!filename || !filename[0])
3591 if (!strcmp(filename, "glsl/default.glsl"))
3593 if (!glslshaderstring)
3595 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3596 if (glslshaderstring)
3597 Con_DPrintf("Loading shaders from file %s...\n", filename);
3599 glslshaderstring = (char *)builtinshaderstring;
3601 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
3602 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
3603 return shaderstring;
3605 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
3608 if (printfromdisknotice)
3609 Con_DPrintf("from disk %s... ", filename);
3610 return shaderstring;
3612 return shaderstring;
3615 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
3618 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
3619 int vertstrings_count = 0;
3620 int geomstrings_count = 0;
3621 int fragstrings_count = 0;
3622 char *vertexstring, *geometrystring, *fragmentstring;
3623 const char *vertstrings_list[32+3];
3624 const char *geomstrings_list[32+3];
3625 const char *fragstrings_list[32+3];
3626 char permutationname[256];
3633 permutationname[0] = 0;
3634 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
3635 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
3636 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
3638 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
3640 // the first pretext is which type of shader to compile as
3641 // (later these will all be bound together as a program object)
3642 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
3643 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
3644 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
3646 // the second pretext is the mode (for example a light source)
3647 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
3648 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
3649 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
3650 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
3652 // now add all the permutation pretexts
3653 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3655 if (permutation & (1<<i))
3657 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
3658 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
3659 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
3660 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
3664 // keep line numbers correct
3665 vertstrings_list[vertstrings_count++] = "\n";
3666 geomstrings_list[geomstrings_count++] = "\n";
3667 fragstrings_list[fragstrings_count++] = "\n";
3671 // now append the shader text itself
3672 vertstrings_list[vertstrings_count++] = vertexstring;
3673 geomstrings_list[geomstrings_count++] = geometrystring;
3674 fragstrings_list[fragstrings_count++] = fragmentstring;
3676 // if any sources were NULL, clear the respective list
3678 vertstrings_count = 0;
3679 if (!geometrystring)
3680 geomstrings_count = 0;
3681 if (!fragmentstring)
3682 fragstrings_count = 0;
3684 // compile the shader program
3685 if (vertstrings_count + geomstrings_count + fragstrings_count)
3686 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
3690 qglUseProgramObjectARB(p->program);CHECKGLERROR
3691 // look up all the uniform variable names we care about, so we don't
3692 // have to look them up every time we set them
3694 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
3695 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
3696 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
3697 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
3698 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
3699 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
3700 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
3701 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
3702 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
3703 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
3704 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
3705 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
3706 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
3707 p->loc_Texture_FogHeightTexture = qglGetUniformLocationARB(p->program, "Texture_FogHeightTexture");
3708 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
3709 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
3710 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
3711 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
3712 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
3713 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
3714 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
3715 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
3716 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
3717 p->loc_Texture_ScreenDepth = qglGetUniformLocationARB(p->program, "Texture_ScreenDepth");
3718 p->loc_Texture_ScreenNormalMap = qglGetUniformLocationARB(p->program, "Texture_ScreenNormalMap");
3719 p->loc_Texture_ScreenDiffuse = qglGetUniformLocationARB(p->program, "Texture_ScreenDiffuse");
3720 p->loc_Texture_ScreenSpecular = qglGetUniformLocationARB(p->program, "Texture_ScreenSpecular");
3721 p->loc_Texture_ReflectMask = qglGetUniformLocationARB(p->program, "Texture_ReflectMask");
3722 p->loc_Texture_ReflectCube = qglGetUniformLocationARB(p->program, "Texture_ReflectCube");
3723 p->loc_Alpha = qglGetUniformLocationARB(p->program, "Alpha");
3724 p->loc_BloomBlur_Parameters = qglGetUniformLocationARB(p->program, "BloomBlur_Parameters");
3725 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
3726 p->loc_Color_Ambient = qglGetUniformLocationARB(p->program, "Color_Ambient");
3727 p->loc_Color_Diffuse = qglGetUniformLocationARB(p->program, "Color_Diffuse");
3728 p->loc_Color_Specular = qglGetUniformLocationARB(p->program, "Color_Specular");
3729 p->loc_Color_Glow = qglGetUniformLocationARB(p->program, "Color_Glow");
3730 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
3731 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
3732 p->loc_DeferredColor_Ambient = qglGetUniformLocationARB(p->program, "DeferredColor_Ambient");
3733 p->loc_DeferredColor_Diffuse = qglGetUniformLocationARB(p->program, "DeferredColor_Diffuse");
3734 p->loc_DeferredColor_Specular = qglGetUniformLocationARB(p->program, "DeferredColor_Specular");
3735 p->loc_DeferredMod_Diffuse = qglGetUniformLocationARB(p->program, "DeferredMod_Diffuse");
3736 p->loc_DeferredMod_Specular = qglGetUniformLocationARB(p->program, "DeferredMod_Specular");
3737 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
3738 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
3739 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
3740 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
3741 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
3742 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
3743 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
3744 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
3745 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
3746 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
3747 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
3748 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
3749 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
3750 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
3751 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
3752 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
3753 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
3754 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
3755 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
3756 p->loc_ScreenToDepth = qglGetUniformLocationARB(p->program, "ScreenToDepth");
3757 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
3758 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
3759 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
3760 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
3761 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
3762 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
3763 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
3764 p->loc_ViewTintColor = qglGetUniformLocationARB(p->program, "ViewTintColor");
3765 p->loc_ViewToLight = qglGetUniformLocationARB(p->program, "ViewToLight");
3766 p->loc_ModelToLight = qglGetUniformLocationARB(p->program, "ModelToLight");
3767 p->loc_TexMatrix = qglGetUniformLocationARB(p->program, "TexMatrix");
3768 p->loc_BackgroundTexMatrix = qglGetUniformLocationARB(p->program, "BackgroundTexMatrix");
3769 p->loc_ModelViewMatrix = qglGetUniformLocationARB(p->program, "ModelViewMatrix");
3770 p->loc_ModelViewProjectionMatrix = qglGetUniformLocationARB(p->program, "ModelViewProjectionMatrix");
3771 p->loc_PixelToScreenTexCoord = qglGetUniformLocationARB(p->program, "PixelToScreenTexCoord");
3772 p->loc_ModelToReflectCube = qglGetUniformLocationARB(p->program, "ModelToReflectCube");
3773 p->loc_ShadowMapMatrix = qglGetUniformLocationARB(p->program, "ShadowMapMatrix");
3774 p->loc_BloomColorSubtract = qglGetUniformLocationARB(p->program, "BloomColorSubtract");
3775 // initialize the samplers to refer to the texture units we use
3776 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
3777 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
3778 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
3779 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
3780 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
3781 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
3782 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
3783 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
3784 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
3785 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
3786 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
3787 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
3788 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
3789 if (p->loc_Texture_FogHeightTexture>= 0) qglUniform1iARB(p->loc_Texture_FogHeightTexture, GL20TU_FOGHEIGHTTEXTURE);
3790 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
3791 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
3792 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
3793 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
3794 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
3795 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
3796 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
3797 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
3798 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
3799 if (p->loc_Texture_ScreenDepth >= 0) qglUniform1iARB(p->loc_Texture_ScreenDepth , GL20TU_SCREENDEPTH);
3800 if (p->loc_Texture_ScreenNormalMap >= 0) qglUniform1iARB(p->loc_Texture_ScreenNormalMap, GL20TU_SCREENNORMALMAP);
3801 if (p->loc_Texture_ScreenDiffuse >= 0) qglUniform1iARB(p->loc_Texture_ScreenDiffuse , GL20TU_SCREENDIFFUSE);
3802 if (p->loc_Texture_ScreenSpecular >= 0) qglUniform1iARB(p->loc_Texture_ScreenSpecular , GL20TU_SCREENSPECULAR);
3803 if (p->loc_Texture_ReflectMask >= 0) qglUniform1iARB(p->loc_Texture_ReflectMask , GL20TU_REFLECTMASK);
3804 if (p->loc_Texture_ReflectCube >= 0) qglUniform1iARB(p->loc_Texture_ReflectCube , GL20TU_REFLECTCUBE);
3806 Con_DPrintf("^5GLSL shader %s compiled.\n", permutationname);
3809 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
3813 Mem_Free(vertexstring);
3815 Mem_Free(geometrystring);
3817 Mem_Free(fragmentstring);
3820 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
3822 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
3823 if (r_glsl_permutation != perm)
3825 r_glsl_permutation = perm;
3826 if (!r_glsl_permutation->program)
3828 if (!r_glsl_permutation->compiled)
3829 R_GLSL_CompilePermutation(perm, mode, permutation);
3830 if (!r_glsl_permutation->program)
3832 // remove features until we find a valid permutation
3834 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
3836 // reduce i more quickly whenever it would not remove any bits
3837 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
3838 if (!(permutation & j))
3841 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3842 if (!r_glsl_permutation->compiled)
3843 R_GLSL_CompilePermutation(perm, mode, permutation);
3844 if (r_glsl_permutation->program)
3847 if (i >= SHADERPERMUTATION_COUNT)
3849 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
3850 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
3851 qglUseProgramObjectARB(0);CHECKGLERROR
3852 return; // no bit left to clear, entire mode is broken
3857 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
3859 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
3860 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
3861 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3865 #include <Cg/cgGL.h>
3866 struct r_cg_permutation_s;
3867 typedef struct r_cg_permutation_s
3869 /// hash lookup data
3870 struct r_cg_permutation_s *hashnext;
3872 unsigned int permutation;
3874 /// indicates if we have tried compiling this permutation already
3876 /// 0 if compilation failed
3879 /// locations of detected parameters in programs, or NULL if not found
3880 CGparameter vp_EyePosition;
3881 CGparameter vp_FogPlane;
3882 CGparameter vp_LightDir;
3883 CGparameter vp_LightPosition;
3884 CGparameter vp_ModelToLight;
3885 CGparameter vp_TexMatrix;
3886 CGparameter vp_BackgroundTexMatrix;
3887 CGparameter vp_ModelViewProjectionMatrix;
3888 CGparameter vp_ModelViewMatrix;
3889 CGparameter vp_ShadowMapMatrix;
3891 CGparameter fp_Texture_First;
3892 CGparameter fp_Texture_Second;
3893 CGparameter fp_Texture_GammaRamps;
3894 CGparameter fp_Texture_Normal;
3895 CGparameter fp_Texture_Color;
3896 CGparameter fp_Texture_Gloss;
3897 CGparameter fp_Texture_Glow;
3898 CGparameter fp_Texture_SecondaryNormal;
3899 CGparameter fp_Texture_SecondaryColor;
3900 CGparameter fp_Texture_SecondaryGloss;
3901 CGparameter fp_Texture_SecondaryGlow;
3902 CGparameter fp_Texture_Pants;
3903 CGparameter fp_Texture_Shirt;
3904 CGparameter fp_Texture_FogHeightTexture;
3905 CGparameter fp_Texture_FogMask;
3906 CGparameter fp_Texture_Lightmap;
3907 CGparameter fp_Texture_Deluxemap;
3908 CGparameter fp_Texture_Attenuation;
3909 CGparameter fp_Texture_Cube;
3910 CGparameter fp_Texture_Refraction;
3911 CGparameter fp_Texture_Reflection;
3912 CGparameter fp_Texture_ShadowMap2D;
3913 CGparameter fp_Texture_CubeProjection;
3914 CGparameter fp_Texture_ScreenDepth;
3915 CGparameter fp_Texture_ScreenNormalMap;
3916 CGparameter fp_Texture_ScreenDiffuse;
3917 CGparameter fp_Texture_ScreenSpecular;
3918 CGparameter fp_Texture_ReflectMask;
3919 CGparameter fp_Texture_ReflectCube;
3920 CGparameter fp_Alpha;
3921 CGparameter fp_BloomBlur_Parameters;
3922 CGparameter fp_ClientTime;
3923 CGparameter fp_Color_Ambient;
3924 CGparameter fp_Color_Diffuse;
3925 CGparameter fp_Color_Specular;
3926 CGparameter fp_Color_Glow;
3927 CGparameter fp_Color_Pants;
3928 CGparameter fp_Color_Shirt;
3929 CGparameter fp_DeferredColor_Ambient;
3930 CGparameter fp_DeferredColor_Diffuse;
3931 CGparameter fp_DeferredColor_Specular;
3932 CGparameter fp_DeferredMod_Diffuse;
3933 CGparameter fp_DeferredMod_Specular;
3934 CGparameter fp_DistortScaleRefractReflect;
3935 CGparameter fp_EyePosition;
3936 CGparameter fp_FogColor;
3937 CGparameter fp_FogHeightFade;
3938 CGparameter fp_FogPlane;
3939 CGparameter fp_FogPlaneViewDist;
3940 CGparameter fp_FogRangeRecip;
3941 CGparameter fp_LightColor;
3942 CGparameter fp_LightDir;
3943 CGparameter fp_LightPosition;
3944 CGparameter fp_OffsetMapping_Scale;
3945 CGparameter fp_PixelSize;
3946 CGparameter fp_ReflectColor;
3947 CGparameter fp_ReflectFactor;
3948 CGparameter fp_ReflectOffset;
3949 CGparameter fp_RefractColor;
3950 CGparameter fp_Saturation;
3951 CGparameter fp_ScreenCenterRefractReflect;
3952 CGparameter fp_ScreenScaleRefractReflect;
3953 CGparameter fp_ScreenToDepth;
3954 CGparameter fp_ShadowMap_Parameters;
3955 CGparameter fp_ShadowMap_TextureScale;
3956 CGparameter fp_SpecularPower;
3957 CGparameter fp_UserVec1;
3958 CGparameter fp_UserVec2;
3959 CGparameter fp_UserVec3;
3960 CGparameter fp_UserVec4;
3961 CGparameter fp_ViewTintColor;
3962 CGparameter fp_ViewToLight;
3963 CGparameter fp_PixelToScreenTexCoord;
3964 CGparameter fp_ModelToReflectCube;
3965 CGparameter fp_BloomColorSubtract;
3969 /// information about each possible shader permutation
3970 r_cg_permutation_t *r_cg_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
3971 /// currently selected permutation
3972 r_cg_permutation_t *r_cg_permutation;
3973 /// storage for permutations linked in the hash table
3974 memexpandablearray_t r_cg_permutationarray;
3976 #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));}}
3978 static r_cg_permutation_t *R_CG_FindPermutation(unsigned int mode, unsigned int permutation)
3980 //unsigned int hashdepth = 0;
3981 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
3982 r_cg_permutation_t *p;
3983 for (p = r_cg_permutationhash[mode][hashindex];p;p = p->hashnext)
3985 if (p->mode == mode && p->permutation == permutation)
3987 //if (hashdepth > 10)
3988 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
3993 p = (r_cg_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_cg_permutationarray);
3995 p->permutation = permutation;
3996 p->hashnext = r_cg_permutationhash[mode][hashindex];
3997 r_cg_permutationhash[mode][hashindex] = p;
3998 //if (hashdepth > 10)
3999 // Con_Printf("R_CG_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4003 static char *R_CG_GetText(const char *filename, qboolean printfromdisknotice)
4006 if (!filename || !filename[0])
4008 if (!strcmp(filename, "cg/default.cg"))
4010 if (!cgshaderstring)
4012 cgshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4014 Con_DPrintf("Loading shaders from file %s...\n", filename);
4016 cgshaderstring = (char *)builtincgshaderstring;
4018 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(cgshaderstring) + 1);
4019 memcpy(shaderstring, cgshaderstring, strlen(cgshaderstring) + 1);
4020 return shaderstring;
4022 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4025 if (printfromdisknotice)
4026 Con_DPrintf("from disk %s... ", filename);
4027 return shaderstring;
4029 return shaderstring;
4032 static void R_CG_CacheShader(r_cg_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4034 // TODO: load or create .fp and .vp shader files
4037 static void R_CG_CompilePermutation(r_cg_permutation_t *p, unsigned int mode, unsigned int permutation)
4040 shadermodeinfo_t *modeinfo = cgshadermodeinfo + mode;
4041 int vertstrings_count = 0, vertstring_length = 0;
4042 int geomstrings_count = 0, geomstring_length = 0;
4043 int fragstrings_count = 0, fragstring_length = 0;
4045 char *vertexstring, *geometrystring, *fragmentstring;
4046 char *vertstring, *geomstring, *fragstring;
4047 const char *vertstrings_list[32+3];
4048 const char *geomstrings_list[32+3];
4049 const char *fragstrings_list[32+3];
4050 char permutationname[256];
4051 char cachename[256];
4052 CGprofile vertexProfile;
4053 CGprofile fragmentProfile;
4061 permutationname[0] = 0;
4063 vertexstring = R_CG_GetText(modeinfo->vertexfilename, true);
4064 geometrystring = R_CG_GetText(modeinfo->geometryfilename, false);
4065 fragmentstring = R_CG_GetText(modeinfo->fragmentfilename, false);
4067 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4068 strlcat(cachename, "cg/", sizeof(cachename));
4070 // the first pretext is which type of shader to compile as
4071 // (later these will all be bound together as a program object)
4072 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4073 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4074 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4076 // the second pretext is the mode (for example a light source)
4077 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4078 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4079 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4080 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4081 strlcat(cachename, modeinfo->name, sizeof(cachename));
4083 // now add all the permutation pretexts
4084 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4086 if (permutation & (1<<i))
4088 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4089 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4090 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4091 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4092 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4096 // keep line numbers correct
4097 vertstrings_list[vertstrings_count++] = "\n";
4098 geomstrings_list[geomstrings_count++] = "\n";
4099 fragstrings_list[fragstrings_count++] = "\n";
4103 // replace spaces in the cachename with _ characters
4104 for (i = 0;cachename[i];i++)
4105 if (cachename[i] == ' ')
4108 // now append the shader text itself
4109 vertstrings_list[vertstrings_count++] = vertexstring;
4110 geomstrings_list[geomstrings_count++] = geometrystring;
4111 fragstrings_list[fragstrings_count++] = fragmentstring;
4113 // if any sources were NULL, clear the respective list
4115 vertstrings_count = 0;
4116 if (!geometrystring)
4117 geomstrings_count = 0;
4118 if (!fragmentstring)
4119 fragstrings_count = 0;
4121 vertstring_length = 0;
4122 for (i = 0;i < vertstrings_count;i++)
4123 vertstring_length += strlen(vertstrings_list[i]);
4124 vertstring = t = Mem_Alloc(tempmempool, vertstring_length + 1);
4125 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4126 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4128 geomstring_length = 0;
4129 for (i = 0;i < geomstrings_count;i++)
4130 geomstring_length += strlen(geomstrings_list[i]);
4131 geomstring = t = Mem_Alloc(tempmempool, geomstring_length + 1);
4132 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4133 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4135 fragstring_length = 0;
4136 for (i = 0;i < fragstrings_count;i++)
4137 fragstring_length += strlen(fragstrings_list[i]);
4138 fragstring = t = Mem_Alloc(tempmempool, fragstring_length + 1);
4139 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4140 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4144 //vertexProfile = CG_PROFILE_ARBVP1;
4145 //fragmentProfile = CG_PROFILE_ARBFP1;
4146 vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);CHECKCGERROR
4147 fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);CHECKCGERROR
4148 //cgGLSetOptimalOptions(vertexProfile);CHECKCGERROR
4149 //cgGLSetOptimalOptions(fragmentProfile);CHECKCGERROR
4150 //cgSetAutoCompile(vid.cgcontext, CG_COMPILE_MANUAL);CHECKCGERROR
4153 // try to load the cached shader, or generate one
4154 R_CG_CacheShader(p, cachename, vertstring, fragstring);
4156 // if caching failed, do a dynamic compile for now
4158 if (vertstring[0] && !p->vprogram)
4159 p->vprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, vertstring, vertexProfile, NULL, NULL);
4161 if (fragstring[0] && !p->fprogram)
4162 p->fprogram = cgCreateProgram(vid.cgcontext, CG_SOURCE, fragstring, fragmentProfile, NULL, NULL);
4165 // look up all the uniform variable names we care about, so we don't
4166 // have to look them up every time we set them
4170 cgGLLoadProgram(p->vprogram);CHECKCGERROR CHECKGLERROR
4171 cgGLEnableProfile(vertexProfile);CHECKCGERROR CHECKGLERROR
4172 p->vp_EyePosition = cgGetNamedParameter(p->vprogram, "EyePosition");
4173 p->vp_FogPlane = cgGetNamedParameter(p->vprogram, "FogPlane");
4174 p->vp_LightDir = cgGetNamedParameter(p->vprogram, "LightDir");
4175 p->vp_LightPosition = cgGetNamedParameter(p->vprogram, "LightPosition");
4176 p->vp_ModelToLight = cgGetNamedParameter(p->vprogram, "ModelToLight");
4177 p->vp_TexMatrix = cgGetNamedParameter(p->vprogram, "TexMatrix");
4178 p->vp_BackgroundTexMatrix = cgGetNamedParameter(p->vprogram, "BackgroundTexMatrix");
4179 p->vp_ModelViewProjectionMatrix = cgGetNamedParameter(p->vprogram, "ModelViewProjectionMatrix");
4180 p->vp_ModelViewMatrix = cgGetNamedParameter(p->vprogram, "ModelViewMatrix");
4181 p->vp_ShadowMapMatrix = cgGetNamedParameter(p->vprogram, "ShadowMapMatrix");
4187 cgGLLoadProgram(p->fprogram);CHECKCGERROR CHECKGLERROR
4188 cgGLEnableProfile(fragmentProfile);CHECKCGERROR CHECKGLERROR
4189 p->fp_Texture_First = cgGetNamedParameter(p->fprogram, "Texture_First");
4190 p->fp_Texture_Second = cgGetNamedParameter(p->fprogram, "Texture_Second");
4191 p->fp_Texture_GammaRamps = cgGetNamedParameter(p->fprogram, "Texture_GammaRamps");
4192 p->fp_Texture_Normal = cgGetNamedParameter(p->fprogram, "Texture_Normal");
4193 p->fp_Texture_Color = cgGetNamedParameter(p->fprogram, "Texture_Color");
4194 p->fp_Texture_Gloss = cgGetNamedParameter(p->fprogram, "Texture_Gloss");
4195 p->fp_Texture_Glow = cgGetNamedParameter(p->fprogram, "Texture_Glow");
4196 p->fp_Texture_SecondaryNormal = cgGetNamedParameter(p->fprogram, "Texture_SecondaryNormal");
4197 p->fp_Texture_SecondaryColor = cgGetNamedParameter(p->fprogram, "Texture_SecondaryColor");
4198 p->fp_Texture_SecondaryGloss = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGloss");
4199 p->fp_Texture_SecondaryGlow = cgGetNamedParameter(p->fprogram, "Texture_SecondaryGlow");
4200 p->fp_Texture_Pants = cgGetNamedParameter(p->fprogram, "Texture_Pants");
4201 p->fp_Texture_Shirt = cgGetNamedParameter(p->fprogram, "Texture_Shirt");
4202 p->fp_Texture_FogHeightTexture = cgGetNamedParameter(p->fprogram, "Texture_FogHeightTexture");
4203 p->fp_Texture_FogMask = cgGetNamedParameter(p->fprogram, "Texture_FogMask");
4204 p->fp_Texture_Lightmap = cgGetNamedParameter(p->fprogram, "Texture_Lightmap");
4205 p->fp_Texture_Deluxemap = cgGetNamedParameter(p->fprogram, "Texture_Deluxemap");
4206 p->fp_Texture_Attenuation = cgGetNamedParameter(p->fprogram, "Texture_Attenuation");
4207 p->fp_Texture_Cube = cgGetNamedParameter(p->fprogram, "Texture_Cube");
4208 p->fp_Texture_Refraction = cgGetNamedParameter(p->fprogram, "Texture_Refraction");
4209 p->fp_Texture_Reflection = cgGetNamedParameter(p->fprogram, "Texture_Reflection");
4210 p->fp_Texture_ShadowMap2D = cgGetNamedParameter(p->fprogram, "Texture_ShadowMap2D");
4211 p->fp_Texture_CubeProjection = cgGetNamedParameter(p->fprogram, "Texture_CubeProjection");
4212 p->fp_Texture_ScreenDepth = cgGetNamedParameter(p->fprogram, "Texture_ScreenDepth");
4213 p->fp_Texture_ScreenNormalMap = cgGetNamedParameter(p->fprogram, "Texture_ScreenNormalMap");
4214 p->fp_Texture_ScreenDiffuse = cgGetNamedParameter(p->fprogram, "Texture_ScreenDiffuse");
4215 p->fp_Texture_ScreenSpecular = cgGetNamedParameter(p->fprogram, "Texture_ScreenSpecular");
4216 p->fp_Texture_ReflectMask = cgGetNamedParameter(p->fprogram, "Texture_ReflectMask");
4217 p->fp_Texture_ReflectCube = cgGetNamedParameter(p->fprogram, "Texture_ReflectCube");
4218 p->fp_Alpha = cgGetNamedParameter(p->fprogram, "Alpha");
4219 p->fp_BloomBlur_Parameters = cgGetNamedParameter(p->fprogram, "BloomBlur_Parameters");
4220 p->fp_ClientTime = cgGetNamedParameter(p->fprogram, "ClientTime");
4221 p->fp_Color_Ambient = cgGetNamedParameter(p->fprogram, "Color_Ambient");
4222 p->fp_Color_Diffuse = cgGetNamedParameter(p->fprogram, "Color_Diffuse");
4223 p->fp_Color_Specular = cgGetNamedParameter(p->fprogram, "Color_Specular");
4224 p->fp_Color_Glow = cgGetNamedParameter(p->fprogram, "Color_Glow");
4225 p->fp_Color_Pants = cgGetNamedParameter(p->fprogram, "Color_Pants");
4226 p->fp_Color_Shirt = cgGetNamedParameter(p->fprogram, "Color_Shirt");
4227 p->fp_DeferredColor_Ambient = cgGetNamedParameter(p->fprogram, "DeferredColor_Ambient");
4228 p->fp_DeferredColor_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredColor_Diffuse");
4229 p->fp_DeferredColor_Specular = cgGetNamedParameter(p->fprogram, "DeferredColor_Specular");
4230 p->fp_DeferredMod_Diffuse = cgGetNamedParameter(p->fprogram, "DeferredMod_Diffuse");
4231 p->fp_DeferredMod_Specular = cgGetNamedParameter(p->fprogram, "DeferredMod_Specular");
4232 p->fp_DistortScaleRefractReflect = cgGetNamedParameter(p->fprogram, "DistortScaleRefractReflect");
4233 p->fp_EyePosition = cgGetNamedParameter(p->fprogram, "EyePosition");
4234 p->fp_FogColor = cgGetNamedParameter(p->fprogram, "FogColor");
4235 p->fp_FogHeightFade = cgGetNamedParameter(p->fprogram, "FogHeightFade");
4236 p->fp_FogPlane = cgGetNamedParameter(p->fprogram, "FogPlane");
4237 p->fp_FogPlaneViewDist = cgGetNamedParameter(p->fprogram, "FogPlaneViewDist");
4238 p->fp_FogRangeRecip = cgGetNamedParameter(p->fprogram, "FogRangeRecip");
4239 p->fp_LightColor = cgGetNamedParameter(p->fprogram, "LightColor");
4240 p->fp_LightDir = cgGetNamedParameter(p->fprogram, "LightDir");
4241 p->fp_LightPosition = cgGetNamedParameter(p->fprogram, "LightPosition");
4242 p->fp_OffsetMapping_Scale = cgGetNamedParameter(p->fprogram, "OffsetMapping_Scale");
4243 p->fp_PixelSize = cgGetNamedParameter(p->fprogram, "PixelSize");
4244 p->fp_ReflectColor = cgGetNamedParameter(p->fprogram, "ReflectColor");
4245 p->fp_ReflectFactor = cgGetNamedParameter(p->fprogram, "ReflectFactor");
4246 p->fp_ReflectOffset = cgGetNamedParameter(p->fprogram, "ReflectOffset");
4247 p->fp_RefractColor = cgGetNamedParameter(p->fprogram, "RefractColor");
4248 p->fp_Saturation = cgGetNamedParameter(p->fprogram, "Saturation");
4249 p->fp_ScreenCenterRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenCenterRefractReflect");
4250 p->fp_ScreenScaleRefractReflect = cgGetNamedParameter(p->fprogram, "ScreenScaleRefractReflect");
4251 p->fp_ScreenToDepth = cgGetNamedParameter(p->fprogram, "ScreenToDepth");
4252 p->fp_ShadowMap_Parameters = cgGetNamedParameter(p->fprogram, "ShadowMap_Parameters");
4253 p->fp_ShadowMap_TextureScale = cgGetNamedParameter(p->fprogram, "ShadowMap_TextureScale");
4254 p->fp_SpecularPower = cgGetNamedParameter(p->fprogram, "SpecularPower");
4255 p->fp_UserVec1 = cgGetNamedParameter(p->fprogram, "UserVec1");
4256 p->fp_UserVec2 = cgGetNamedParameter(p->fprogram, "UserVec2");
4257 p->fp_UserVec3 = cgGetNamedParameter(p->fprogram, "UserVec3");
4258 p->fp_UserVec4 = cgGetNamedParameter(p->fprogram, "UserVec4");
4259 p->fp_ViewTintColor = cgGetNamedParameter(p->fprogram, "ViewTintColor");
4260 p->fp_ViewToLight = cgGetNamedParameter(p->fprogram, "ViewToLight");
4261 p->fp_PixelToScreenTexCoord = cgGetNamedParameter(p->fprogram, "PixelToScreenTexCoord");
4262 p->fp_ModelToReflectCube = cgGetNamedParameter(p->fprogram, "ModelToReflectCube");
4263 p->fp_BloomColorSubtract = cgGetNamedParameter(p->fprogram, "BloomColorSubtract");
4267 if ((p->vprogram || !vertstring[0]) && (p->fprogram || !fragstring[0]))
4268 Con_DPrintf("^5CG shader %s compiled.\n", permutationname);
4270 Con_Printf("^1CG shader %s failed! some features may not work properly.\n", permutationname);
4274 Mem_Free(vertstring);
4276 Mem_Free(geomstring);
4278 Mem_Free(fragstring);
4280 Mem_Free(vertexstring);
4282 Mem_Free(geometrystring);
4284 Mem_Free(fragmentstring);
4287 void R_SetupShader_SetPermutationCG(unsigned int mode, unsigned int permutation)
4289 r_cg_permutation_t *perm = R_CG_FindPermutation(mode, permutation);
4292 if (r_cg_permutation != perm)
4294 r_cg_permutation = perm;
4295 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4297 if (!r_cg_permutation->compiled)
4298 R_CG_CompilePermutation(perm, mode, permutation);
4299 if (!r_cg_permutation->vprogram && !r_cg_permutation->fprogram)
4301 // remove features until we find a valid permutation
4303 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4305 // reduce i more quickly whenever it would not remove any bits
4306 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4307 if (!(permutation & j))
4310 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4311 if (!r_cg_permutation->compiled)
4312 R_CG_CompilePermutation(perm, mode, permutation);
4313 if (r_cg_permutation->vprogram || r_cg_permutation->fprogram)
4316 if (i >= SHADERPERMUTATION_COUNT)
4318 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4319 r_cg_permutation = R_CG_FindPermutation(mode, permutation);
4320 return; // no bit left to clear, entire mode is broken
4326 if (r_cg_permutation->vprogram)
4328 cgGLLoadProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4329 cgGLBindProgram(r_cg_permutation->vprogram);CHECKCGERROR CHECKGLERROR
4330 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4334 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4335 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4337 if (r_cg_permutation->fprogram)
4339 cgGLLoadProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4340 cgGLBindProgram(r_cg_permutation->fprogram);CHECKCGERROR CHECKGLERROR
4341 cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4345 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4346 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4350 if (r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
4351 if (r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
4352 if (r_cg_permutation->fp_ClientTime) cgGLSetParameter1f(r_cg_permutation->fp_ClientTime, cl.time);CHECKCGERROR
4355 void CG_BindTexture(CGparameter param, rtexture_t *tex)
4357 cgGLSetTextureParameter(param, R_GetTexture(tex));
4358 cgGLEnableTextureParameter(param);
4366 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
4367 extern D3DCAPS9 vid_d3d9caps;
4370 struct r_hlsl_permutation_s;
4371 typedef struct r_hlsl_permutation_s
4373 /// hash lookup data
4374 struct r_hlsl_permutation_s *hashnext;
4376 unsigned int permutation;
4378 /// indicates if we have tried compiling this permutation already
4380 /// NULL if compilation failed
4381 IDirect3DVertexShader9 *vertexshader;
4382 IDirect3DPixelShader9 *pixelshader;
4384 r_hlsl_permutation_t;
4386 typedef enum D3DVSREGISTER_e
4388 D3DVSREGISTER_TexMatrix = 0, // float4x4
4389 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
4390 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
4391 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
4392 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
4393 D3DVSREGISTER_ModelToLight = 20, // float4x4
4394 D3DVSREGISTER_EyePosition = 24,
4395 D3DVSREGISTER_FogPlane = 25,
4396 D3DVSREGISTER_LightDir = 26,
4397 D3DVSREGISTER_LightPosition = 27,
4401 typedef enum D3DPSREGISTER_e
4403 D3DPSREGISTER_Alpha = 0,
4404 D3DPSREGISTER_BloomBlur_Parameters = 1,
4405 D3DPSREGISTER_ClientTime = 2,
4406 D3DPSREGISTER_Color_Ambient = 3,
4407 D3DPSREGISTER_Color_Diffuse = 4,
4408 D3DPSREGISTER_Color_Specular = 5,
4409 D3DPSREGISTER_Color_Glow = 6,
4410 D3DPSREGISTER_Color_Pants = 7,
4411 D3DPSREGISTER_Color_Shirt = 8,
4412 D3DPSREGISTER_DeferredColor_Ambient = 9,
4413 D3DPSREGISTER_DeferredColor_Diffuse = 10,
4414 D3DPSREGISTER_DeferredColor_Specular = 11,
4415 D3DPSREGISTER_DeferredMod_Diffuse = 12,
4416 D3DPSREGISTER_DeferredMod_Specular = 13,
4417 D3DPSREGISTER_DistortScaleRefractReflect = 14,
4418 D3DPSREGISTER_EyePosition = 15, // unused
4419 D3DPSREGISTER_FogColor = 16,
4420 D3DPSREGISTER_FogHeightFade = 17,
4421 D3DPSREGISTER_FogPlane = 18,
4422 D3DPSREGISTER_FogPlaneViewDist = 19,
4423 D3DPSREGISTER_FogRangeRecip = 20,
4424 D3DPSREGISTER_LightColor = 21,
4425 D3DPSREGISTER_LightDir = 22, // unused
4426 D3DPSREGISTER_LightPosition = 23,
4427 D3DPSREGISTER_OffsetMapping_Scale = 24,
4428 D3DPSREGISTER_PixelSize = 25,
4429 D3DPSREGISTER_ReflectColor = 26,
4430 D3DPSREGISTER_ReflectFactor = 27,
4431 D3DPSREGISTER_ReflectOffset = 28,
4432 D3DPSREGISTER_RefractColor = 29,
4433 D3DPSREGISTER_Saturation = 30,
4434 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
4435 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
4436 D3DPSREGISTER_ScreenToDepth = 33,
4437 D3DPSREGISTER_ShadowMap_Parameters = 34,
4438 D3DPSREGISTER_ShadowMap_TextureScale = 35,
4439 D3DPSREGISTER_SpecularPower = 36,
4440 D3DPSREGISTER_UserVec1 = 37,
4441 D3DPSREGISTER_UserVec2 = 38,
4442 D3DPSREGISTER_UserVec3 = 39,
4443 D3DPSREGISTER_UserVec4 = 40,
4444 D3DPSREGISTER_ViewTintColor = 41,
4445 D3DPSREGISTER_PixelToScreenTexCoord = 42,
4446 D3DPSREGISTER_BloomColorSubtract = 43,
4447 D3DPSREGISTER_ViewToLight = 44, // float4x4
4448 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
4453 /// information about each possible shader permutation
4454 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
4455 /// currently selected permutation
4456 r_hlsl_permutation_t *r_hlsl_permutation;
4457 /// storage for permutations linked in the hash table
4458 memexpandablearray_t r_hlsl_permutationarray;
4460 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
4462 //unsigned int hashdepth = 0;
4463 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
4464 r_hlsl_permutation_t *p;
4465 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
4467 if (p->mode == mode && p->permutation == permutation)
4469 //if (hashdepth > 10)
4470 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4475 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
4477 p->permutation = permutation;
4478 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
4479 r_hlsl_permutationhash[mode][hashindex] = p;
4480 //if (hashdepth > 10)
4481 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
4485 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
4488 if (!filename || !filename[0])
4490 if (!strcmp(filename, "hlsl/default.hlsl"))
4492 if (!hlslshaderstring)
4494 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4495 if (hlslshaderstring)
4496 Con_DPrintf("Loading shaders from file %s...\n", filename);
4498 hlslshaderstring = (char *)builtincgshaderstring;
4500 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
4501 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
4502 return shaderstring;
4504 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
4507 if (printfromdisknotice)
4508 Con_DPrintf("from disk %s... ", filename);
4509 return shaderstring;
4511 return shaderstring;
4515 //#include <d3dx9shader.h>
4516 //#include <d3dx9mesh.h>
4518 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
4520 DWORD *vsbin = NULL;
4521 DWORD *psbin = NULL;
4522 fs_offset_t vsbinsize;
4523 fs_offset_t psbinsize;
4524 // IDirect3DVertexShader9 *vs = NULL;
4525 // IDirect3DPixelShader9 *ps = NULL;
4526 ID3DXBuffer *vslog = NULL;
4527 ID3DXBuffer *vsbuffer = NULL;
4528 ID3DXConstantTable *vsconstanttable = NULL;
4529 ID3DXBuffer *pslog = NULL;
4530 ID3DXBuffer *psbuffer = NULL;
4531 ID3DXConstantTable *psconstanttable = NULL;
4534 char temp[MAX_INPUTLINE];
4535 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
4536 qboolean debugshader = gl_paranoid.integer != 0;
4537 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4538 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
4541 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
4542 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
4544 if ((!vsbin && vertstring) || (!psbin && fragstring))
4546 const char* dllnames_d3dx9 [] =
4570 dllhandle_t d3dx9_dll = NULL;
4571 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4572 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
4573 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
4574 dllfunction_t d3dx9_dllfuncs[] =
4576 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
4577 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
4578 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
4581 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
4583 DWORD shaderflags = 0;
4585 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
4586 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4587 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4588 if (vertstring && vertstring[0])
4592 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
4593 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
4594 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
4595 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4598 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
4601 vsbinsize = vsbuffer->GetBufferSize();
4602 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
4603 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
4604 vsbuffer->Release();
4608 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
4609 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
4613 if (fragstring && fragstring[0])
4617 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
4618 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
4619 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
4620 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4623 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
4626 psbinsize = psbuffer->GetBufferSize();
4627 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
4628 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
4629 psbuffer->Release();
4633 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
4634 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
4638 Sys_UnloadLibrary(&d3dx9_dll);
4641 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
4645 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
4646 if (FAILED(vsresult))
4647 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
4648 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
4649 if (FAILED(psresult))
4650 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
4652 // free the shader data
4653 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
4654 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
4657 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
4660 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
4661 int vertstrings_count = 0, vertstring_length = 0;
4662 int geomstrings_count = 0, geomstring_length = 0;
4663 int fragstrings_count = 0, fragstring_length = 0;
4665 char *vertexstring, *geometrystring, *fragmentstring;
4666 char *vertstring, *geomstring, *fragstring;
4667 const char *vertstrings_list[32+3];
4668 const char *geomstrings_list[32+3];
4669 const char *fragstrings_list[32+3];
4670 char permutationname[256];
4671 char cachename[256];
4676 p->vertexshader = NULL;
4677 p->pixelshader = NULL;
4679 permutationname[0] = 0;
4681 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
4682 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
4683 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
4685 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
4686 strlcat(cachename, "hlsl/", sizeof(cachename));
4688 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
4689 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
4690 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
4691 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
4693 // the first pretext is which type of shader to compile as
4694 // (later these will all be bound together as a program object)
4695 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
4696 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
4697 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
4699 // the second pretext is the mode (for example a light source)
4700 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
4701 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
4702 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
4703 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
4704 strlcat(cachename, modeinfo->name, sizeof(cachename));
4706 // now add all the permutation pretexts
4707 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4709 if (permutation & (1<<i))
4711 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
4712 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
4713 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
4714 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
4715 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
4719 // keep line numbers correct
4720 vertstrings_list[vertstrings_count++] = "\n";
4721 geomstrings_list[geomstrings_count++] = "\n";
4722 fragstrings_list[fragstrings_count++] = "\n";
4726 // replace spaces in the cachename with _ characters
4727 for (i = 0;cachename[i];i++)
4728 if (cachename[i] == ' ')
4731 // now append the shader text itself
4732 vertstrings_list[vertstrings_count++] = vertexstring;
4733 geomstrings_list[geomstrings_count++] = geometrystring;
4734 fragstrings_list[fragstrings_count++] = fragmentstring;
4736 // if any sources were NULL, clear the respective list
4738 vertstrings_count = 0;
4739 if (!geometrystring)
4740 geomstrings_count = 0;
4741 if (!fragmentstring)
4742 fragstrings_count = 0;
4744 vertstring_length = 0;
4745 for (i = 0;i < vertstrings_count;i++)
4746 vertstring_length += strlen(vertstrings_list[i]);
4747 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
4748 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
4749 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
4751 geomstring_length = 0;
4752 for (i = 0;i < geomstrings_count;i++)
4753 geomstring_length += strlen(geomstrings_list[i]);
4754 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
4755 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
4756 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
4758 fragstring_length = 0;
4759 for (i = 0;i < fragstrings_count;i++)
4760 fragstring_length += strlen(fragstrings_list[i]);
4761 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
4762 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
4763 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
4765 // try to load the cached shader, or generate one
4766 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
4768 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
4769 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
4771 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
4775 Mem_Free(vertstring);
4777 Mem_Free(geomstring);
4779 Mem_Free(fragstring);
4781 Mem_Free(vertexstring);
4783 Mem_Free(geometrystring);
4785 Mem_Free(fragmentstring);
4788 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
4789 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
4790 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4791 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4792 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4793 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
4795 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
4796 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
4797 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4798 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4799 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4800 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
4802 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
4804 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
4805 if (r_hlsl_permutation != perm)
4807 r_hlsl_permutation = perm;
4808 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4810 if (!r_hlsl_permutation->compiled)
4811 R_HLSL_CompilePermutation(perm, mode, permutation);
4812 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
4814 // remove features until we find a valid permutation
4816 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4818 // reduce i more quickly whenever it would not remove any bits
4819 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
4820 if (!(permutation & j))
4823 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4824 if (!r_hlsl_permutation->compiled)
4825 R_HLSL_CompilePermutation(perm, mode, permutation);
4826 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
4829 if (i >= SHADERPERMUTATION_COUNT)
4831 //Con_Printf("Could not find a working Cg shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
4832 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
4833 return; // no bit left to clear, entire mode is broken
4837 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
4838 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
4840 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
4841 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
4842 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
4846 void R_GLSL_Restart_f(void)
4848 unsigned int i, limit;
4849 if (glslshaderstring && glslshaderstring != builtinshaderstring)
4850 Mem_Free(glslshaderstring);
4851 glslshaderstring = NULL;
4852 if (cgshaderstring && cgshaderstring != builtincgshaderstring)
4853 Mem_Free(cgshaderstring);
4854 cgshaderstring = NULL;
4855 if (hlslshaderstring && hlslshaderstring != builtincgshaderstring)
4856 Mem_Free(hlslshaderstring);
4857 hlslshaderstring = NULL;
4858 switch(vid.renderpath)
4860 case RENDERPATH_D3D9:
4863 r_hlsl_permutation_t *p;
4864 r_hlsl_permutation = NULL;
4865 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4866 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4867 // cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4868 // cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4869 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
4870 for (i = 0;i < limit;i++)
4872 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
4874 if (p->vertexshader)
4875 IDirect3DVertexShader9_Release(p->vertexshader);
4877 IDirect3DPixelShader9_Release(p->pixelshader);
4878 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
4881 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4885 case RENDERPATH_D3D10:
4886 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4888 case RENDERPATH_D3D11:
4889 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4891 case RENDERPATH_GL20:
4893 r_glsl_permutation_t *p;
4894 r_glsl_permutation = NULL;
4895 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
4896 for (i = 0;i < limit;i++)
4898 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
4900 GL_Backend_FreeProgram(p->program);
4901 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
4904 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4907 case RENDERPATH_CGGL:
4910 r_cg_permutation_t *p;
4911 r_cg_permutation = NULL;
4912 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4913 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_VERTEX));CHECKCGERROR CHECKGLERROR
4914 cgGLDisableProfile(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4915 cgGLUnbindProgram(cgGLGetLatestProfile(CG_GL_FRAGMENT));CHECKCGERROR CHECKGLERROR
4916 limit = Mem_ExpandableArray_IndexRange(&r_cg_permutationarray);
4917 for (i = 0;i < limit;i++)
4919 if ((p = (r_cg_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_cg_permutationarray, i)))
4922 cgDestroyProgram(p->vprogram);
4924 cgDestroyProgram(p->fprogram);
4925 Mem_ExpandableArray_FreeRecord(&r_cg_permutationarray, (void*)p);
4928 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
4932 case RENDERPATH_GL13:
4933 case RENDERPATH_GL11:
4938 void R_GLSL_DumpShader_f(void)
4943 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
4946 FS_Print(file, "/* The engine may define the following macros:\n");
4947 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4948 for (i = 0;i < SHADERMODE_COUNT;i++)
4949 FS_Print(file, glslshadermodeinfo[i].pretext);
4950 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4951 FS_Print(file, shaderpermutationinfo[i].pretext);
4952 FS_Print(file, "*/\n");
4953 FS_Print(file, builtinshaderstring);
4955 Con_Printf("glsl/default.glsl written\n");
4958 Con_Printf("failed to write to glsl/default.glsl\n");
4961 file = FS_OpenRealFile("cg/default.cg", "w", false);
4964 FS_Print(file, "/* The engine may define the following macros:\n");
4965 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4966 for (i = 0;i < SHADERMODE_COUNT;i++)
4967 FS_Print(file, cgshadermodeinfo[i].pretext);
4968 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4969 FS_Print(file, shaderpermutationinfo[i].pretext);
4970 FS_Print(file, "*/\n");
4971 FS_Print(file, builtincgshaderstring);
4973 Con_Printf("cg/default.cg written\n");
4976 Con_Printf("failed to write to cg/default.cg\n");
4980 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
4983 FS_Print(file, "/* The engine may define the following macros:\n");
4984 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
4985 for (i = 0;i < SHADERMODE_COUNT;i++)
4986 FS_Print(file, hlslshadermodeinfo[i].pretext);
4987 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
4988 FS_Print(file, shaderpermutationinfo[i].pretext);
4989 FS_Print(file, "*/\n");
4990 FS_Print(file, builtincgshaderstring);
4992 Con_Printf("hlsl/default.hlsl written\n");
4995 Con_Printf("failed to write to hlsl/default.hlsl\n");
4999 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale)
5002 texturemode = GL_MODULATE;
5003 switch (vid.renderpath)
5005 case RENDERPATH_D3D9:
5007 R_SetupShader_SetPermutationHLSL(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))));
5008 R_Mesh_TexBind(GL20TU_FIRST , first );
5009 R_Mesh_TexBind(GL20TU_SECOND, second);
5012 case RENDERPATH_D3D10:
5013 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5015 case RENDERPATH_D3D11:
5016 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5018 case RENDERPATH_GL20:
5019 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))));
5020 R_Mesh_TexBind(GL20TU_FIRST , first );
5021 R_Mesh_TexBind(GL20TU_SECOND, second);
5023 case RENDERPATH_CGGL:
5026 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))));
5027 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , first );CHECKCGERROR
5028 if (r_cg_permutation->fp_Texture_Second) CG_BindTexture(r_cg_permutation->fp_Texture_Second, second);CHECKCGERROR
5031 case RENDERPATH_GL13:
5032 R_Mesh_TexBind(0, first );
5033 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
5034 R_Mesh_TexBind(1, second);
5036 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
5038 case RENDERPATH_GL11:
5039 R_Mesh_TexBind(0, first );
5044 void R_SetupShader_DepthOrShadow(void)
5046 switch (vid.renderpath)
5048 case RENDERPATH_D3D9:
5050 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5053 case RENDERPATH_D3D10:
5054 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5056 case RENDERPATH_D3D11:
5057 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5059 case RENDERPATH_GL20:
5060 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, 0);
5062 case RENDERPATH_CGGL:
5064 R_SetupShader_SetPermutationCG(SHADERMODE_DEPTH_OR_SHADOW, 0);
5067 case RENDERPATH_GL13:
5068 R_Mesh_TexBind(0, 0);
5069 R_Mesh_TexBind(1, 0);
5071 case RENDERPATH_GL11:
5072 R_Mesh_TexBind(0, 0);
5077 void R_SetupShader_ShowDepth(void)
5079 switch (vid.renderpath)
5081 case RENDERPATH_D3D9:
5083 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, 0);
5086 case RENDERPATH_D3D10:
5087 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5089 case RENDERPATH_D3D11:
5090 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5092 case RENDERPATH_GL20:
5093 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, 0);
5095 case RENDERPATH_CGGL:
5097 R_SetupShader_SetPermutationCG(SHADERMODE_SHOWDEPTH, 0);
5100 case RENDERPATH_GL13:
5102 case RENDERPATH_GL11:
5107 extern qboolean r_shadow_usingdeferredprepass;
5108 extern cvar_t r_shadow_deferred_8bitrange;
5109 extern rtexture_t *r_shadow_attenuationgradienttexture;
5110 extern rtexture_t *r_shadow_attenuation2dtexture;
5111 extern rtexture_t *r_shadow_attenuation3dtexture;
5112 extern qboolean r_shadow_usingshadowmap2d;
5113 extern qboolean r_shadow_usingshadowmaportho;
5114 extern float r_shadow_shadowmap_texturescale[2];
5115 extern float r_shadow_shadowmap_parameters[4];
5116 extern qboolean r_shadow_shadowmapvsdct;
5117 extern qboolean r_shadow_shadowmapsampler;
5118 extern int r_shadow_shadowmappcf;
5119 extern rtexture_t *r_shadow_shadowmap2dtexture;
5120 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
5121 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
5122 extern matrix4x4_t r_shadow_shadowmapmatrix;
5123 extern int r_shadow_shadowmaplod; // changes for each light based on distance
5124 extern int r_shadow_prepass_width;
5125 extern int r_shadow_prepass_height;
5126 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
5127 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
5128 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
5129 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
5130 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
5131 extern cvar_t gl_mesh_separatearrays;
5132 static qboolean R_BlendFuncAllowsColormod(int src, int dst)
5134 // a blendfunc allows colormod if:
5135 // a) it can never keep the destination pixel invariant, or
5136 // b) it can keep the destination pixel invariant, and still can do so if colormodded
5137 // this is to prevent unintended side effects from colormod
5140 // IF there is a (s, sa) for which for all (d, da),
5141 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5142 // THEN, for this (s, sa) and all (colormod, d, da):
5143 // s*colormod * src(s*colormod, d, sa, da) + d * dst(s*colormod, d, sa, da) == d
5144 // OBVIOUSLY, this means that
5145 // s*colormod * src(s*colormod, d, sa, da) = 0
5146 // dst(s*colormod, d, sa, da) = 1
5148 // note: not caring about GL_SRC_ALPHA_SATURATE and following here, these are unused in DP code
5150 // main condition to leave dst color invariant:
5151 // s * src(s, d, sa, da) + d * dst(s, d, sa, da) == d
5153 // s * 0 + d * dst(s, d, sa, da) == d
5154 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5155 // => colormod is a problem for GL_SRC_COLOR only
5157 // s + d * dst(s, d, sa, da) == d
5159 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5160 // => colormod is never problematic for these
5161 // src == GL_SRC_COLOR:
5162 // s*s + d * dst(s, d, sa, da) == d
5164 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5165 // => colormod is never problematic for these
5166 // src == GL_ONE_MINUS_SRC_COLOR:
5167 // s*(1-s) + d * dst(s, d, sa, da) == d
5168 // => s == 0 or s == 1
5169 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5170 // => colormod is a problem for GL_SRC_COLOR only
5171 // src == GL_DST_COLOR
5172 // s*d + d * dst(s, d, sa, da) == d
5174 // => dst == GL_ZERO/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5175 // => colormod is always a problem
5178 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5179 // => colormod is never problematic for these
5180 // => BUT, we do not know s! We must assume it is problematic
5181 // then... except in GL_ONE case, where we know all invariant
5183 // src == GL_ONE_MINUS_DST_COLOR
5184 // s*(1-d) + d * dst(s, d, sa, da) == d
5185 // => s == 0 (1-d is impossible to handle for our desired result)
5186 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5187 // => colormod is never problematic for these
5188 // src == GL_SRC_ALPHA
5189 // s*sa + d * dst(s, d, sa, da) == d
5190 // => s == 0, or sa == 0
5191 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5192 // => colormod breaks in the case GL_SRC_COLOR only
5193 // src == GL_ONE_MINUS_SRC_ALPHA
5194 // s*(1-sa) + d * dst(s, d, sa, da) == d
5195 // => s == 0, or sa == 1
5196 // => dst == GL_ONE/GL_SRC_COLOR/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5197 // => colormod breaks in the case GL_SRC_COLOR only
5198 // src == GL_DST_ALPHA
5199 // s*da + d * dst(s, d, sa, da) == d
5201 // => dst == GL_ONE/GL_ONE_MINUS_SRC_COLOR/GL_SRC_ALPHA/GL_ONE_MINUS_SRC_ALPHA
5202 // => colormod is never problematic for these
5207 case GL_ONE_MINUS_SRC_COLOR:
5209 case GL_ONE_MINUS_SRC_ALPHA:
5210 if(dst == GL_SRC_COLOR)
5215 case GL_ONE_MINUS_DST_COLOR:
5217 case GL_ONE_MINUS_DST_ALPHA:
5227 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane)
5229 // select a permutation of the lighting shader appropriate to this
5230 // combination of texture, entity, light source, and fogging, only use the
5231 // minimum features necessary to avoid wasting rendering time in the
5232 // fragment shader on features that are not being used
5233 unsigned int permutation = 0;
5234 unsigned int mode = 0;
5235 qboolean allow_colormod;
5236 static float dummy_colormod[3] = {1, 1, 1};
5237 float *colormod = rsurface.colormod;
5239 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
5240 if (rsurfacepass == RSURFPASS_BACKGROUND)
5242 // distorted background
5243 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
5245 mode = SHADERMODE_WATER;
5246 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5247 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5249 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
5251 mode = SHADERMODE_REFRACTION;
5252 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5253 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5257 mode = SHADERMODE_GENERIC;
5258 permutation |= SHADERPERMUTATION_DIFFUSE;
5259 GL_BlendFunc(GL_ONE, GL_ZERO);
5260 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5262 GL_AlphaTest(false);
5264 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
5266 if (r_glsl_offsetmapping.integer)
5268 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5269 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5270 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5271 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5272 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5274 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5275 if (r_glsl_offsetmapping_reliefmapping.integer)
5276 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5279 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5280 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5281 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5282 permutation |= SHADERPERMUTATION_ALPHAKILL;
5283 // normalmap (deferred prepass), may use alpha test on diffuse
5284 mode = SHADERMODE_DEFERREDGEOMETRY;
5285 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5286 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5287 GL_AlphaTest(false);
5288 GL_BlendFunc(GL_ONE, GL_ZERO);
5289 allow_colormod = R_BlendFuncAllowsColormod(GL_ONE, GL_ZERO);
5291 else if (rsurfacepass == RSURFPASS_RTLIGHT)
5293 if (r_glsl_offsetmapping.integer)
5295 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5296 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5297 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5298 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5299 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5301 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5302 if (r_glsl_offsetmapping_reliefmapping.integer)
5303 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5306 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5307 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5309 mode = SHADERMODE_LIGHTSOURCE;
5310 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5311 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5312 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
5313 permutation |= SHADERPERMUTATION_CUBEFILTER;
5314 if (diffusescale > 0)
5315 permutation |= SHADERPERMUTATION_DIFFUSE;
5316 if (specularscale > 0)
5318 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5319 if (r_shadow_glossexact.integer)
5320 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5322 if (r_refdef.fogenabled)
5323 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5324 if (rsurface.texture->colormapping)
5325 permutation |= SHADERPERMUTATION_COLORMAPPING;
5326 if (r_shadow_usingshadowmap2d)
5328 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5329 if(r_shadow_shadowmapvsdct)
5330 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
5332 if (r_shadow_shadowmapsampler)
5333 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5334 if (r_shadow_shadowmappcf > 1)
5335 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5336 else if (r_shadow_shadowmappcf)
5337 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5339 if (rsurface.texture->reflectmasktexture)
5340 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5341 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5342 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5343 allow_colormod = R_BlendFuncAllowsColormod(GL_SRC_ALPHA, GL_ONE);
5345 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5347 if (r_glsl_offsetmapping.integer)
5349 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5350 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5351 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5352 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5353 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5355 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5356 if (r_glsl_offsetmapping_reliefmapping.integer)
5357 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5360 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5361 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5362 // unshaded geometry (fullbright or ambient model lighting)
5363 mode = SHADERMODE_FLATCOLOR;
5364 ambientscale = diffusescale = specularscale = 0;
5365 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5366 permutation |= SHADERPERMUTATION_GLOW;
5367 if (r_refdef.fogenabled)
5368 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5369 if (rsurface.texture->colormapping)
5370 permutation |= SHADERPERMUTATION_COLORMAPPING;
5371 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5373 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5374 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5376 if (r_shadow_shadowmapsampler)
5377 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5378 if (r_shadow_shadowmappcf > 1)
5379 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5380 else if (r_shadow_shadowmappcf)
5381 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5383 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5384 permutation |= SHADERPERMUTATION_REFLECTION;
5385 if (rsurface.texture->reflectmasktexture)
5386 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5387 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5388 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5389 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5391 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
5393 if (r_glsl_offsetmapping.integer)
5395 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5396 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5397 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5398 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5399 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5401 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5402 if (r_glsl_offsetmapping_reliefmapping.integer)
5403 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5406 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5407 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5408 // directional model lighting
5409 mode = SHADERMODE_LIGHTDIRECTION;
5410 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5411 permutation |= SHADERPERMUTATION_GLOW;
5412 permutation |= SHADERPERMUTATION_DIFFUSE;
5413 if (specularscale > 0)
5415 permutation |= SHADERPERMUTATION_SPECULAR;
5416 if (r_shadow_glossexact.integer)
5417 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5419 if (r_refdef.fogenabled)
5420 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5421 if (rsurface.texture->colormapping)
5422 permutation |= SHADERPERMUTATION_COLORMAPPING;
5423 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5425 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5426 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5428 if (r_shadow_shadowmapsampler)
5429 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5430 if (r_shadow_shadowmappcf > 1)
5431 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5432 else if (r_shadow_shadowmappcf)
5433 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5435 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5436 permutation |= SHADERPERMUTATION_REFLECTION;
5437 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5438 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5439 if (rsurface.texture->reflectmasktexture)
5440 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5441 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5442 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5443 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5445 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5447 if (r_glsl_offsetmapping.integer)
5449 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5450 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5451 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5452 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5453 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5455 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5456 if (r_glsl_offsetmapping_reliefmapping.integer)
5457 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5460 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5461 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5462 // ambient model lighting
5463 mode = SHADERMODE_LIGHTDIRECTION;
5464 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5465 permutation |= SHADERPERMUTATION_GLOW;
5466 if (r_refdef.fogenabled)
5467 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5468 if (rsurface.texture->colormapping)
5469 permutation |= SHADERPERMUTATION_COLORMAPPING;
5470 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5472 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5473 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5475 if (r_shadow_shadowmapsampler)
5476 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5477 if (r_shadow_shadowmappcf > 1)
5478 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5479 else if (r_shadow_shadowmappcf)
5480 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5482 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5483 permutation |= SHADERPERMUTATION_REFLECTION;
5484 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5485 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5486 if (rsurface.texture->reflectmasktexture)
5487 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5488 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5489 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5490 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5494 if (r_glsl_offsetmapping.integer)
5496 if (rsurface.texture->offsetmapping == OFFSETMAPPING_LINEAR)
5497 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5498 else if (rsurface.texture->offsetmapping == OFFSETMAPPING_RELIEF)
5499 permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5500 else if (rsurface.texture->offsetmapping != OFFSETMAPPING_OFF)
5502 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
5503 if (r_glsl_offsetmapping_reliefmapping.integer)
5504 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
5507 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
5508 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
5510 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
5511 permutation |= SHADERPERMUTATION_GLOW;
5512 if (r_refdef.fogenabled)
5513 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
5514 if (rsurface.texture->colormapping)
5515 permutation |= SHADERPERMUTATION_COLORMAPPING;
5516 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
5518 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
5519 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
5521 if (r_shadow_shadowmapsampler)
5522 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
5523 if (r_shadow_shadowmappcf > 1)
5524 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
5525 else if (r_shadow_shadowmappcf)
5526 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
5528 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
5529 permutation |= SHADERPERMUTATION_REFLECTION;
5530 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
5531 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
5532 if (rsurface.texture->reflectmasktexture)
5533 permutation |= SHADERPERMUTATION_REFLECTCUBE;
5534 if (FAKELIGHT_ENABLED)
5536 // fake lightmapping (q1bsp, q3bsp, fullbright map)
5537 mode = SHADERMODE_FAKELIGHT;
5538 permutation |= SHADERPERMUTATION_DIFFUSE;
5539 if (specularscale > 0)
5541 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5542 if (r_shadow_glossexact.integer)
5543 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5546 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
5548 // deluxemapping (light direction texture)
5549 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
5550 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
5552 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5553 permutation |= SHADERPERMUTATION_DIFFUSE;
5554 if (specularscale > 0)
5556 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5557 if (r_shadow_glossexact.integer)
5558 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5561 else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
5563 // fake deluxemapping (uniform light direction in tangentspace)
5564 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
5565 permutation |= SHADERPERMUTATION_DIFFUSE;
5566 if (specularscale > 0)
5568 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
5569 if (r_shadow_glossexact.integer)
5570 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
5573 else if (rsurface.uselightmaptexture)
5575 // ordinary lightmapping (q1bsp, q3bsp)
5576 mode = SHADERMODE_LIGHTMAP;
5580 // ordinary vertex coloring (q3bsp)
5581 mode = SHADERMODE_VERTEXCOLOR;
5583 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5584 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5585 allow_colormod = R_BlendFuncAllowsColormod(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5588 colormod = dummy_colormod;
5589 switch(vid.renderpath)
5591 case RENDERPATH_D3D9:
5593 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5594 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5595 R_SetupShader_SetPermutationHLSL(mode, permutation);
5596 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
5597 if (mode == SHADERMODE_LIGHTSOURCE)
5599 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
5600 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5604 if (mode == SHADERMODE_LIGHTDIRECTION)
5606 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5609 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
5610 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
5611 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
5612 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5613 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5615 if (mode == SHADERMODE_LIGHTSOURCE)
5617 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5618 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5619 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5620 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5621 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5623 // additive passes are only darkened by fog, not tinted
5624 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5625 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5629 if (mode == SHADERMODE_FLATCOLOR)
5631 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5633 else if (mode == SHADERMODE_LIGHTDIRECTION)
5635 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5636 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5637 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5638 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5639 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5640 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
5641 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
5645 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5646 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
5647 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5648 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5649 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
5651 // additive passes are only darkened by fog, not tinted
5652 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5653 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
5655 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5656 hlslPSSetParameter4f(D3DPSREGISTER_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);
5657 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
5658 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
5659 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5660 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5661 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5662 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
5663 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5665 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
5666 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
5667 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5668 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5669 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5670 if (rsurface.texture->pantstexture)
5671 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5673 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
5674 if (rsurface.texture->shirttexture)
5675 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5677 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
5678 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
5679 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
5680 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
5681 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
5682 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
5683 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
5684 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
5686 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5687 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5688 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5689 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5690 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5691 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5692 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5693 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5694 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5695 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5696 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5697 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5698 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5699 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5700 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5701 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5702 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5703 if (rsurfacepass == RSURFPASS_BACKGROUND)
5705 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5706 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5707 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5711 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5713 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5714 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5715 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5716 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5717 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5719 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
5720 if (rsurface.rtlight)
5722 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5723 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5728 case RENDERPATH_D3D10:
5729 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5731 case RENDERPATH_D3D11:
5732 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
5734 case RENDERPATH_GL20:
5735 if (gl_mesh_separatearrays.integer)
5737 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5738 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5739 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5740 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5741 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5742 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5743 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5744 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5748 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5749 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5751 R_SetupShader_SetPermutationGLSL(mode, permutation);
5752 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
5753 if (mode == SHADERMODE_LIGHTSOURCE)
5755 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
5756 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
5757 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
5758 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
5759 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
5760 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
5762 // additive passes are only darkened by fog, not tinted
5763 if (r_glsl_permutation->loc_FogColor >= 0)
5764 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5765 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5769 if (mode == SHADERMODE_FLATCOLOR)
5771 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
5773 else if (mode == SHADERMODE_LIGHTDIRECTION)
5775 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
5776 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
5777 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5778 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
5779 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);
5780 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]);
5781 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]);
5785 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
5786 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]);
5787 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
5788 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3fARB(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
5789 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);
5791 // additive passes are only darkened by fog, not tinted
5792 if (r_glsl_permutation->loc_FogColor >= 0)
5794 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5795 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
5797 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5799 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);
5800 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]);
5801 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]);
5802 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5803 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
5804 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
5805 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
5806 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
5808 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
5809 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
5810 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fvARB(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
5811 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]);
5812 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]);
5814 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3fARB(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
5815 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1fARB(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
5816 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
5817 if (r_glsl_permutation->loc_Color_Pants >= 0)
5819 if (rsurface.texture->pantstexture)
5820 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5822 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
5824 if (r_glsl_permutation->loc_Color_Shirt >= 0)
5826 if (rsurface.texture->shirttexture)
5827 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5829 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
5831 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]);
5832 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
5833 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
5834 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
5835 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale);
5836 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]);
5837 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5839 // if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_texture_white );
5840 // if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_texture_white );
5841 // if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS , r_texture_gammaramps );
5842 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
5843 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
5844 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
5845 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
5846 if (r_glsl_permutation->loc_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
5847 if (r_glsl_permutation->loc_Texture_SecondaryColor >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
5848 if (r_glsl_permutation->loc_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
5849 if (r_glsl_permutation->loc_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
5850 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
5851 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
5852 if (r_glsl_permutation->loc_Texture_ReflectMask >= 0) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
5853 if (r_glsl_permutation->loc_Texture_ReflectCube >= 0) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
5854 if (r_glsl_permutation->loc_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
5855 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
5856 if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
5857 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
5858 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
5859 if (rsurfacepass == RSURFPASS_BACKGROUND)
5861 if(r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
5862 else if(r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
5863 if(r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5867 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
5869 // if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
5870 // if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
5871 if (r_glsl_permutation->loc_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
5872 if (r_glsl_permutation->loc_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
5873 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
5875 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dtexture );
5876 if (rsurface.rtlight)
5878 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
5879 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
5884 case RENDERPATH_CGGL:
5886 if (gl_mesh_separatearrays.integer)
5888 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5889 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
5890 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
5891 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
5892 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
5893 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
5894 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
5895 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
5899 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
5900 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
5902 R_SetupShader_SetPermutationCG(mode, permutation);
5903 if (r_cg_permutation->fp_ModelToReflectCube) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->fp_ModelToReflectCube, m16f);}CHECKCGERROR
5904 if (mode == SHADERMODE_LIGHTSOURCE)
5906 if (r_cg_permutation->vp_ModelToLight) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelToLight, m16f);}CHECKCGERROR
5907 if (r_cg_permutation->vp_LightPosition) cgGLSetParameter3f(r_cg_permutation->vp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5911 if (mode == SHADERMODE_LIGHTDIRECTION)
5913 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
5916 if (r_cg_permutation->vp_TexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_TexMatrix, m16f);}CHECKCGERROR
5917 if (r_cg_permutation->vp_BackgroundTexMatrix) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_BackgroundTexMatrix, m16f);}CHECKCGERROR
5918 if (r_cg_permutation->vp_ShadowMapMatrix) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);cgGLSetMatrixParameterfc(r_cg_permutation->vp_ShadowMapMatrix, m16f);}CHECKGLERROR
5919 if (r_cg_permutation->vp_EyePosition) cgGLSetParameter3f(r_cg_permutation->vp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5920 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
5923 if (mode == SHADERMODE_LIGHTSOURCE)
5925 if (r_cg_permutation->fp_LightPosition) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);CHECKCGERROR
5926 if (r_cg_permutation->fp_LightColor) cgGLSetParameter3f(r_cg_permutation->fp_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);CHECKCGERROR
5927 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);CHECKCGERROR
5928 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);CHECKCGERROR
5929 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);CHECKCGERROR
5931 // additive passes are only darkened by fog, not tinted
5932 if (r_cg_permutation->fp_FogColor) cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);CHECKCGERROR
5933 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5937 if (mode == SHADERMODE_FLATCOLOR)
5939 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, colormod[0], colormod[1], colormod[2]);CHECKCGERROR
5941 else if (mode == SHADERMODE_LIGHTDIRECTION)
5943 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);CHECKCGERROR
5944 if (r_cg_permutation->fp_Color_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);CHECKCGERROR
5945 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5946 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5947 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
5948 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
5949 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
5953 if (r_cg_permutation->fp_Color_Ambient) cgGLSetParameter3f(r_cg_permutation->fp_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);CHECKCGERROR
5954 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
5955 if (r_cg_permutation->fp_Color_Specular) cgGLSetParameter3f(r_cg_permutation->fp_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);CHECKCGERROR
5956 if (r_cg_permutation->fp_DeferredMod_Diffuse) cgGLSetParameter3f(r_cg_permutation->fp_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);CHECKCGERROR
5957 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
5959 // additive passes are only darkened by fog, not tinted
5960 if (r_cg_permutation->fp_FogColor)
5962 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
5963 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, 0, 0, 0);
5965 cgGLSetParameter3f(r_cg_permutation->fp_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
5968 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
5969 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
5970 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
5971 if (r_cg_permutation->fp_RefractColor) cgGLSetParameter4fv(r_cg_permutation->fp_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5972 if (r_cg_permutation->fp_ReflectColor) cgGLSetParameter4fv(r_cg_permutation->fp_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);CHECKCGERROR
5973 if (r_cg_permutation->fp_ReflectFactor) cgGLSetParameter1f(r_cg_permutation->fp_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);CHECKCGERROR
5974 if (r_cg_permutation->fp_ReflectOffset) cgGLSetParameter1f(r_cg_permutation->fp_ReflectOffset, rsurface.texture->reflectmin);CHECKCGERROR
5975 if (r_cg_permutation->fp_SpecularPower) cgGLSetParameter1f(r_cg_permutation->fp_SpecularPower, rsurface.texture->specularpower * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));CHECKCGERROR
5977 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
5978 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
5979 if (r_cg_permutation->fp_Color_Glow) cgGLSetParameter3f(r_cg_permutation->fp_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);CHECKCGERROR
5980 if (r_cg_permutation->fp_Alpha) cgGLSetParameter1f(r_cg_permutation->fp_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));CHECKCGERROR
5981 if (r_cg_permutation->fp_EyePosition) cgGLSetParameter3f(r_cg_permutation->fp_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);CHECKCGERROR
5982 if (r_cg_permutation->fp_Color_Pants)
5984 if (rsurface.texture->pantstexture)
5985 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
5987 cgGLSetParameter3f(r_cg_permutation->fp_Color_Pants, 0, 0, 0);
5990 if (r_cg_permutation->fp_Color_Shirt)
5992 if (rsurface.texture->shirttexture)
5993 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
5995 cgGLSetParameter3f(r_cg_permutation->fp_Color_Shirt, 0, 0, 0);
5998 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
5999 if (r_cg_permutation->fp_FogPlaneViewDist) cgGLSetParameter1f(r_cg_permutation->fp_FogPlaneViewDist, rsurface.fogplaneviewdist);CHECKCGERROR
6000 if (r_cg_permutation->fp_FogRangeRecip) cgGLSetParameter1f(r_cg_permutation->fp_FogRangeRecip, rsurface.fograngerecip);CHECKCGERROR
6001 if (r_cg_permutation->fp_FogHeightFade) cgGLSetParameter1f(r_cg_permutation->fp_FogHeightFade, rsurface.fogheightfade);CHECKCGERROR
6002 if (r_cg_permutation->fp_OffsetMapping_Scale) cgGLSetParameter1f(r_cg_permutation->fp_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);CHECKCGERROR
6003 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
6004 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6006 // if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_texture_white );CHECKCGERROR
6007 // if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_texture_white );CHECKCGERROR
6008 // if (r_cg_permutation->fp_Texture_GammaRamps ) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps , r_texture_gammaramps );CHECKCGERROR
6009 if (r_cg_permutation->fp_Texture_Normal ) CG_BindTexture(r_cg_permutation->fp_Texture_Normal , rsurface.texture->nmaptexture );CHECKCGERROR
6010 if (r_cg_permutation->fp_Texture_Color ) CG_BindTexture(r_cg_permutation->fp_Texture_Color , rsurface.texture->basetexture );CHECKCGERROR
6011 if (r_cg_permutation->fp_Texture_Gloss ) CG_BindTexture(r_cg_permutation->fp_Texture_Gloss , rsurface.texture->glosstexture );CHECKCGERROR
6012 if (r_cg_permutation->fp_Texture_Glow ) CG_BindTexture(r_cg_permutation->fp_Texture_Glow , rsurface.texture->glowtexture );CHECKCGERROR
6013 if (r_cg_permutation->fp_Texture_SecondaryNormal) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryNormal, rsurface.texture->backgroundnmaptexture );CHECKCGERROR
6014 if (r_cg_permutation->fp_Texture_SecondaryColor ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );CHECKCGERROR
6015 if (r_cg_permutation->fp_Texture_SecondaryGloss ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );CHECKCGERROR
6016 if (r_cg_permutation->fp_Texture_SecondaryGlow ) CG_BindTexture(r_cg_permutation->fp_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );CHECKCGERROR
6017 if (r_cg_permutation->fp_Texture_Pants ) CG_BindTexture(r_cg_permutation->fp_Texture_Pants , rsurface.texture->pantstexture );CHECKCGERROR
6018 if (r_cg_permutation->fp_Texture_Shirt ) CG_BindTexture(r_cg_permutation->fp_Texture_Shirt , rsurface.texture->shirttexture );CHECKCGERROR
6019 if (r_cg_permutation->fp_Texture_ReflectMask ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectMask , rsurface.texture->reflectmasktexture );CHECKCGERROR
6020 if (r_cg_permutation->fp_Texture_ReflectCube ) CG_BindTexture(r_cg_permutation->fp_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);CHECKCGERROR
6021 if (r_cg_permutation->fp_Texture_FogHeightTexture) CG_BindTexture(r_cg_permutation->fp_Texture_FogHeightTexture, r_texture_fogheighttexture );CHECKCGERROR
6022 if (r_cg_permutation->fp_Texture_FogMask ) CG_BindTexture(r_cg_permutation->fp_Texture_FogMask , r_texture_fogattenuation );CHECKCGERROR
6023 if (r_cg_permutation->fp_Texture_Lightmap ) CG_BindTexture(r_cg_permutation->fp_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);CHECKCGERROR
6024 if (r_cg_permutation->fp_Texture_Deluxemap ) CG_BindTexture(r_cg_permutation->fp_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);CHECKCGERROR
6025 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6026 if (rsurfacepass == RSURFPASS_BACKGROUND)
6028 if (r_cg_permutation->fp_Texture_Refraction ) CG_BindTexture(r_cg_permutation->fp_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);CHECKCGERROR
6029 else if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);CHECKCGERROR
6030 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6034 if (r_cg_permutation->fp_Texture_Reflection ) CG_BindTexture(r_cg_permutation->fp_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);CHECKCGERROR
6036 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6037 if (r_cg_permutation->fp_Texture_ScreenNormalMap) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6038 if (r_cg_permutation->fp_Texture_ScreenDiffuse ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );CHECKCGERROR
6039 if (r_cg_permutation->fp_Texture_ScreenSpecular ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );CHECKCGERROR
6040 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
6042 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6043 if (rsurface.rtlight)
6045 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6046 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6053 case RENDERPATH_GL13:
6054 case RENDERPATH_GL11:
6059 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
6061 // select a permutation of the lighting shader appropriate to this
6062 // combination of texture, entity, light source, and fogging, only use the
6063 // minimum features necessary to avoid wasting rendering time in the
6064 // fragment shader on features that are not being used
6065 unsigned int permutation = 0;
6066 unsigned int mode = 0;
6067 const float *lightcolorbase = rtlight->currentcolor;
6068 float ambientscale = rtlight->ambientscale;
6069 float diffusescale = rtlight->diffusescale;
6070 float specularscale = rtlight->specularscale;
6071 // this is the location of the light in view space
6072 vec3_t viewlightorigin;
6073 // this transforms from view space (camera) to light space (cubemap)
6074 matrix4x4_t viewtolight;
6075 matrix4x4_t lighttoview;
6076 float viewtolight16f[16];
6077 float range = 1.0f / r_shadow_deferred_8bitrange.value;
6079 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
6080 if (rtlight->currentcubemap != r_texture_whitecube)
6081 permutation |= SHADERPERMUTATION_CUBEFILTER;
6082 if (diffusescale > 0)
6083 permutation |= SHADERPERMUTATION_DIFFUSE;
6084 if (specularscale > 0)
6086 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
6087 if (r_shadow_glossexact.integer)
6088 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
6090 if (r_shadow_usingshadowmap2d)
6092 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
6093 if (r_shadow_shadowmapvsdct)
6094 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
6096 if (r_shadow_shadowmapsampler)
6097 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
6098 if (r_shadow_shadowmappcf > 1)
6099 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
6100 else if (r_shadow_shadowmappcf)
6101 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
6103 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
6104 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
6105 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
6106 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
6107 switch(vid.renderpath)
6109 case RENDERPATH_D3D9:
6111 R_SetupShader_SetPermutationHLSL(mode, permutation);
6112 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6113 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
6114 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
6115 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
6116 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
6117 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
6118 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
6119 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * ((permutation & SHADERPERMUTATION_EXACTSPECULARMATH) ? 0.25f : 1.0f));
6120 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
6121 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6123 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6124 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
6125 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6126 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6127 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
6128 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6131 case RENDERPATH_D3D10:
6132 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6134 case RENDERPATH_D3D11:
6135 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6137 case RENDERPATH_GL20:
6138 R_SetupShader_SetPermutationGLSL(mode, permutation);
6139 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
6140 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
6141 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);
6142 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);
6143 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);
6144 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]);
6145 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]);
6146 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));
6147 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]);
6148 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6150 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
6151 if (r_glsl_permutation->loc_Texture_ScreenDepth >= 0) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
6152 if (r_glsl_permutation->loc_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
6153 if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
6154 if (r_glsl_permutation->loc_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
6155 if (r_glsl_permutation->loc_Texture_CubeProjection >= 0) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
6157 case RENDERPATH_CGGL:
6159 R_SetupShader_SetPermutationCG(mode, permutation);
6160 if (r_cg_permutation->fp_LightPosition ) cgGLSetParameter3f(r_cg_permutation->fp_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);CHECKCGERROR
6161 if (r_cg_permutation->fp_ViewToLight ) cgGLSetMatrixParameterfc(r_cg_permutation->fp_ViewToLight, viewtolight16f);CHECKCGERROR
6162 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
6163 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
6164 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
6165 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
6166 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
6167 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
6168 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
6169 if (r_cg_permutation->fp_PixelToScreenTexCoord ) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
6171 if (r_cg_permutation->fp_Texture_Attenuation ) CG_BindTexture(r_cg_permutation->fp_Texture_Attenuation , r_shadow_attenuationgradienttexture );CHECKCGERROR
6172 if (r_cg_permutation->fp_Texture_ScreenDepth ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );CHECKCGERROR
6173 if (r_cg_permutation->fp_Texture_ScreenNormalMap ) CG_BindTexture(r_cg_permutation->fp_Texture_ScreenNormalMap, r_shadow_prepassgeometrynormalmaptexture );CHECKCGERROR
6174 if (r_cg_permutation->fp_Texture_Cube ) CG_BindTexture(r_cg_permutation->fp_Texture_Cube , rsurface.rtlight->currentcubemap );CHECKCGERROR
6175 if (r_cg_permutation->fp_Texture_ShadowMap2D ) CG_BindTexture(r_cg_permutation->fp_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );CHECKCGERROR
6176 if (r_cg_permutation->fp_Texture_CubeProjection ) CG_BindTexture(r_cg_permutation->fp_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );CHECKCGERROR
6179 case RENDERPATH_GL13:
6180 case RENDERPATH_GL11:
6185 #define SKINFRAME_HASH 1024
6189 int loadsequence; // incremented each level change
6190 memexpandablearray_t array;
6191 skinframe_t *hash[SKINFRAME_HASH];
6194 r_skinframe_t r_skinframe;
6196 void R_SkinFrame_PrepareForPurge(void)
6198 r_skinframe.loadsequence++;
6199 // wrap it without hitting zero
6200 if (r_skinframe.loadsequence >= 200)
6201 r_skinframe.loadsequence = 1;
6204 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
6208 // mark the skinframe as used for the purging code
6209 skinframe->loadsequence = r_skinframe.loadsequence;
6212 void R_SkinFrame_Purge(void)
6216 for (i = 0;i < SKINFRAME_HASH;i++)
6218 for (s = r_skinframe.hash[i];s;s = s->next)
6220 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
6222 if (s->merged == s->base)
6224 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
6225 R_PurgeTexture(s->stain );s->stain = NULL;
6226 R_PurgeTexture(s->merged);s->merged = NULL;
6227 R_PurgeTexture(s->base );s->base = NULL;
6228 R_PurgeTexture(s->pants );s->pants = NULL;
6229 R_PurgeTexture(s->shirt );s->shirt = NULL;
6230 R_PurgeTexture(s->nmap );s->nmap = NULL;
6231 R_PurgeTexture(s->gloss );s->gloss = NULL;
6232 R_PurgeTexture(s->glow );s->glow = NULL;
6233 R_PurgeTexture(s->fog );s->fog = NULL;
6234 R_PurgeTexture(s->reflect);s->reflect = NULL;
6235 s->loadsequence = 0;
6241 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
6243 char basename[MAX_QPATH];
6245 Image_StripImageExtension(name, basename, sizeof(basename));
6247 if( last == NULL ) {
6249 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6250 item = r_skinframe.hash[hashindex];
6255 // linearly search through the hash bucket
6256 for( ; item ; item = item->next ) {
6257 if( !strcmp( item->basename, basename ) ) {
6264 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
6268 char basename[MAX_QPATH];
6270 Image_StripImageExtension(name, basename, sizeof(basename));
6272 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
6273 for (item = r_skinframe.hash[hashindex];item;item = item->next)
6274 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
6278 rtexture_t *dyntexture;
6279 // check whether its a dynamic texture
6280 dyntexture = CL_GetDynTexture( basename );
6281 if (!add && !dyntexture)
6283 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
6284 memset(item, 0, sizeof(*item));
6285 strlcpy(item->basename, basename, sizeof(item->basename));
6286 item->base = dyntexture; // either NULL or dyntexture handle
6287 item->textureflags = textureflags;
6288 item->comparewidth = comparewidth;
6289 item->compareheight = compareheight;
6290 item->comparecrc = comparecrc;
6291 item->next = r_skinframe.hash[hashindex];
6292 r_skinframe.hash[hashindex] = item;
6294 else if( item->base == NULL )
6296 rtexture_t *dyntexture;
6297 // check whether its a dynamic texture
6298 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
6299 dyntexture = CL_GetDynTexture( basename );
6300 item->base = dyntexture; // either NULL or dyntexture handle
6303 R_SkinFrame_MarkUsed(item);
6307 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
6309 unsigned long long avgcolor[5], wsum; \
6317 for(pix = 0; pix < cnt; ++pix) \
6320 for(comp = 0; comp < 3; ++comp) \
6322 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
6325 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6327 for(comp = 0; comp < 3; ++comp) \
6328 avgcolor[comp] += getpixel * w; \
6331 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
6332 avgcolor[4] += getpixel; \
6334 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
6336 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
6337 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
6338 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
6339 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
6342 extern cvar_t gl_picmip;
6343 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
6346 unsigned char *pixels;
6347 unsigned char *bumppixels;
6348 unsigned char *basepixels = NULL;
6349 int basepixels_width = 0;
6350 int basepixels_height = 0;
6351 skinframe_t *skinframe;
6352 rtexture_t *ddsbase = NULL;
6353 qboolean ddshasalpha = false;
6354 float ddsavgcolor[4];
6355 char basename[MAX_QPATH];
6356 int miplevel = R_PicmipForFlags(textureflags);
6357 int savemiplevel = miplevel;
6360 if (cls.state == ca_dedicated)
6363 // return an existing skinframe if already loaded
6364 // if loading of the first image fails, don't make a new skinframe as it
6365 // would cause all future lookups of this to be missing
6366 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6367 if (skinframe && skinframe->base)
6370 Image_StripImageExtension(name, basename, sizeof(basename));
6372 // check for DDS texture file first
6373 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
6375 basepixels = loadimagepixelsbgra(name, complain, true, r_texture_convertsRGB_skin.integer != 0, &miplevel);
6376 if (basepixels == NULL)
6380 // FIXME handle miplevel
6382 if (developer_loading.integer)
6383 Con_Printf("loading skin \"%s\"\n", name);
6385 // we've got some pixels to store, so really allocate this new texture now
6387 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
6388 skinframe->stain = NULL;
6389 skinframe->merged = NULL;
6390 skinframe->base = NULL;
6391 skinframe->pants = NULL;
6392 skinframe->shirt = NULL;
6393 skinframe->nmap = NULL;
6394 skinframe->gloss = NULL;
6395 skinframe->glow = NULL;
6396 skinframe->fog = NULL;
6397 skinframe->reflect = NULL;
6398 skinframe->hasalpha = false;
6402 skinframe->base = ddsbase;
6403 skinframe->hasalpha = ddshasalpha;
6404 VectorCopy(ddsavgcolor, skinframe->avgcolor);
6405 if (r_loadfog && skinframe->hasalpha)
6406 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
6407 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6411 basepixels_width = image_width;
6412 basepixels_height = image_height;
6413 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6414 if (textureflags & TEXF_ALPHA)
6416 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
6418 if (basepixels[j] < 255)
6420 skinframe->hasalpha = true;
6424 if (r_loadfog && skinframe->hasalpha)
6426 // has transparent pixels
6427 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6428 for (j = 0;j < image_width * image_height * 4;j += 4)
6433 pixels[j+3] = basepixels[j+3];
6435 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
6439 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
6440 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6441 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
6442 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), true, skinframe->hasalpha);
6443 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
6444 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), true, true);
6449 mymiplevel = savemiplevel;
6450 if (r_loadnormalmap)
6451 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
6452 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6454 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6455 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6456 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6457 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
6460 // _norm is the name used by tenebrae and has been adopted as standard
6461 if (r_loadnormalmap && skinframe->nmap == NULL)
6463 mymiplevel = savemiplevel;
6464 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6466 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6470 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
6472 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
6473 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
6474 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6476 Mem_Free(bumppixels);
6478 else if (r_shadow_bumpscale_basetexture.value > 0)
6480 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
6481 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
6482 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6485 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
6486 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), true, true);
6489 // _luma is supported only for tenebrae compatibility
6490 // _glow is the preferred name
6491 mymiplevel = savemiplevel;
6492 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel))))
6494 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6495 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
6496 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), true, true);
6497 Mem_Free(pixels);pixels = NULL;
6500 mymiplevel = savemiplevel;
6501 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6503 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6504 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
6505 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), true, true);
6510 mymiplevel = savemiplevel;
6511 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6513 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6514 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
6515 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), true, false);
6520 mymiplevel = savemiplevel;
6521 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6523 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6524 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
6525 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), true, false);
6530 mymiplevel = savemiplevel;
6531 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, r_texture_convertsRGB_skin.integer != 0, &mymiplevel)))
6533 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
6534 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
6535 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), true, true);
6541 Mem_Free(basepixels);
6546 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
6547 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
6550 unsigned char *temp1, *temp2;
6551 skinframe_t *skinframe;
6553 if (cls.state == ca_dedicated)
6556 // if already loaded just return it, otherwise make a new skinframe
6557 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
6558 if (skinframe && skinframe->base)
6561 skinframe->stain = NULL;
6562 skinframe->merged = NULL;
6563 skinframe->base = NULL;
6564 skinframe->pants = NULL;
6565 skinframe->shirt = NULL;
6566 skinframe->nmap = NULL;
6567 skinframe->gloss = NULL;
6568 skinframe->glow = NULL;
6569 skinframe->fog = NULL;
6570 skinframe->reflect = NULL;
6571 skinframe->hasalpha = false;
6573 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6577 if (developer_loading.integer)
6578 Con_Printf("loading 32bit skin \"%s\"\n", name);
6580 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
6582 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6583 temp2 = temp1 + width * height * 4;
6584 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6585 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6588 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, textureflags, -1, NULL);
6589 if (textureflags & TEXF_ALPHA)
6591 for (i = 3;i < width * height * 4;i += 4)
6593 if (skindata[i] < 255)
6595 skinframe->hasalpha = true;
6599 if (r_loadfog && skinframe->hasalpha)
6601 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
6602 memcpy(fogpixels, skindata, width * height * 4);
6603 for (i = 0;i < width * height * 4;i += 4)
6604 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
6605 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
6606 Mem_Free(fogpixels);
6610 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
6611 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6616 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
6620 skinframe_t *skinframe;
6622 if (cls.state == ca_dedicated)
6625 // if already loaded just return it, otherwise make a new skinframe
6626 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6627 if (skinframe && skinframe->base)
6630 skinframe->stain = NULL;
6631 skinframe->merged = NULL;
6632 skinframe->base = NULL;
6633 skinframe->pants = NULL;
6634 skinframe->shirt = NULL;
6635 skinframe->nmap = NULL;
6636 skinframe->gloss = NULL;
6637 skinframe->glow = NULL;
6638 skinframe->fog = NULL;
6639 skinframe->reflect = NULL;
6640 skinframe->hasalpha = false;
6642 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6646 if (developer_loading.integer)
6647 Con_Printf("loading quake skin \"%s\"\n", name);
6649 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
6650 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height);
6651 memcpy(skinframe->qpixels, skindata, width*height);
6652 skinframe->qwidth = width;
6653 skinframe->qheight = height;
6656 for (i = 0;i < width * height;i++)
6657 featuresmask |= palette_featureflags[skindata[i]];
6659 skinframe->hasalpha = false;
6660 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
6661 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
6662 skinframe->qgeneratemerged = true;
6663 skinframe->qgeneratebase = skinframe->qhascolormapping;
6664 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
6666 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
6667 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6672 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
6676 unsigned char *skindata;
6678 if (!skinframe->qpixels)
6681 if (!skinframe->qhascolormapping)
6682 colormapped = false;
6686 if (!skinframe->qgeneratebase)
6691 if (!skinframe->qgeneratemerged)
6695 width = skinframe->qwidth;
6696 height = skinframe->qheight;
6697 skindata = skinframe->qpixels;
6699 if (skinframe->qgeneratenmap)
6701 unsigned char *temp1, *temp2;
6702 skinframe->qgeneratenmap = false;
6703 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
6704 temp2 = temp1 + width * height * 4;
6705 // use either a custom palette or the quake palette
6706 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
6707 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
6708 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
6712 if (skinframe->qgenerateglow)
6714 skinframe->qgenerateglow = false;
6715 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
6720 skinframe->qgeneratebase = false;
6721 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
6722 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
6723 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
6727 skinframe->qgeneratemerged = false;
6728 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
6731 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
6733 Mem_Free(skinframe->qpixels);
6734 skinframe->qpixels = NULL;
6738 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
6741 skinframe_t *skinframe;
6743 if (cls.state == ca_dedicated)
6746 // if already loaded just return it, otherwise make a new skinframe
6747 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
6748 if (skinframe && skinframe->base)
6751 skinframe->stain = NULL;
6752 skinframe->merged = NULL;
6753 skinframe->base = NULL;
6754 skinframe->pants = NULL;
6755 skinframe->shirt = NULL;
6756 skinframe->nmap = NULL;
6757 skinframe->gloss = NULL;
6758 skinframe->glow = NULL;
6759 skinframe->fog = NULL;
6760 skinframe->reflect = NULL;
6761 skinframe->hasalpha = false;
6763 // if no data was provided, then clearly the caller wanted to get a blank skinframe
6767 if (developer_loading.integer)
6768 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
6770 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
6771 if (textureflags & TEXF_ALPHA)
6773 for (i = 0;i < width * height;i++)
6775 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
6777 skinframe->hasalpha = true;
6781 if (r_loadfog && skinframe->hasalpha)
6782 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
6785 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
6786 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
6791 skinframe_t *R_SkinFrame_LoadMissing(void)
6793 skinframe_t *skinframe;
6795 if (cls.state == ca_dedicated)
6798 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
6799 skinframe->stain = NULL;
6800 skinframe->merged = NULL;
6801 skinframe->base = NULL;
6802 skinframe->pants = NULL;
6803 skinframe->shirt = NULL;
6804 skinframe->nmap = NULL;
6805 skinframe->gloss = NULL;
6806 skinframe->glow = NULL;
6807 skinframe->fog = NULL;
6808 skinframe->reflect = NULL;
6809 skinframe->hasalpha = false;
6811 skinframe->avgcolor[0] = rand() / RAND_MAX;
6812 skinframe->avgcolor[1] = rand() / RAND_MAX;
6813 skinframe->avgcolor[2] = rand() / RAND_MAX;
6814 skinframe->avgcolor[3] = 1;
6819 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
6820 typedef struct suffixinfo_s
6823 qboolean flipx, flipy, flipdiagonal;
6826 static suffixinfo_t suffix[3][6] =
6829 {"px", false, false, false},
6830 {"nx", false, false, false},
6831 {"py", false, false, false},
6832 {"ny", false, false, false},
6833 {"pz", false, false, false},
6834 {"nz", false, false, false}
6837 {"posx", false, false, false},
6838 {"negx", false, false, false},
6839 {"posy", false, false, false},
6840 {"negy", false, false, false},
6841 {"posz", false, false, false},
6842 {"negz", false, false, false}
6845 {"rt", true, false, true},
6846 {"lf", false, true, true},
6847 {"ft", true, true, false},
6848 {"bk", false, false, false},
6849 {"up", true, false, true},
6850 {"dn", true, false, true}
6854 static int componentorder[4] = {0, 1, 2, 3};
6856 rtexture_t *R_LoadCubemap(const char *basename)
6858 int i, j, cubemapsize;
6859 unsigned char *cubemappixels, *image_buffer;
6860 rtexture_t *cubemaptexture;
6862 // must start 0 so the first loadimagepixels has no requested width/height
6864 cubemappixels = NULL;
6865 cubemaptexture = NULL;
6866 // keep trying different suffix groups (posx, px, rt) until one loads
6867 for (j = 0;j < 3 && !cubemappixels;j++)
6869 // load the 6 images in the suffix group
6870 for (i = 0;i < 6;i++)
6872 // generate an image name based on the base and and suffix
6873 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
6875 if ((image_buffer = loadimagepixelsbgra(name, false, false, r_texture_convertsRGB_cubemap.integer != 0, NULL)))
6877 // an image loaded, make sure width and height are equal
6878 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
6880 // if this is the first image to load successfully, allocate the cubemap memory
6881 if (!cubemappixels && image_width >= 1)
6883 cubemapsize = image_width;
6884 // note this clears to black, so unavailable sides are black
6885 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
6887 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
6889 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
6892 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
6894 Mem_Free(image_buffer);
6898 // if a cubemap loaded, upload it
6901 if (developer_loading.integer)
6902 Con_Printf("loading cubemap \"%s\"\n", basename);
6904 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6905 Mem_Free(cubemappixels);
6909 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
6910 if (developer_loading.integer)
6912 Con_Printf("(tried tried images ");
6913 for (j = 0;j < 3;j++)
6914 for (i = 0;i < 6;i++)
6915 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
6916 Con_Print(" and was unable to find any of them).\n");
6919 return cubemaptexture;
6922 rtexture_t *R_GetCubemap(const char *basename)
6925 for (i = 0;i < r_texture_numcubemaps;i++)
6926 if (!strcasecmp(r_texture_cubemaps[i].basename, basename))
6927 return r_texture_cubemaps[i].texture ? r_texture_cubemaps[i].texture : r_texture_whitecube;
6928 if (i >= MAX_CUBEMAPS)
6929 return r_texture_whitecube;
6930 r_texture_numcubemaps++;
6931 strlcpy(r_texture_cubemaps[i].basename, basename, sizeof(r_texture_cubemaps[i].basename));
6932 r_texture_cubemaps[i].texture = R_LoadCubemap(r_texture_cubemaps[i].basename);
6933 return r_texture_cubemaps[i].texture;
6936 void R_FreeCubemaps(void)
6939 for (i = 0;i < r_texture_numcubemaps;i++)
6941 if (developer_loading.integer)
6942 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i].basename);
6943 if (r_texture_cubemaps[i].texture)
6944 R_FreeTexture(r_texture_cubemaps[i].texture);
6946 r_texture_numcubemaps = 0;
6949 void R_Main_FreeViewCache(void)
6951 if (r_refdef.viewcache.entityvisible)
6952 Mem_Free(r_refdef.viewcache.entityvisible);
6953 if (r_refdef.viewcache.world_pvsbits)
6954 Mem_Free(r_refdef.viewcache.world_pvsbits);
6955 if (r_refdef.viewcache.world_leafvisible)
6956 Mem_Free(r_refdef.viewcache.world_leafvisible);
6957 if (r_refdef.viewcache.world_surfacevisible)
6958 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6959 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
6962 void R_Main_ResizeViewCache(void)
6964 int numentities = r_refdef.scene.numentities;
6965 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
6966 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
6967 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
6968 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
6969 if (r_refdef.viewcache.maxentities < numentities)
6971 r_refdef.viewcache.maxentities = numentities;
6972 if (r_refdef.viewcache.entityvisible)
6973 Mem_Free(r_refdef.viewcache.entityvisible);
6974 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
6976 if (r_refdef.viewcache.world_numclusters != numclusters)
6978 r_refdef.viewcache.world_numclusters = numclusters;
6979 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
6980 if (r_refdef.viewcache.world_pvsbits)
6981 Mem_Free(r_refdef.viewcache.world_pvsbits);
6982 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
6984 if (r_refdef.viewcache.world_numleafs != numleafs)
6986 r_refdef.viewcache.world_numleafs = numleafs;
6987 if (r_refdef.viewcache.world_leafvisible)
6988 Mem_Free(r_refdef.viewcache.world_leafvisible);
6989 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
6991 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
6993 r_refdef.viewcache.world_numsurfaces = numsurfaces;
6994 if (r_refdef.viewcache.world_surfacevisible)
6995 Mem_Free(r_refdef.viewcache.world_surfacevisible);
6996 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
7000 extern rtexture_t *loadingscreentexture;
7001 void gl_main_start(void)
7003 loadingscreentexture = NULL;
7004 r_texture_blanknormalmap = NULL;
7005 r_texture_white = NULL;
7006 r_texture_grey128 = NULL;
7007 r_texture_black = NULL;
7008 r_texture_whitecube = NULL;
7009 r_texture_normalizationcube = NULL;
7010 r_texture_fogattenuation = NULL;
7011 r_texture_fogheighttexture = NULL;
7012 r_texture_gammaramps = NULL;
7013 r_texture_numcubemaps = 0;
7015 r_loaddds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_load.integer;
7016 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
7018 switch(vid.renderpath)
7020 case RENDERPATH_GL20:
7021 case RENDERPATH_CGGL:
7022 case RENDERPATH_D3D9:
7023 case RENDERPATH_D3D10:
7024 case RENDERPATH_D3D11:
7025 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7026 Cvar_SetValueQuick(&gl_combine, 1);
7027 Cvar_SetValueQuick(&r_glsl, 1);
7028 r_loadnormalmap = true;
7032 case RENDERPATH_GL13:
7033 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7034 Cvar_SetValueQuick(&gl_combine, 1);
7035 Cvar_SetValueQuick(&r_glsl, 0);
7036 r_loadnormalmap = false;
7037 r_loadgloss = false;
7040 case RENDERPATH_GL11:
7041 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
7042 Cvar_SetValueQuick(&gl_combine, 0);
7043 Cvar_SetValueQuick(&r_glsl, 0);
7044 r_loadnormalmap = false;
7045 r_loadgloss = false;
7051 R_FrameData_Reset();
7055 memset(r_queries, 0, sizeof(r_queries));
7057 r_qwskincache = NULL;
7058 r_qwskincache_size = 0;
7060 // set up r_skinframe loading system for textures
7061 memset(&r_skinframe, 0, sizeof(r_skinframe));
7062 r_skinframe.loadsequence = 1;
7063 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
7065 r_main_texturepool = R_AllocTexturePool();
7066 R_BuildBlankTextures();
7068 if (vid.support.arb_texture_cube_map)
7071 R_BuildNormalizationCube();
7073 r_texture_fogattenuation = NULL;
7074 r_texture_fogheighttexture = NULL;
7075 r_texture_gammaramps = NULL;
7076 //r_texture_fogintensity = NULL;
7077 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7078 memset(&r_waterstate, 0, sizeof(r_waterstate));
7079 r_glsl_permutation = NULL;
7080 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
7081 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
7082 glslshaderstring = NULL;
7084 r_cg_permutation = NULL;
7085 memset(r_cg_permutationhash, 0, sizeof(r_cg_permutationhash));
7086 Mem_ExpandableArray_NewArray(&r_cg_permutationarray, r_main_mempool, sizeof(r_cg_permutation_t), 256);
7087 cgshaderstring = NULL;
7090 r_hlsl_permutation = NULL;
7091 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
7092 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
7093 hlslshaderstring = NULL;
7095 memset(&r_svbsp, 0, sizeof (r_svbsp));
7097 r_refdef.fogmasktable_density = 0;
7100 void gl_main_shutdown(void)
7103 R_FrameData_Reset();
7105 R_Main_FreeViewCache();
7107 switch(vid.renderpath)
7109 case RENDERPATH_GL11:
7110 case RENDERPATH_GL13:
7111 case RENDERPATH_GL20:
7112 case RENDERPATH_CGGL:
7114 qglDeleteQueriesARB(r_maxqueries, r_queries);
7116 case RENDERPATH_D3D9:
7117 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7119 case RENDERPATH_D3D10:
7120 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7122 case RENDERPATH_D3D11:
7123 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7129 memset(r_queries, 0, sizeof(r_queries));
7131 r_qwskincache = NULL;
7132 r_qwskincache_size = 0;
7134 // clear out the r_skinframe state
7135 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
7136 memset(&r_skinframe, 0, sizeof(r_skinframe));
7139 Mem_Free(r_svbsp.nodes);
7140 memset(&r_svbsp, 0, sizeof (r_svbsp));
7141 R_FreeTexturePool(&r_main_texturepool);
7142 loadingscreentexture = NULL;
7143 r_texture_blanknormalmap = NULL;
7144 r_texture_white = NULL;
7145 r_texture_grey128 = NULL;
7146 r_texture_black = NULL;
7147 r_texture_whitecube = NULL;
7148 r_texture_normalizationcube = NULL;
7149 r_texture_fogattenuation = NULL;
7150 r_texture_fogheighttexture = NULL;
7151 r_texture_gammaramps = NULL;
7152 r_texture_numcubemaps = 0;
7153 //r_texture_fogintensity = NULL;
7154 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
7155 memset(&r_waterstate, 0, sizeof(r_waterstate));
7159 extern void CL_ParseEntityLump(char *entitystring);
7160 void gl_main_newmap(void)
7162 // FIXME: move this code to client
7163 char *entities, entname[MAX_QPATH];
7165 Mem_Free(r_qwskincache);
7166 r_qwskincache = NULL;
7167 r_qwskincache_size = 0;
7170 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
7171 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
7173 CL_ParseEntityLump(entities);
7177 if (cl.worldmodel->brush.entities)
7178 CL_ParseEntityLump(cl.worldmodel->brush.entities);
7180 R_Main_FreeViewCache();
7182 R_FrameData_Reset();
7185 void GL_Main_Init(void)
7187 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
7189 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
7190 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
7191 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
7192 if (gamemode == GAME_NEHAHRA)
7194 Cvar_RegisterVariable (&gl_fogenable);
7195 Cvar_RegisterVariable (&gl_fogdensity);
7196 Cvar_RegisterVariable (&gl_fogred);
7197 Cvar_RegisterVariable (&gl_foggreen);
7198 Cvar_RegisterVariable (&gl_fogblue);
7199 Cvar_RegisterVariable (&gl_fogstart);
7200 Cvar_RegisterVariable (&gl_fogend);
7201 Cvar_RegisterVariable (&gl_skyclip);
7203 Cvar_RegisterVariable(&r_motionblur);
7204 Cvar_RegisterVariable(&r_motionblur_maxblur);
7205 Cvar_RegisterVariable(&r_motionblur_bmin);
7206 Cvar_RegisterVariable(&r_motionblur_vmin);
7207 Cvar_RegisterVariable(&r_motionblur_vmax);
7208 Cvar_RegisterVariable(&r_motionblur_vcoeff);
7209 Cvar_RegisterVariable(&r_motionblur_randomize);
7210 Cvar_RegisterVariable(&r_damageblur);
7211 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
7212 Cvar_RegisterVariable(&r_equalize_entities_minambient);
7213 Cvar_RegisterVariable(&r_equalize_entities_by);
7214 Cvar_RegisterVariable(&r_equalize_entities_to);
7215 Cvar_RegisterVariable(&r_depthfirst);
7216 Cvar_RegisterVariable(&r_useinfinitefarclip);
7217 Cvar_RegisterVariable(&r_farclip_base);
7218 Cvar_RegisterVariable(&r_farclip_world);
7219 Cvar_RegisterVariable(&r_nearclip);
7220 Cvar_RegisterVariable(&r_showbboxes);
7221 Cvar_RegisterVariable(&r_showsurfaces);
7222 Cvar_RegisterVariable(&r_showtris);
7223 Cvar_RegisterVariable(&r_shownormals);
7224 Cvar_RegisterVariable(&r_showlighting);
7225 Cvar_RegisterVariable(&r_showshadowvolumes);
7226 Cvar_RegisterVariable(&r_showcollisionbrushes);
7227 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
7228 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
7229 Cvar_RegisterVariable(&r_showdisabledepthtest);
7230 Cvar_RegisterVariable(&r_drawportals);
7231 Cvar_RegisterVariable(&r_drawentities);
7232 Cvar_RegisterVariable(&r_draw2d);
7233 Cvar_RegisterVariable(&r_drawworld);
7234 Cvar_RegisterVariable(&r_cullentities_trace);
7235 Cvar_RegisterVariable(&r_cullentities_trace_samples);
7236 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
7237 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
7238 Cvar_RegisterVariable(&r_cullentities_trace_delay);
7239 Cvar_RegisterVariable(&r_drawviewmodel);
7240 Cvar_RegisterVariable(&r_drawexteriormodel);
7241 Cvar_RegisterVariable(&r_speeds);
7242 Cvar_RegisterVariable(&r_fullbrights);
7243 Cvar_RegisterVariable(&r_wateralpha);
7244 Cvar_RegisterVariable(&r_dynamic);
7245 Cvar_RegisterVariable(&r_fakelight);
7246 Cvar_RegisterVariable(&r_fakelight_intensity);
7247 Cvar_RegisterVariable(&r_fullbright);
7248 Cvar_RegisterVariable(&r_shadows);
7249 Cvar_RegisterVariable(&r_shadows_darken);
7250 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
7251 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
7252 Cvar_RegisterVariable(&r_shadows_throwdistance);
7253 Cvar_RegisterVariable(&r_shadows_throwdirection);
7254 Cvar_RegisterVariable(&r_shadows_focus);
7255 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
7256 Cvar_RegisterVariable(&r_q1bsp_skymasking);
7257 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
7258 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
7259 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
7260 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
7261 Cvar_RegisterVariable(&r_fog_exp2);
7262 Cvar_RegisterVariable(&r_drawfog);
7263 Cvar_RegisterVariable(&r_transparentdepthmasking);
7264 Cvar_RegisterVariable(&r_texture_dds_load);
7265 Cvar_RegisterVariable(&r_texture_dds_save);
7266 Cvar_RegisterVariable(&r_texture_convertsRGB_2d);
7267 Cvar_RegisterVariable(&r_texture_convertsRGB_skin);
7268 Cvar_RegisterVariable(&r_texture_convertsRGB_cubemap);
7269 Cvar_RegisterVariable(&r_texture_convertsRGB_skybox);
7270 Cvar_RegisterVariable(&r_texture_convertsRGB_particles);
7271 Cvar_RegisterVariable(&r_textureunits);
7272 Cvar_RegisterVariable(&gl_combine);
7273 Cvar_RegisterVariable(&r_glsl);
7274 Cvar_RegisterVariable(&r_glsl_deluxemapping);
7275 Cvar_RegisterVariable(&r_glsl_offsetmapping);
7276 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
7277 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
7278 Cvar_RegisterVariable(&r_glsl_postprocess);
7279 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
7280 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
7281 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
7282 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
7283 Cvar_RegisterVariable(&r_water);
7284 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
7285 Cvar_RegisterVariable(&r_water_clippingplanebias);
7286 Cvar_RegisterVariable(&r_water_refractdistort);
7287 Cvar_RegisterVariable(&r_water_reflectdistort);
7288 Cvar_RegisterVariable(&r_lerpsprites);
7289 Cvar_RegisterVariable(&r_lerpmodels);
7290 Cvar_RegisterVariable(&r_lerplightstyles);
7291 Cvar_RegisterVariable(&r_waterscroll);
7292 Cvar_RegisterVariable(&r_bloom);
7293 Cvar_RegisterVariable(&r_bloom_colorscale);
7294 Cvar_RegisterVariable(&r_bloom_brighten);
7295 Cvar_RegisterVariable(&r_bloom_blur);
7296 Cvar_RegisterVariable(&r_bloom_resolution);
7297 Cvar_RegisterVariable(&r_bloom_colorexponent);
7298 Cvar_RegisterVariable(&r_bloom_colorsubtract);
7299 Cvar_RegisterVariable(&r_hdr);
7300 Cvar_RegisterVariable(&r_hdr_scenebrightness);
7301 Cvar_RegisterVariable(&r_hdr_glowintensity);
7302 Cvar_RegisterVariable(&r_hdr_range);
7303 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
7304 Cvar_RegisterVariable(&developer_texturelogging);
7305 Cvar_RegisterVariable(&gl_lightmaps);
7306 Cvar_RegisterVariable(&r_test);
7307 Cvar_RegisterVariable(&r_glsl_saturation);
7308 Cvar_RegisterVariable(&r_framedatasize);
7309 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
7310 Cvar_SetValue("r_fullbrights", 0);
7311 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
7313 Cvar_RegisterVariable(&r_track_sprites);
7314 Cvar_RegisterVariable(&r_track_sprites_flags);
7315 Cvar_RegisterVariable(&r_track_sprites_scalew);
7316 Cvar_RegisterVariable(&r_track_sprites_scaleh);
7317 Cvar_RegisterVariable(&r_overheadsprites_perspective);
7318 Cvar_RegisterVariable(&r_overheadsprites_pushback);
7321 extern void R_Textures_Init(void);
7322 extern void GL_Draw_Init(void);
7323 extern void GL_Main_Init(void);
7324 extern void R_Shadow_Init(void);
7325 extern void R_Sky_Init(void);
7326 extern void GL_Surf_Init(void);
7327 extern void R_Particles_Init(void);
7328 extern void R_Explosion_Init(void);
7329 extern void gl_backend_init(void);
7330 extern void Sbar_Init(void);
7331 extern void R_LightningBeams_Init(void);
7332 extern void Mod_RenderInit(void);
7333 extern void Font_Init(void);
7335 void Render_Init(void)
7348 R_LightningBeams_Init();
7357 extern char *ENGINE_EXTENSIONS;
7360 gl_renderer = (const char *)qglGetString(GL_RENDERER);
7361 gl_vendor = (const char *)qglGetString(GL_VENDOR);
7362 gl_version = (const char *)qglGetString(GL_VERSION);
7363 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
7367 if (!gl_platformextensions)
7368 gl_platformextensions = "";
7370 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
7371 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
7372 Con_Printf("GL_VERSION: %s\n", gl_version);
7373 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
7374 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
7376 VID_CheckExtensions();
7378 // LordHavoc: report supported extensions
7379 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
7381 // clear to black (loading plaque will be seen over this)
7382 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
7385 int R_CullBox(const vec3_t mins, const vec3_t maxs)
7389 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
7391 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
7394 p = r_refdef.view.frustum + i;
7399 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7403 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7407 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7411 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7415 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7419 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7423 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7427 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7435 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
7439 for (i = 0;i < numplanes;i++)
7446 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7450 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
7454 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7458 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
7462 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7466 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
7470 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7474 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
7482 //==================================================================================
7484 // LordHavoc: this stores temporary data used within the same frame
7486 qboolean r_framedata_failed;
7487 static size_t r_framedata_size;
7488 static size_t r_framedata_current;
7489 static void *r_framedata_base;
7491 void R_FrameData_Reset(void)
7493 if (r_framedata_base)
7494 Mem_Free(r_framedata_base);
7495 r_framedata_base = NULL;
7496 r_framedata_size = 0;
7497 r_framedata_current = 0;
7498 r_framedata_failed = false;
7501 void R_FrameData_NewFrame(void)
7504 if (r_framedata_failed)
7505 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
7506 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
7507 wantedsize = bound(65536, wantedsize, 128*1024*1024);
7508 if (r_framedata_size != wantedsize)
7510 r_framedata_size = wantedsize;
7511 if (r_framedata_base)
7512 Mem_Free(r_framedata_base);
7513 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
7515 r_framedata_current = 0;
7516 r_framedata_failed = false;
7519 void *R_FrameData_Alloc(size_t size)
7523 // align to 16 byte boundary
7524 size = (size + 15) & ~15;
7525 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
7526 r_framedata_current += size;
7529 if (r_framedata_current > r_framedata_size)
7530 r_framedata_failed = true;
7532 // return NULL on everything after a failure
7533 if (r_framedata_failed)
7539 void *R_FrameData_Store(size_t size, void *data)
7541 void *d = R_FrameData_Alloc(size);
7543 memcpy(d, data, size);
7547 //==================================================================================
7549 // LordHavoc: animcache originally written by Echon, rewritten since then
7552 * Animation cache prevents re-generating mesh data for an animated model
7553 * multiple times in one frame for lighting, shadowing, reflections, etc.
7556 void R_AnimCache_Free(void)
7560 void R_AnimCache_ClearCache(void)
7563 entity_render_t *ent;
7565 for (i = 0;i < r_refdef.scene.numentities;i++)
7567 ent = r_refdef.scene.entities[i];
7568 ent->animcache_vertex3f = NULL;
7569 ent->animcache_normal3f = NULL;
7570 ent->animcache_svector3f = NULL;
7571 ent->animcache_tvector3f = NULL;
7572 ent->animcache_vertexposition = NULL;
7573 ent->animcache_vertexmesh = NULL;
7574 ent->animcache_vertexpositionbuffer = NULL;
7575 ent->animcache_vertexmeshbuffer = NULL;
7579 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
7583 // identical memory layout, so no need to allocate...
7584 // this also provides the vertexposition structure to everything, e.g.
7585 // depth masked rendering currently uses it even if having separate
7587 // NOTE: get rid of this optimization if changing it to e.g. 4f
7588 ent->animcache_vertexposition = (r_vertexposition_t *)ent->animcache_vertex3f;
7591 // get rid of following uses of VERTEXPOSITION, change to the array:
7592 // R_DrawTextureSurfaceList_Sky if skyrendermasked
7593 // R_DrawSurface_TransparentCallback if r_transparentdepthmasking.integer
7594 // R_DrawTextureSurfaceList_DepthOnly
7595 // R_Q1BSP_DrawShadowMap
7597 switch(vid.renderpath)
7599 case RENDERPATH_GL20:
7600 case RENDERPATH_CGGL:
7601 // need the meshbuffers if !gl_mesh_separatearrays.integer
7602 if (gl_mesh_separatearrays.integer)
7605 case RENDERPATH_D3D9:
7606 case RENDERPATH_D3D10:
7607 case RENDERPATH_D3D11:
7608 // always need the meshbuffers
7610 case RENDERPATH_GL13:
7611 case RENDERPATH_GL11:
7612 // never need the meshbuffers
7616 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
7617 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
7619 if (!ent->animcache_vertexposition)
7620 ent->animcache_vertexposition = (r_vertexposition_t *)R_FrameData_Alloc(sizeof(r_vertexposition_t)*numvertices);
7622 if (ent->animcache_vertexposition)
7625 for (i = 0;i < numvertices;i++)
7626 memcpy(ent->animcache_vertexposition[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7628 // TODO: upload vertex buffer?
7630 if (ent->animcache_vertexmesh)
7632 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
7633 for (i = 0;i < numvertices;i++)
7634 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
7635 if (ent->animcache_svector3f)
7636 for (i = 0;i < numvertices;i++)
7637 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
7638 if (ent->animcache_tvector3f)
7639 for (i = 0;i < numvertices;i++)
7640 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
7641 if (ent->animcache_normal3f)
7642 for (i = 0;i < numvertices;i++)
7643 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
7644 // TODO: upload vertex buffer?
7648 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
7650 dp_model_t *model = ent->model;
7652 // see if it's already cached this frame
7653 if (ent->animcache_vertex3f)
7655 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
7656 if (wantnormals || wanttangents)
7658 if (ent->animcache_normal3f)
7659 wantnormals = false;
7660 if (ent->animcache_svector3f)
7661 wanttangents = false;
7662 if (wantnormals || wanttangents)
7664 numvertices = model->surfmesh.num_vertices;
7666 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7669 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7670 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7672 if (!r_framedata_failed)
7674 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
7675 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7682 // see if this ent is worth caching
7683 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
7685 // get some memory for this entity and generate mesh data
7686 numvertices = model->surfmesh.num_vertices;
7687 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7689 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7692 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7693 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
7695 if (!r_framedata_failed)
7697 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
7698 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
7701 return !r_framedata_failed;
7704 void R_AnimCache_CacheVisibleEntities(void)
7707 qboolean wantnormals = true;
7708 qboolean wanttangents = !r_showsurfaces.integer;
7710 switch(vid.renderpath)
7712 case RENDERPATH_GL20:
7713 case RENDERPATH_CGGL:
7714 case RENDERPATH_D3D9:
7715 case RENDERPATH_D3D10:
7716 case RENDERPATH_D3D11:
7718 case RENDERPATH_GL13:
7719 case RENDERPATH_GL11:
7720 wanttangents = false;
7724 if (r_shownormals.integer)
7725 wanttangents = wantnormals = true;
7727 // TODO: thread this
7728 // NOTE: R_PrepareRTLights() also caches entities
7730 for (i = 0;i < r_refdef.scene.numentities;i++)
7731 if (r_refdef.viewcache.entityvisible[i])
7732 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
7735 //==================================================================================
7737 static void R_View_UpdateEntityLighting (void)
7740 entity_render_t *ent;
7741 vec3_t tempdiffusenormal, avg;
7742 vec_t f, fa, fd, fdd;
7743 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
7745 for (i = 0;i < r_refdef.scene.numentities;i++)
7747 ent = r_refdef.scene.entities[i];
7749 // skip unseen models
7750 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
7754 if (ent->model && ent->model->brush.num_leafs)
7756 // TODO: use modellight for r_ambient settings on world?
7757 VectorSet(ent->modellight_ambient, 0, 0, 0);
7758 VectorSet(ent->modellight_diffuse, 0, 0, 0);
7759 VectorSet(ent->modellight_lightdir, 0, 0, 1);
7763 // fetch the lighting from the worldmodel data
7764 VectorClear(ent->modellight_ambient);
7765 VectorClear(ent->modellight_diffuse);
7766 VectorClear(tempdiffusenormal);
7767 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
7770 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7771 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
7772 if(ent->flags & RENDER_EQUALIZE)
7774 // first fix up ambient lighting...
7775 if(r_equalize_entities_minambient.value > 0)
7777 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
7780 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
7781 if(fa < r_equalize_entities_minambient.value * fd)
7784 // fa'/fd' = minambient
7785 // fa'+0.25*fd' = fa+0.25*fd
7787 // fa' = fd' * minambient
7788 // fd'*(0.25+minambient) = fa+0.25*fd
7790 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
7791 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
7793 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
7794 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
7795 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
7796 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7801 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
7803 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
7804 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
7807 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
7808 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
7809 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
7815 VectorSet(ent->modellight_ambient, 1, 1, 1);
7817 // move the light direction into modelspace coordinates for lighting code
7818 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
7819 if(VectorLength2(ent->modellight_lightdir) == 0)
7820 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
7821 VectorNormalize(ent->modellight_lightdir);
7825 #define MAX_LINEOFSIGHTTRACES 64
7827 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
7830 vec3_t boxmins, boxmaxs;
7833 dp_model_t *model = r_refdef.scene.worldmodel;
7835 if (!model || !model->brush.TraceLineOfSight)
7838 // expand the box a little
7839 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
7840 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
7841 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
7842 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
7843 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
7844 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
7846 // return true if eye is inside enlarged box
7847 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
7851 VectorCopy(eye, start);
7852 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
7853 if (model->brush.TraceLineOfSight(model, start, end))
7856 // try various random positions
7857 for (i = 0;i < numsamples;i++)
7859 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
7860 if (model->brush.TraceLineOfSight(model, start, end))
7868 static void R_View_UpdateEntityVisible (void)
7873 entity_render_t *ent;
7875 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7876 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
7877 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
7878 : RENDER_EXTERIORMODEL;
7879 if (!r_drawviewmodel.integer)
7880 renderimask |= RENDER_VIEWMODEL;
7881 if (!r_drawexteriormodel.integer)
7882 renderimask |= RENDER_EXTERIORMODEL;
7883 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
7885 // worldmodel can check visibility
7886 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
7887 for (i = 0;i < r_refdef.scene.numentities;i++)
7889 ent = r_refdef.scene.entities[i];
7890 if (!(ent->flags & renderimask))
7891 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
7892 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
7893 r_refdef.viewcache.entityvisible[i] = true;
7895 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane)
7896 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
7898 for (i = 0;i < r_refdef.scene.numentities;i++)
7900 ent = r_refdef.scene.entities[i];
7901 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
7903 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
7905 continue; // temp entities do pvs only
7906 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
7907 ent->last_trace_visibility = realtime;
7908 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
7909 r_refdef.viewcache.entityvisible[i] = 0;
7916 // no worldmodel or it can't check visibility
7917 for (i = 0;i < r_refdef.scene.numentities;i++)
7919 ent = r_refdef.scene.entities[i];
7920 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
7925 /// only used if skyrendermasked, and normally returns false
7926 int R_DrawBrushModelsSky (void)
7929 entity_render_t *ent;
7932 for (i = 0;i < r_refdef.scene.numentities;i++)
7934 if (!r_refdef.viewcache.entityvisible[i])
7936 ent = r_refdef.scene.entities[i];
7937 if (!ent->model || !ent->model->DrawSky)
7939 ent->model->DrawSky(ent);
7945 static void R_DrawNoModel(entity_render_t *ent);
7946 static void R_DrawModels(void)
7949 entity_render_t *ent;
7951 for (i = 0;i < r_refdef.scene.numentities;i++)
7953 if (!r_refdef.viewcache.entityvisible[i])
7955 ent = r_refdef.scene.entities[i];
7956 r_refdef.stats.entities++;
7957 if (ent->model && ent->model->Draw != NULL)
7958 ent->model->Draw(ent);
7964 static void R_DrawModelsDepth(void)
7967 entity_render_t *ent;
7969 for (i = 0;i < r_refdef.scene.numentities;i++)
7971 if (!r_refdef.viewcache.entityvisible[i])
7973 ent = r_refdef.scene.entities[i];
7974 if (ent->model && ent->model->DrawDepth != NULL)
7975 ent->model->DrawDepth(ent);
7979 static void R_DrawModelsDebug(void)
7982 entity_render_t *ent;
7984 for (i = 0;i < r_refdef.scene.numentities;i++)
7986 if (!r_refdef.viewcache.entityvisible[i])
7988 ent = r_refdef.scene.entities[i];
7989 if (ent->model && ent->model->DrawDebug != NULL)
7990 ent->model->DrawDebug(ent);
7994 static void R_DrawModelsAddWaterPlanes(void)
7997 entity_render_t *ent;
7999 for (i = 0;i < r_refdef.scene.numentities;i++)
8001 if (!r_refdef.viewcache.entityvisible[i])
8003 ent = r_refdef.scene.entities[i];
8004 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
8005 ent->model->DrawAddWaterPlanes(ent);
8009 static void R_View_SetFrustum(void)
8012 double slopex, slopey;
8013 vec3_t forward, left, up, origin;
8015 // we can't trust r_refdef.view.forward and friends in reflected scenes
8016 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
8019 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
8020 r_refdef.view.frustum[0].normal[1] = 0 - 0;
8021 r_refdef.view.frustum[0].normal[2] = -1 - 0;
8022 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
8023 r_refdef.view.frustum[1].normal[1] = 0 + 0;
8024 r_refdef.view.frustum[1].normal[2] = -1 + 0;
8025 r_refdef.view.frustum[2].normal[0] = 0 - 0;
8026 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
8027 r_refdef.view.frustum[2].normal[2] = -1 - 0;
8028 r_refdef.view.frustum[3].normal[0] = 0 + 0;
8029 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
8030 r_refdef.view.frustum[3].normal[2] = -1 + 0;
8034 zNear = r_refdef.nearclip;
8035 nudge = 1.0 - 1.0 / (1<<23);
8036 r_refdef.view.frustum[4].normal[0] = 0 - 0;
8037 r_refdef.view.frustum[4].normal[1] = 0 - 0;
8038 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
8039 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
8040 r_refdef.view.frustum[5].normal[0] = 0 + 0;
8041 r_refdef.view.frustum[5].normal[1] = 0 + 0;
8042 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
8043 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
8049 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
8050 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
8051 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
8052 r_refdef.view.frustum[0].dist = m[15] - m[12];
8054 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
8055 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
8056 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
8057 r_refdef.view.frustum[1].dist = m[15] + m[12];
8059 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
8060 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
8061 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
8062 r_refdef.view.frustum[2].dist = m[15] - m[13];
8064 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
8065 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
8066 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
8067 r_refdef.view.frustum[3].dist = m[15] + m[13];
8069 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
8070 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
8071 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
8072 r_refdef.view.frustum[4].dist = m[15] - m[14];
8074 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
8075 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
8076 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
8077 r_refdef.view.frustum[5].dist = m[15] + m[14];
8080 if (r_refdef.view.useperspective)
8082 slopex = 1.0 / r_refdef.view.frustum_x;
8083 slopey = 1.0 / r_refdef.view.frustum_y;
8084 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
8085 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
8086 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
8087 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
8088 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8090 // Leaving those out was a mistake, those were in the old code, and they
8091 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
8092 // I couldn't reproduce it after adding those normalizations. --blub
8093 VectorNormalize(r_refdef.view.frustum[0].normal);
8094 VectorNormalize(r_refdef.view.frustum[1].normal);
8095 VectorNormalize(r_refdef.view.frustum[2].normal);
8096 VectorNormalize(r_refdef.view.frustum[3].normal);
8098 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
8099 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
8100 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
8101 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
8102 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
8104 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
8105 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
8106 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
8107 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
8108 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8112 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
8113 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
8114 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
8115 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
8116 VectorCopy(forward, r_refdef.view.frustum[4].normal);
8117 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
8118 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
8119 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
8120 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
8121 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
8123 r_refdef.view.numfrustumplanes = 5;
8125 if (r_refdef.view.useclipplane)
8127 r_refdef.view.numfrustumplanes = 6;
8128 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
8131 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
8132 PlaneClassify(r_refdef.view.frustum + i);
8134 // LordHavoc: note to all quake engine coders, Quake had a special case
8135 // for 90 degrees which assumed a square view (wrong), so I removed it,
8136 // Quake2 has it disabled as well.
8138 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
8139 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
8140 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
8141 //PlaneClassify(&frustum[0]);
8143 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
8144 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
8145 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
8146 //PlaneClassify(&frustum[1]);
8148 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
8149 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
8150 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
8151 //PlaneClassify(&frustum[2]);
8153 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
8154 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
8155 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
8156 //PlaneClassify(&frustum[3]);
8159 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
8160 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
8161 //PlaneClassify(&frustum[4]);
8164 void R_View_Update(void)
8166 R_Main_ResizeViewCache();
8167 R_View_SetFrustum();
8168 R_View_WorldVisibility(r_refdef.view.useclipplane);
8169 R_View_UpdateEntityVisible();
8170 R_View_UpdateEntityLighting();
8173 void R_SetupView(qboolean allowwaterclippingplane)
8175 const float *customclipplane = NULL;
8177 if (r_refdef.view.useclipplane && allowwaterclippingplane)
8179 // LordHavoc: couldn't figure out how to make this approach the
8180 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
8181 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
8182 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
8183 dist = r_refdef.view.clipplane.dist;
8184 plane[0] = r_refdef.view.clipplane.normal[0];
8185 plane[1] = r_refdef.view.clipplane.normal[1];
8186 plane[2] = r_refdef.view.clipplane.normal[2];
8188 customclipplane = plane;
8191 if (!r_refdef.view.useperspective)
8192 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
8193 else if (vid.stencil && r_useinfinitefarclip.integer)
8194 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
8196 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
8197 R_SetViewport(&r_refdef.view.viewport);
8200 void R_EntityMatrix(const matrix4x4_t *matrix)
8202 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
8204 gl_modelmatrixchanged = false;
8205 gl_modelmatrix = *matrix;
8206 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
8207 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
8208 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
8209 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
8211 switch(vid.renderpath)
8213 case RENDERPATH_D3D9:
8215 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
8216 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
8219 case RENDERPATH_D3D10:
8220 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
8222 case RENDERPATH_D3D11:
8223 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
8225 case RENDERPATH_GL20:
8226 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
8227 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fvARB(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
8228 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8230 case RENDERPATH_CGGL:
8233 if (r_cg_permutation && r_cg_permutation->vp_ModelViewProjectionMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewProjectionMatrix, gl_modelviewprojection16f);CHECKCGERROR
8234 if (r_cg_permutation && r_cg_permutation->vp_ModelViewMatrix) cgGLSetMatrixParameterfc(r_cg_permutation->vp_ModelViewMatrix, gl_modelview16f);CHECKCGERROR
8235 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8238 case RENDERPATH_GL13:
8239 case RENDERPATH_GL11:
8240 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
8246 void R_ResetViewRendering2D(void)
8248 r_viewport_t viewport;
8251 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
8252 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
8253 R_SetViewport(&viewport);
8254 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
8255 GL_Color(1, 1, 1, 1);
8256 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8257 GL_BlendFunc(GL_ONE, GL_ZERO);
8258 GL_AlphaTest(false);
8259 GL_ScissorTest(false);
8260 GL_DepthMask(false);
8261 GL_DepthRange(0, 1);
8262 GL_DepthTest(false);
8263 GL_DepthFunc(GL_LEQUAL);
8264 R_EntityMatrix(&identitymatrix);
8265 R_Mesh_ResetTextureState();
8266 GL_PolygonOffset(0, 0);
8267 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8268 switch(vid.renderpath)
8270 case RENDERPATH_GL11:
8271 case RENDERPATH_GL13:
8272 case RENDERPATH_GL20:
8273 case RENDERPATH_CGGL:
8274 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8276 case RENDERPATH_D3D9:
8277 case RENDERPATH_D3D10:
8278 case RENDERPATH_D3D11:
8281 GL_CullFace(GL_NONE);
8284 void R_ResetViewRendering3D(void)
8289 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8290 GL_Color(1, 1, 1, 1);
8291 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8292 GL_BlendFunc(GL_ONE, GL_ZERO);
8293 GL_AlphaTest(false);
8294 GL_ScissorTest(true);
8296 GL_DepthRange(0, 1);
8298 GL_DepthFunc(GL_LEQUAL);
8299 R_EntityMatrix(&identitymatrix);
8300 R_Mesh_ResetTextureState();
8301 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8302 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
8303 switch(vid.renderpath)
8305 case RENDERPATH_GL11:
8306 case RENDERPATH_GL13:
8307 case RENDERPATH_GL20:
8308 case RENDERPATH_CGGL:
8309 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
8311 case RENDERPATH_D3D9:
8312 case RENDERPATH_D3D10:
8313 case RENDERPATH_D3D11:
8316 GL_CullFace(r_refdef.view.cullface_back);
8321 R_RenderView_UpdateViewVectors
8324 static void R_RenderView_UpdateViewVectors(void)
8326 // break apart the view matrix into vectors for various purposes
8327 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
8328 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
8329 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
8330 VectorNegate(r_refdef.view.left, r_refdef.view.right);
8331 // make an inverted copy of the view matrix for tracking sprites
8332 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
8335 void R_RenderScene(void);
8336 void R_RenderWaterPlanes(void);
8338 static void R_Water_StartFrame(void)
8341 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
8342 r_waterstate_waterplane_t *p;
8344 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
8347 switch(vid.renderpath)
8349 case RENDERPATH_GL20:
8350 case RENDERPATH_CGGL:
8351 case RENDERPATH_D3D9:
8352 case RENDERPATH_D3D10:
8353 case RENDERPATH_D3D11:
8355 case RENDERPATH_GL13:
8356 case RENDERPATH_GL11:
8360 // set waterwidth and waterheight to the water resolution that will be
8361 // used (often less than the screen resolution for faster rendering)
8362 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
8363 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
8365 // calculate desired texture sizes
8366 // can't use water if the card does not support the texture size
8367 if (!r_water.integer || r_showsurfaces.integer)
8368 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
8369 else if (vid.support.arb_texture_non_power_of_two)
8371 texturewidth = waterwidth;
8372 textureheight = waterheight;
8373 camerawidth = waterwidth;
8374 cameraheight = waterheight;
8378 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
8379 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
8380 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
8381 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
8384 // allocate textures as needed
8385 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
8387 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8388 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
8390 if (p->texture_refraction)
8391 R_FreeTexture(p->texture_refraction);
8392 p->texture_refraction = NULL;
8393 if (p->texture_reflection)
8394 R_FreeTexture(p->texture_reflection);
8395 p->texture_reflection = NULL;
8396 if (p->texture_camera)
8397 R_FreeTexture(p->texture_camera);
8398 p->texture_camera = NULL;
8400 memset(&r_waterstate, 0, sizeof(r_waterstate));
8401 r_waterstate.texturewidth = texturewidth;
8402 r_waterstate.textureheight = textureheight;
8403 r_waterstate.camerawidth = camerawidth;
8404 r_waterstate.cameraheight = cameraheight;
8407 if (r_waterstate.texturewidth)
8409 r_waterstate.enabled = true;
8411 // when doing a reduced render (HDR) we want to use a smaller area
8412 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
8413 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
8415 // set up variables that will be used in shader setup
8416 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8417 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8418 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
8419 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
8422 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
8423 r_waterstate.numwaterplanes = 0;
8426 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
8428 int triangleindex, planeindex;
8434 r_waterstate_waterplane_t *p;
8435 texture_t *t = R_GetCurrentTexture(surface->texture);
8437 // just use the first triangle with a valid normal for any decisions
8438 VectorClear(normal);
8439 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
8441 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
8442 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
8443 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
8444 TriangleNormal(vert[0], vert[1], vert[2], normal);
8445 if (VectorLength2(normal) >= 0.001)
8449 VectorCopy(normal, plane.normal);
8450 VectorNormalize(plane.normal);
8451 plane.dist = DotProduct(vert[0], plane.normal);
8452 PlaneClassify(&plane);
8453 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
8455 // skip backfaces (except if nocullface is set)
8456 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
8458 VectorNegate(plane.normal, plane.normal);
8460 PlaneClassify(&plane);
8464 // find a matching plane if there is one
8465 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8466 if(p->camera_entity == t->camera_entity)
8467 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
8469 if (planeindex >= r_waterstate.maxwaterplanes)
8470 return; // nothing we can do, out of planes
8472 // if this triangle does not fit any known plane rendered this frame, add one
8473 if (planeindex >= r_waterstate.numwaterplanes)
8475 // store the new plane
8476 r_waterstate.numwaterplanes++;
8478 // clear materialflags and pvs
8479 p->materialflags = 0;
8480 p->pvsvalid = false;
8481 p->camera_entity = t->camera_entity;
8483 // merge this surface's materialflags into the waterplane
8484 p->materialflags |= t->currentmaterialflags;
8485 if(!(p->materialflags & MATERIALFLAG_CAMERA))
8487 // merge this surface's PVS into the waterplane
8488 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
8489 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
8490 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
8492 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
8498 static void R_Water_ProcessPlanes(void)
8500 r_refdef_view_t originalview;
8501 r_refdef_view_t myview;
8503 r_waterstate_waterplane_t *p;
8506 originalview = r_refdef.view;
8508 // make sure enough textures are allocated
8509 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8511 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8513 if (!p->texture_refraction)
8514 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8515 if (!p->texture_refraction)
8518 else if (p->materialflags & MATERIALFLAG_CAMERA)
8520 if (!p->texture_camera)
8521 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
8522 if (!p->texture_camera)
8526 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8528 if (!p->texture_reflection)
8529 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8530 if (!p->texture_reflection)
8536 r_refdef.view = originalview;
8537 r_refdef.view.showdebug = false;
8538 r_refdef.view.width = r_waterstate.waterwidth;
8539 r_refdef.view.height = r_waterstate.waterheight;
8540 r_refdef.view.useclipplane = true;
8541 myview = r_refdef.view;
8542 r_waterstate.renderingscene = true;
8543 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
8545 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
8547 r_refdef.view = myview;
8548 // render reflected scene and copy into texture
8549 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
8550 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
8551 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
8552 r_refdef.view.clipplane = p->plane;
8553 // reverse the cullface settings for this render
8554 r_refdef.view.cullface_front = GL_FRONT;
8555 r_refdef.view.cullface_back = GL_BACK;
8556 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
8558 r_refdef.view.usecustompvs = true;
8560 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8562 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
8565 R_ResetViewRendering3D();
8566 R_ClearScreen(r_refdef.fogenabled);
8570 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8573 // render the normal view scene and copy into texture
8574 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
8575 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8577 r_waterstate.renderingrefraction = true;
8578 r_refdef.view = myview;
8580 r_refdef.view.clipplane = p->plane;
8581 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8582 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8584 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
8586 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8587 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
8588 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8589 R_RenderView_UpdateViewVectors();
8590 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8592 r_refdef.view.usecustompvs = true;
8593 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8597 PlaneClassify(&r_refdef.view.clipplane);
8599 R_ResetViewRendering3D();
8600 R_ClearScreen(r_refdef.fogenabled);
8604 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8605 r_waterstate.renderingrefraction = false;
8607 else if (p->materialflags & MATERIALFLAG_CAMERA)
8609 r_refdef.view = myview;
8611 r_refdef.view.clipplane = p->plane;
8612 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
8613 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
8615 r_refdef.view.width = r_waterstate.camerawidth;
8616 r_refdef.view.height = r_waterstate.cameraheight;
8617 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
8618 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
8620 if(p->camera_entity)
8622 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
8623 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
8626 // reverse the cullface settings for this render
8627 r_refdef.view.cullface_front = GL_FRONT;
8628 r_refdef.view.cullface_back = GL_BACK;
8629 // also reverse the view matrix
8630 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
8631 R_RenderView_UpdateViewVectors();
8632 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
8634 r_refdef.view.usecustompvs = true;
8635 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
8638 // camera needs no clipplane
8639 r_refdef.view.useclipplane = false;
8641 PlaneClassify(&r_refdef.view.clipplane);
8643 R_ResetViewRendering3D();
8644 R_ClearScreen(r_refdef.fogenabled);
8648 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8649 r_waterstate.renderingrefraction = false;
8653 r_waterstate.renderingscene = false;
8654 r_refdef.view = originalview;
8655 R_ResetViewRendering3D();
8656 R_ClearScreen(r_refdef.fogenabled);
8660 r_refdef.view = originalview;
8661 r_waterstate.renderingscene = false;
8662 Cvar_SetValueQuick(&r_water, 0);
8663 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
8667 void R_Bloom_StartFrame(void)
8669 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
8671 switch(vid.renderpath)
8673 case RENDERPATH_GL20:
8674 case RENDERPATH_CGGL:
8675 case RENDERPATH_D3D9:
8676 case RENDERPATH_D3D10:
8677 case RENDERPATH_D3D11:
8679 case RENDERPATH_GL13:
8680 case RENDERPATH_GL11:
8684 // set bloomwidth and bloomheight to the bloom resolution that will be
8685 // used (often less than the screen resolution for faster rendering)
8686 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
8687 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
8688 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
8689 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
8690 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
8692 // calculate desired texture sizes
8693 if (vid.support.arb_texture_non_power_of_two)
8695 screentexturewidth = r_refdef.view.width;
8696 screentextureheight = r_refdef.view.height;
8697 bloomtexturewidth = r_bloomstate.bloomwidth;
8698 bloomtextureheight = r_bloomstate.bloomheight;
8702 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
8703 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
8704 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
8705 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
8708 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
8710 Cvar_SetValueQuick(&r_hdr, 0);
8711 Cvar_SetValueQuick(&r_bloom, 0);
8712 Cvar_SetValueQuick(&r_motionblur, 0);
8713 Cvar_SetValueQuick(&r_damageblur, 0);
8716 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
8717 screentexturewidth = screentextureheight = 0;
8718 if (!r_hdr.integer && !r_bloom.integer)
8719 bloomtexturewidth = bloomtextureheight = 0;
8721 // allocate textures as needed
8722 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
8724 if (r_bloomstate.texture_screen)
8725 R_FreeTexture(r_bloomstate.texture_screen);
8726 r_bloomstate.texture_screen = NULL;
8727 r_bloomstate.screentexturewidth = screentexturewidth;
8728 r_bloomstate.screentextureheight = screentextureheight;
8729 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
8730 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCENEAREST | TEXF_CLAMP, -1, NULL);
8732 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
8734 if (r_bloomstate.texture_bloom)
8735 R_FreeTexture(r_bloomstate.texture_bloom);
8736 r_bloomstate.texture_bloom = NULL;
8737 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
8738 r_bloomstate.bloomtextureheight = bloomtextureheight;
8739 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
8740 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
8743 // when doing a reduced render (HDR) we want to use a smaller area
8744 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
8745 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
8746 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
8747 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
8748 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
8750 // set up a texcoord array for the full resolution screen image
8751 // (we have to keep this around to copy back during final render)
8752 r_bloomstate.screentexcoord2f[0] = 0;
8753 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8754 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8755 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
8756 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
8757 r_bloomstate.screentexcoord2f[5] = 0;
8758 r_bloomstate.screentexcoord2f[6] = 0;
8759 r_bloomstate.screentexcoord2f[7] = 0;
8761 // set up a texcoord array for the reduced resolution bloom image
8762 // (which will be additive blended over the screen image)
8763 r_bloomstate.bloomtexcoord2f[0] = 0;
8764 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8765 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8766 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8767 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8768 r_bloomstate.bloomtexcoord2f[5] = 0;
8769 r_bloomstate.bloomtexcoord2f[6] = 0;
8770 r_bloomstate.bloomtexcoord2f[7] = 0;
8772 switch(vid.renderpath)
8774 case RENDERPATH_GL11:
8775 case RENDERPATH_GL13:
8776 case RENDERPATH_GL20:
8777 case RENDERPATH_CGGL:
8779 case RENDERPATH_D3D9:
8780 case RENDERPATH_D3D10:
8781 case RENDERPATH_D3D11:
8784 for (i = 0;i < 4;i++)
8786 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
8787 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
8788 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
8789 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
8795 if (r_hdr.integer || r_bloom.integer)
8797 r_bloomstate.enabled = true;
8798 r_bloomstate.hdr = r_hdr.integer != 0;
8801 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
8804 void R_Bloom_CopyBloomTexture(float colorscale)
8806 r_refdef.stats.bloom++;
8808 // scale down screen texture to the bloom texture size
8810 R_SetViewport(&r_bloomstate.viewport);
8811 GL_BlendFunc(GL_ONE, GL_ZERO);
8812 GL_Color(colorscale, colorscale, colorscale, 1);
8813 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
8814 switch(vid.renderpath)
8816 case RENDERPATH_GL11:
8817 case RENDERPATH_GL13:
8818 case RENDERPATH_GL20:
8819 case RENDERPATH_CGGL:
8820 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8822 case RENDERPATH_D3D9:
8823 case RENDERPATH_D3D10:
8824 case RENDERPATH_D3D11:
8825 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
8828 // TODO: do boxfilter scale-down in shader?
8829 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
8830 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8831 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8833 // we now have a bloom image in the framebuffer
8834 // copy it into the bloom image texture for later processing
8835 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
8836 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8839 void R_Bloom_CopyHDRTexture(void)
8841 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
8842 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
8845 void R_Bloom_MakeTexture(void)
8848 float xoffset, yoffset, r, brighten;
8850 r_refdef.stats.bloom++;
8852 R_ResetViewRendering2D();
8854 // we have a bloom image in the framebuffer
8856 R_SetViewport(&r_bloomstate.viewport);
8858 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
8861 r = bound(0, r_bloom_colorexponent.value / x, 1);
8862 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
8864 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
8865 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8866 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8867 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8869 // copy the vertically blurred bloom view to a texture
8870 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
8871 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8874 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
8875 brighten = r_bloom_brighten.value;
8877 brighten *= r_hdr_range.value;
8878 brighten = sqrt(brighten);
8880 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
8881 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1);
8883 for (dir = 0;dir < 2;dir++)
8885 // blend on at multiple vertical offsets to achieve a vertical blur
8886 // TODO: do offset blends using GLSL
8887 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
8888 GL_BlendFunc(GL_ONE, GL_ZERO);
8889 for (x = -range;x <= range;x++)
8891 if (!dir){xoffset = 0;yoffset = x;}
8892 else {xoffset = x;yoffset = 0;}
8893 xoffset /= (float)r_bloomstate.bloomtexturewidth;
8894 yoffset /= (float)r_bloomstate.bloomtextureheight;
8895 // compute a texcoord array with the specified x and y offset
8896 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
8897 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8898 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8899 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
8900 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
8901 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
8902 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
8903 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
8904 // this r value looks like a 'dot' particle, fading sharply to
8905 // black at the edges
8906 // (probably not realistic but looks good enough)
8907 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
8908 //r = brighten/(range*2+1);
8909 r = brighten / (range * 2 + 1);
8911 r *= (1 - x*x/(float)(range*range));
8912 GL_Color(r, r, r, 1);
8913 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
8914 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
8915 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
8916 GL_BlendFunc(GL_ONE, GL_ONE);
8919 // copy the vertically blurred bloom view to a texture
8920 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
8921 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
8925 void R_HDR_RenderBloomTexture(void)
8927 int oldwidth, oldheight;
8928 float oldcolorscale;
8930 oldcolorscale = r_refdef.view.colorscale;
8931 oldwidth = r_refdef.view.width;
8932 oldheight = r_refdef.view.height;
8933 r_refdef.view.width = r_bloomstate.bloomwidth;
8934 r_refdef.view.height = r_bloomstate.bloomheight;
8936 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
8937 // TODO: add exposure compensation features
8938 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
8940 r_refdef.view.showdebug = false;
8941 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
8943 R_ResetViewRendering3D();
8945 R_ClearScreen(r_refdef.fogenabled);
8946 if (r_timereport_active)
8947 R_TimeReport("HDRclear");
8950 if (r_timereport_active)
8951 R_TimeReport("visibility");
8953 // only do secondary renders with HDR if r_hdr is 2 or higher
8954 r_waterstate.numwaterplanes = 0;
8955 if (r_waterstate.enabled && r_hdr.integer >= 2)
8956 R_RenderWaterPlanes();
8958 r_refdef.view.showdebug = true;
8960 r_waterstate.numwaterplanes = 0;
8962 R_ResetViewRendering2D();
8964 R_Bloom_CopyHDRTexture();
8965 R_Bloom_MakeTexture();
8967 // restore the view settings
8968 r_refdef.view.width = oldwidth;
8969 r_refdef.view.height = oldheight;
8970 r_refdef.view.colorscale = oldcolorscale;
8972 R_ResetViewRendering3D();
8974 R_ClearScreen(r_refdef.fogenabled);
8975 if (r_timereport_active)
8976 R_TimeReport("viewclear");
8979 static void R_BlendView(void)
8981 unsigned int permutation;
8982 float uservecs[4][4];
8984 switch (vid.renderpath)
8986 case RENDERPATH_GL20:
8987 case RENDERPATH_CGGL:
8988 case RENDERPATH_D3D9:
8989 case RENDERPATH_D3D10:
8990 case RENDERPATH_D3D11:
8992 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
8993 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
8994 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
8995 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
8996 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
8998 if (r_bloomstate.texture_screen)
9000 // make sure the buffer is available
9001 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
9003 R_ResetViewRendering2D();
9005 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
9007 // declare variables
9009 static float avgspeed;
9011 speed = VectorLength(cl.movement_velocity);
9013 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
9014 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
9016 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
9017 speed = bound(0, speed, 1);
9018 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
9020 // calculate values into a standard alpha
9021 cl.motionbluralpha = 1 - exp(-
9023 (r_motionblur.value * speed / 80)
9025 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
9028 max(0.0001, cl.time - cl.oldtime) // fps independent
9031 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
9032 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
9034 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
9036 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9037 GL_Color(1, 1, 1, cl.motionbluralpha);
9038 switch(vid.renderpath)
9040 case RENDERPATH_GL11:
9041 case RENDERPATH_GL13:
9042 case RENDERPATH_GL20:
9043 case RENDERPATH_CGGL:
9044 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9046 case RENDERPATH_D3D9:
9047 case RENDERPATH_D3D10:
9048 case RENDERPATH_D3D11:
9049 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
9052 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1);
9053 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9054 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9058 // copy view into the screen texture
9059 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
9060 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9062 else if (!r_bloomstate.texture_bloom)
9064 // we may still have to do view tint...
9065 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9067 // apply a color tint to the whole view
9068 R_ResetViewRendering2D();
9069 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9070 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9071 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9072 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9073 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9075 break; // no screen processing, no bloom, skip it
9078 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
9080 // render simple bloom effect
9081 // copy the screen and shrink it and darken it for the bloom process
9082 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
9083 // make the bloom texture
9084 R_Bloom_MakeTexture();
9087 #if _MSC_VER >= 1400
9088 #define sscanf sscanf_s
9090 memset(uservecs, 0, sizeof(uservecs));
9091 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
9092 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
9093 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
9094 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
9096 R_ResetViewRendering2D();
9097 GL_Color(1, 1, 1, 1);
9098 GL_BlendFunc(GL_ONE, GL_ZERO);
9100 switch(vid.renderpath)
9102 case RENDERPATH_GL20:
9103 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9104 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
9105 if (r_glsl_permutation->loc_Texture_First >= 0) R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9106 if (r_glsl_permutation->loc_Texture_Second >= 0) R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9107 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0) R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9108 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]);
9109 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9110 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]);
9111 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]);
9112 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]);
9113 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]);
9114 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1fARB(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
9115 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2fARB(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
9116 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4fARB(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9118 case RENDERPATH_CGGL:
9120 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9121 R_SetupShader_SetPermutationCG(SHADERMODE_POSTPROCESS, permutation);
9122 if (r_cg_permutation->fp_Texture_First ) CG_BindTexture(r_cg_permutation->fp_Texture_First , r_bloomstate.texture_screen);CHECKCGERROR
9123 if (r_cg_permutation->fp_Texture_Second ) CG_BindTexture(r_cg_permutation->fp_Texture_Second , r_bloomstate.texture_bloom );CHECKCGERROR
9124 if (r_cg_permutation->fp_Texture_GammaRamps) CG_BindTexture(r_cg_permutation->fp_Texture_GammaRamps, r_texture_gammaramps );CHECKCGERROR
9125 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
9126 if (r_cg_permutation->fp_PixelSize ) cgGLSetParameter2f( r_cg_permutation->fp_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);CHECKCGERROR
9127 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
9128 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
9129 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
9130 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
9131 if (r_cg_permutation->fp_Saturation ) cgGLSetParameter1f( r_cg_permutation->fp_Saturation , r_glsl_saturation.value);CHECKCGERROR
9132 if (r_cg_permutation->fp_PixelToScreenTexCoord) cgGLSetParameter2f(r_cg_permutation->fp_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);CHECKCGERROR
9133 if (r_cg_permutation->fp_BloomColorSubtract ) cgGLSetParameter4f(r_cg_permutation->fp_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9136 case RENDERPATH_D3D9:
9138 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
9139 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
9140 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
9141 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
9142 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
9143 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
9144 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9145 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
9146 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
9147 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
9148 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
9149 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
9150 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
9151 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
9152 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
9155 case RENDERPATH_D3D10:
9156 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9158 case RENDERPATH_D3D11:
9159 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
9164 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9165 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
9167 case RENDERPATH_GL13:
9168 case RENDERPATH_GL11:
9169 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
9171 // apply a color tint to the whole view
9172 R_ResetViewRendering2D();
9173 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
9174 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
9175 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9176 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9177 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9183 matrix4x4_t r_waterscrollmatrix;
9185 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
9187 if (r_refdef.fog_density)
9189 r_refdef.fogcolor[0] = r_refdef.fog_red;
9190 r_refdef.fogcolor[1] = r_refdef.fog_green;
9191 r_refdef.fogcolor[2] = r_refdef.fog_blue;
9193 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
9194 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
9195 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
9196 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
9200 VectorCopy(r_refdef.fogcolor, fogvec);
9201 // color.rgb *= ContrastBoost * SceneBrightness;
9202 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
9203 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
9204 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
9205 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
9210 void R_UpdateVariables(void)
9214 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
9216 r_refdef.farclip = r_farclip_base.value;
9217 if (r_refdef.scene.worldmodel)
9218 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
9219 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
9221 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
9222 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
9223 r_refdef.polygonfactor = 0;
9224 r_refdef.polygonoffset = 0;
9225 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9226 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
9228 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
9229 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
9230 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
9231 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
9232 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
9233 if (FAKELIGHT_ENABLED)
9235 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
9237 if (r_showsurfaces.integer)
9239 r_refdef.scene.rtworld = false;
9240 r_refdef.scene.rtworldshadows = false;
9241 r_refdef.scene.rtdlight = false;
9242 r_refdef.scene.rtdlightshadows = false;
9243 r_refdef.lightmapintensity = 0;
9246 if (gamemode == GAME_NEHAHRA)
9248 if (gl_fogenable.integer)
9250 r_refdef.oldgl_fogenable = true;
9251 r_refdef.fog_density = gl_fogdensity.value;
9252 r_refdef.fog_red = gl_fogred.value;
9253 r_refdef.fog_green = gl_foggreen.value;
9254 r_refdef.fog_blue = gl_fogblue.value;
9255 r_refdef.fog_alpha = 1;
9256 r_refdef.fog_start = 0;
9257 r_refdef.fog_end = gl_skyclip.value;
9258 r_refdef.fog_height = 1<<30;
9259 r_refdef.fog_fadedepth = 128;
9261 else if (r_refdef.oldgl_fogenable)
9263 r_refdef.oldgl_fogenable = false;
9264 r_refdef.fog_density = 0;
9265 r_refdef.fog_red = 0;
9266 r_refdef.fog_green = 0;
9267 r_refdef.fog_blue = 0;
9268 r_refdef.fog_alpha = 0;
9269 r_refdef.fog_start = 0;
9270 r_refdef.fog_end = 0;
9271 r_refdef.fog_height = 1<<30;
9272 r_refdef.fog_fadedepth = 128;
9276 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
9277 r_refdef.fog_start = max(0, r_refdef.fog_start);
9278 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
9280 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
9282 if (r_refdef.fog_density && r_drawfog.integer)
9284 r_refdef.fogenabled = true;
9285 // this is the point where the fog reaches 0.9986 alpha, which we
9286 // consider a good enough cutoff point for the texture
9287 // (0.9986 * 256 == 255.6)
9288 if (r_fog_exp2.integer)
9289 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
9291 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
9292 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
9293 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
9294 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
9295 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
9296 R_BuildFogHeightTexture();
9297 // fog color was already set
9298 // update the fog texture
9299 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
9300 R_BuildFogTexture();
9301 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
9302 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
9305 r_refdef.fogenabled = false;
9307 switch(vid.renderpath)
9309 case RENDERPATH_GL20:
9310 case RENDERPATH_CGGL:
9311 case RENDERPATH_D3D9:
9312 case RENDERPATH_D3D10:
9313 case RENDERPATH_D3D11:
9314 if(v_glslgamma.integer && !vid_gammatables_trivial)
9316 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
9318 // build GLSL gamma texture
9319 #define RAMPWIDTH 256
9320 unsigned short ramp[RAMPWIDTH * 3];
9321 unsigned char rampbgr[RAMPWIDTH][4];
9324 r_texture_gammaramps_serial = vid_gammatables_serial;
9326 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
9327 for(i = 0; i < RAMPWIDTH; ++i)
9329 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9330 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
9331 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
9334 if (r_texture_gammaramps)
9336 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
9340 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
9346 // remove GLSL gamma texture
9349 case RENDERPATH_GL13:
9350 case RENDERPATH_GL11:
9355 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
9356 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
9362 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
9363 if( scenetype != r_currentscenetype ) {
9364 // store the old scenetype
9365 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
9366 r_currentscenetype = scenetype;
9367 // move in the new scene
9368 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
9377 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
9379 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
9380 if( scenetype == r_currentscenetype ) {
9381 return &r_refdef.scene;
9383 return &r_scenes_store[ scenetype ];
9392 void R_RenderView(void)
9394 if (r_timereport_active)
9395 R_TimeReport("start");
9396 r_textureframe++; // used only by R_GetCurrentTexture
9397 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9399 if (!r_drawentities.integer)
9400 r_refdef.scene.numentities = 0;
9402 R_AnimCache_ClearCache();
9403 R_FrameData_NewFrame();
9405 if (r_refdef.view.isoverlay)
9407 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
9408 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
9409 R_TimeReport("depthclear");
9411 r_refdef.view.showdebug = false;
9413 r_waterstate.enabled = false;
9414 r_waterstate.numwaterplanes = 0;
9422 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
9423 return; //Host_Error ("R_RenderView: NULL worldmodel");
9425 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
9427 R_RenderView_UpdateViewVectors();
9429 R_Shadow_UpdateWorldLightSelection();
9431 R_Bloom_StartFrame();
9432 R_Water_StartFrame();
9435 if (r_timereport_active)
9436 R_TimeReport("viewsetup");
9438 R_ResetViewRendering3D();
9440 if (r_refdef.view.clear || r_refdef.fogenabled)
9442 R_ClearScreen(r_refdef.fogenabled);
9443 if (r_timereport_active)
9444 R_TimeReport("viewclear");
9446 r_refdef.view.clear = true;
9448 // this produces a bloom texture to be used in R_BlendView() later
9449 if (r_hdr.integer && r_bloomstate.bloomwidth)
9451 R_HDR_RenderBloomTexture();
9452 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
9453 r_textureframe++; // used only by R_GetCurrentTexture
9456 r_refdef.view.showdebug = true;
9459 if (r_timereport_active)
9460 R_TimeReport("visibility");
9462 r_waterstate.numwaterplanes = 0;
9463 if (r_waterstate.enabled)
9464 R_RenderWaterPlanes();
9467 r_waterstate.numwaterplanes = 0;
9470 if (r_timereport_active)
9471 R_TimeReport("blendview");
9473 GL_Scissor(0, 0, vid.width, vid.height);
9474 GL_ScissorTest(false);
9478 void R_RenderWaterPlanes(void)
9480 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
9482 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
9483 if (r_timereport_active)
9484 R_TimeReport("waterworld");
9487 // don't let sound skip if going slow
9488 if (r_refdef.scene.extraupdate)
9491 R_DrawModelsAddWaterPlanes();
9492 if (r_timereport_active)
9493 R_TimeReport("watermodels");
9495 if (r_waterstate.numwaterplanes)
9497 R_Water_ProcessPlanes();
9498 if (r_timereport_active)
9499 R_TimeReport("waterscenes");
9503 extern void R_DrawLightningBeams (void);
9504 extern void VM_CL_AddPolygonsToMeshQueue (void);
9505 extern void R_DrawPortals (void);
9506 extern cvar_t cl_locs_show;
9507 static void R_DrawLocs(void);
9508 static void R_DrawEntityBBoxes(void);
9509 static void R_DrawModelDecals(void);
9510 extern void R_DrawModelShadows(void);
9511 extern void R_DrawModelShadowMaps(void);
9512 extern cvar_t cl_decals_newsystem;
9513 extern qboolean r_shadow_usingdeferredprepass;
9514 void R_RenderScene(void)
9516 qboolean shadowmapping = false;
9518 if (r_timereport_active)
9519 R_TimeReport("beginscene");
9521 r_refdef.stats.renders++;
9525 // don't let sound skip if going slow
9526 if (r_refdef.scene.extraupdate)
9529 R_MeshQueue_BeginScene();
9533 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
9535 if (r_timereport_active)
9536 R_TimeReport("skystartframe");
9538 if (cl.csqc_vidvars.drawworld)
9540 // don't let sound skip if going slow
9541 if (r_refdef.scene.extraupdate)
9544 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
9546 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
9547 if (r_timereport_active)
9548 R_TimeReport("worldsky");
9551 if (R_DrawBrushModelsSky() && r_timereport_active)
9552 R_TimeReport("bmodelsky");
9554 if (skyrendermasked && skyrenderlater)
9556 // we have to force off the water clipping plane while rendering sky
9560 if (r_timereport_active)
9561 R_TimeReport("sky");
9565 R_AnimCache_CacheVisibleEntities();
9566 if (r_timereport_active)
9567 R_TimeReport("animation");
9569 R_Shadow_PrepareLights();
9570 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
9571 R_Shadow_PrepareModelShadows();
9572 if (r_timereport_active)
9573 R_TimeReport("preparelights");
9575 if (R_Shadow_ShadowMappingEnabled())
9576 shadowmapping = true;
9578 if (r_shadow_usingdeferredprepass)
9579 R_Shadow_DrawPrepass();
9581 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
9583 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
9584 if (r_timereport_active)
9585 R_TimeReport("worlddepth");
9587 if (r_depthfirst.integer >= 2)
9589 R_DrawModelsDepth();
9590 if (r_timereport_active)
9591 R_TimeReport("modeldepth");
9594 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
9596 R_DrawModelShadowMaps();
9597 R_ResetViewRendering3D();
9598 // don't let sound skip if going slow
9599 if (r_refdef.scene.extraupdate)
9603 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
9605 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
9606 if (r_timereport_active)
9607 R_TimeReport("world");
9610 // don't let sound skip if going slow
9611 if (r_refdef.scene.extraupdate)
9615 if (r_timereport_active)
9616 R_TimeReport("models");
9618 // don't let sound skip if going slow
9619 if (r_refdef.scene.extraupdate)
9622 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9624 R_DrawModelShadows();
9625 R_ResetViewRendering3D();
9626 // don't let sound skip if going slow
9627 if (r_refdef.scene.extraupdate)
9631 if (!r_shadow_usingdeferredprepass)
9633 R_Shadow_DrawLights();
9634 if (r_timereport_active)
9635 R_TimeReport("rtlights");
9638 // don't let sound skip if going slow
9639 if (r_refdef.scene.extraupdate)
9642 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
9644 R_DrawModelShadows();
9645 R_ResetViewRendering3D();
9646 // don't let sound skip if going slow
9647 if (r_refdef.scene.extraupdate)
9651 if (cl.csqc_vidvars.drawworld)
9653 if (cl_decals_newsystem.integer)
9655 R_DrawModelDecals();
9656 if (r_timereport_active)
9657 R_TimeReport("modeldecals");
9662 if (r_timereport_active)
9663 R_TimeReport("decals");
9667 if (r_timereport_active)
9668 R_TimeReport("particles");
9671 if (r_timereport_active)
9672 R_TimeReport("explosions");
9674 R_DrawLightningBeams();
9675 if (r_timereport_active)
9676 R_TimeReport("lightning");
9679 VM_CL_AddPolygonsToMeshQueue();
9681 if (r_refdef.view.showdebug)
9683 if (cl_locs_show.integer)
9686 if (r_timereport_active)
9687 R_TimeReport("showlocs");
9690 if (r_drawportals.integer)
9693 if (r_timereport_active)
9694 R_TimeReport("portals");
9697 if (r_showbboxes.value > 0)
9699 R_DrawEntityBBoxes();
9700 if (r_timereport_active)
9701 R_TimeReport("bboxes");
9705 R_MeshQueue_RenderTransparent();
9706 if (r_timereport_active)
9707 R_TimeReport("drawtrans");
9709 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))
9711 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
9712 if (r_timereport_active)
9713 R_TimeReport("worlddebug");
9714 R_DrawModelsDebug();
9715 if (r_timereport_active)
9716 R_TimeReport("modeldebug");
9719 if (cl.csqc_vidvars.drawworld)
9721 R_Shadow_DrawCoronas();
9722 if (r_timereport_active)
9723 R_TimeReport("coronas");
9726 // don't let sound skip if going slow
9727 if (r_refdef.scene.extraupdate)
9730 R_ResetViewRendering2D();
9733 static const unsigned short bboxelements[36] =
9743 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
9746 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
9748 RSurf_ActiveWorldEntity();
9750 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9751 GL_DepthMask(false);
9752 GL_DepthRange(0, 1);
9753 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9754 R_Mesh_ResetTextureState();
9756 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
9757 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
9758 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
9759 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
9760 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
9761 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
9762 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
9763 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
9764 R_FillColors(color4f, 8, cr, cg, cb, ca);
9765 if (r_refdef.fogenabled)
9767 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
9769 f1 = RSurf_FogVertex(v);
9771 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
9772 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
9773 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
9776 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
9777 R_Mesh_ResetTextureState();
9778 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9779 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
9782 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9786 prvm_edict_t *edict;
9787 prvm_prog_t *prog_save = prog;
9789 // this function draws bounding boxes of server entities
9793 GL_CullFace(GL_NONE);
9794 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9798 for (i = 0;i < numsurfaces;i++)
9800 edict = PRVM_EDICT_NUM(surfacelist[i]);
9801 switch ((int)edict->fields.server->solid)
9803 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
9804 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
9805 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
9806 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
9807 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
9808 default: Vector4Set(color, 0, 0, 0, 0.50);break;
9810 color[3] *= r_showbboxes.value;
9811 color[3] = bound(0, color[3], 1);
9812 GL_DepthTest(!r_showdisabledepthtest.integer);
9813 GL_CullFace(r_refdef.view.cullface_front);
9814 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
9820 static void R_DrawEntityBBoxes(void)
9823 prvm_edict_t *edict;
9825 prvm_prog_t *prog_save = prog;
9827 // this function draws bounding boxes of server entities
9833 for (i = 0;i < prog->num_edicts;i++)
9835 edict = PRVM_EDICT_NUM(i);
9836 if (edict->priv.server->free)
9838 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
9839 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
9841 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
9843 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
9844 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
9850 static const int nomodelelement3i[24] =
9862 static const unsigned short nomodelelement3s[24] =
9874 static const float nomodelvertex3f[6*3] =
9884 static const float nomodelcolor4f[6*4] =
9886 0.0f, 0.0f, 0.5f, 1.0f,
9887 0.0f, 0.0f, 0.5f, 1.0f,
9888 0.0f, 0.5f, 0.0f, 1.0f,
9889 0.0f, 0.5f, 0.0f, 1.0f,
9890 0.5f, 0.0f, 0.0f, 1.0f,
9891 0.5f, 0.0f, 0.0f, 1.0f
9894 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9900 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
9902 // this is only called once per entity so numsurfaces is always 1, and
9903 // surfacelist is always {0}, so this code does not handle batches
9905 if (rsurface.ent_flags & RENDER_ADDITIVE)
9907 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
9908 GL_DepthMask(false);
9910 else if (rsurface.colormod[3] < 1)
9912 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9913 GL_DepthMask(false);
9917 GL_BlendFunc(GL_ONE, GL_ZERO);
9920 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
9921 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
9922 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
9923 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
9924 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
9925 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
9926 for (i = 0, c = color4f;i < 6;i++, c += 4)
9928 c[0] *= rsurface.colormod[0];
9929 c[1] *= rsurface.colormod[1];
9930 c[2] *= rsurface.colormod[2];
9931 c[3] *= rsurface.colormod[3];
9933 if (r_refdef.fogenabled)
9935 for (i = 0, c = color4f;i < 6;i++, c += 4)
9937 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
9939 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
9940 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
9941 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
9944 R_Mesh_ResetTextureState();
9945 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
9946 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
9949 void R_DrawNoModel(entity_render_t *ent)
9952 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
9953 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
9954 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
9956 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
9959 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
9961 vec3_t right1, right2, diff, normal;
9963 VectorSubtract (org2, org1, normal);
9965 // calculate 'right' vector for start
9966 VectorSubtract (r_refdef.view.origin, org1, diff);
9967 CrossProduct (normal, diff, right1);
9968 VectorNormalize (right1);
9970 // calculate 'right' vector for end
9971 VectorSubtract (r_refdef.view.origin, org2, diff);
9972 CrossProduct (normal, diff, right2);
9973 VectorNormalize (right2);
9975 vert[ 0] = org1[0] + width * right1[0];
9976 vert[ 1] = org1[1] + width * right1[1];
9977 vert[ 2] = org1[2] + width * right1[2];
9978 vert[ 3] = org1[0] - width * right1[0];
9979 vert[ 4] = org1[1] - width * right1[1];
9980 vert[ 5] = org1[2] - width * right1[2];
9981 vert[ 6] = org2[0] - width * right2[0];
9982 vert[ 7] = org2[1] - width * right2[1];
9983 vert[ 8] = org2[2] - width * right2[2];
9984 vert[ 9] = org2[0] + width * right2[0];
9985 vert[10] = org2[1] + width * right2[1];
9986 vert[11] = org2[2] + width * right2[2];
9989 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
9991 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
9992 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
9993 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
9994 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
9995 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
9996 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
9997 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
9998 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
9999 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
10000 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
10001 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
10002 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
10005 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
10010 VectorSet(v, x, y, z);
10011 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
10012 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
10014 if (i == mesh->numvertices)
10016 if (mesh->numvertices < mesh->maxvertices)
10018 VectorCopy(v, vertex3f);
10019 mesh->numvertices++;
10021 return mesh->numvertices;
10027 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
10030 int *e, element[3];
10031 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10032 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
10033 e = mesh->element3i + mesh->numtriangles * 3;
10034 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
10036 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
10037 if (mesh->numtriangles < mesh->maxtriangles)
10042 mesh->numtriangles++;
10044 element[1] = element[2];
10048 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
10051 int *e, element[3];
10052 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10053 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
10054 e = mesh->element3i + mesh->numtriangles * 3;
10055 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
10057 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
10058 if (mesh->numtriangles < mesh->maxtriangles)
10063 mesh->numtriangles++;
10065 element[1] = element[2];
10069 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
10070 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
10072 int planenum, planenum2;
10075 mplane_t *plane, *plane2;
10077 double temppoints[2][256*3];
10078 // figure out how large a bounding box we need to properly compute this brush
10080 for (w = 0;w < numplanes;w++)
10081 maxdist = max(maxdist, fabs(planes[w].dist));
10082 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
10083 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
10084 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
10088 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
10089 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
10091 if (planenum2 == planenum)
10093 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
10096 if (tempnumpoints < 3)
10098 // generate elements forming a triangle fan for this polygon
10099 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
10103 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
10105 texturelayer_t *layer;
10106 layer = t->currentlayers + t->currentnumlayers++;
10107 layer->type = type;
10108 layer->depthmask = depthmask;
10109 layer->blendfunc1 = blendfunc1;
10110 layer->blendfunc2 = blendfunc2;
10111 layer->texture = texture;
10112 layer->texmatrix = *matrix;
10113 layer->color[0] = r;
10114 layer->color[1] = g;
10115 layer->color[2] = b;
10116 layer->color[3] = a;
10119 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
10121 if(parms[0] == 0 && parms[1] == 0)
10123 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10124 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
10129 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
10132 index = parms[2] + r_refdef.scene.time * parms[3];
10133 index -= floor(index);
10134 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
10137 case Q3WAVEFUNC_NONE:
10138 case Q3WAVEFUNC_NOISE:
10139 case Q3WAVEFUNC_COUNT:
10142 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
10143 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
10144 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
10145 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
10146 case Q3WAVEFUNC_TRIANGLE:
10148 f = index - floor(index);
10151 else if (index < 2)
10153 else if (index < 3)
10159 f = parms[0] + parms[1] * f;
10160 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
10161 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
10165 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
10170 matrix4x4_t matrix, temp;
10171 switch(tcmod->tcmod)
10173 case Q3TCMOD_COUNT:
10175 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10176 matrix = r_waterscrollmatrix;
10178 matrix = identitymatrix;
10180 case Q3TCMOD_ENTITYTRANSLATE:
10181 // this is used in Q3 to allow the gamecode to control texcoord
10182 // scrolling on the entity, which is not supported in darkplaces yet.
10183 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
10185 case Q3TCMOD_ROTATE:
10186 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
10187 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
10188 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
10190 case Q3TCMOD_SCALE:
10191 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
10193 case Q3TCMOD_SCROLL:
10194 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
10196 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
10197 w = (int) tcmod->parms[0];
10198 h = (int) tcmod->parms[1];
10199 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
10201 idx = (int) floor(f * w * h);
10202 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
10204 case Q3TCMOD_STRETCH:
10205 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
10206 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
10208 case Q3TCMOD_TRANSFORM:
10209 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
10210 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
10211 VectorSet(tcmat + 6, 0 , 0 , 1);
10212 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
10213 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
10215 case Q3TCMOD_TURBULENT:
10216 // this is handled in the RSurf_PrepareVertices function
10217 matrix = identitymatrix;
10221 Matrix4x4_Concat(texmatrix, &matrix, &temp);
10224 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
10226 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
10227 char name[MAX_QPATH];
10228 skinframe_t *skinframe;
10229 unsigned char pixels[296*194];
10230 strlcpy(cache->name, skinname, sizeof(cache->name));
10231 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
10232 if (developer_loading.integer)
10233 Con_Printf("loading %s\n", name);
10234 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
10235 if (!skinframe || !skinframe->base)
10238 fs_offset_t filesize;
10240 f = FS_LoadFile(name, tempmempool, true, &filesize);
10243 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
10244 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
10248 cache->skinframe = skinframe;
10251 texture_t *R_GetCurrentTexture(texture_t *t)
10254 const entity_render_t *ent = rsurface.entity;
10255 dp_model_t *model = ent->model;
10256 q3shaderinfo_layer_tcmod_t *tcmod;
10258 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
10259 return t->currentframe;
10260 t->update_lastrenderframe = r_textureframe;
10261 t->update_lastrenderentity = (void *)ent;
10263 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
10264 t->camera_entity = ent->entitynumber;
10266 t->camera_entity = 0;
10268 // switch to an alternate material if this is a q1bsp animated material
10270 texture_t *texture = t;
10271 int s = rsurface.ent_skinnum;
10272 if ((unsigned int)s >= (unsigned int)model->numskins)
10274 if (model->skinscenes)
10276 if (model->skinscenes[s].framecount > 1)
10277 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
10279 s = model->skinscenes[s].firstframe;
10282 t = t + s * model->num_surfaces;
10285 // use an alternate animation if the entity's frame is not 0,
10286 // and only if the texture has an alternate animation
10287 if (rsurface.ent_alttextures && t->anim_total[1])
10288 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
10290 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
10292 texture->currentframe = t;
10295 // update currentskinframe to be a qw skin or animation frame
10296 if (rsurface.ent_qwskin >= 0)
10298 i = rsurface.ent_qwskin;
10299 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
10301 r_qwskincache_size = cl.maxclients;
10303 Mem_Free(r_qwskincache);
10304 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
10306 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
10307 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
10308 t->currentskinframe = r_qwskincache[i].skinframe;
10309 if (t->currentskinframe == NULL)
10310 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10312 else if (t->numskinframes >= 2)
10313 t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
10314 if (t->backgroundnumskinframes >= 2)
10315 t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
10317 t->currentmaterialflags = t->basematerialflags;
10318 t->currentalpha = rsurface.colormod[3];
10319 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
10320 t->currentalpha *= r_wateralpha.value;
10321 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
10322 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
10323 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
10324 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
10325 if (!(rsurface.ent_flags & RENDER_LIGHT))
10326 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
10327 else if (FAKELIGHT_ENABLED)
10329 // no modellight if using fakelight for the map
10331 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
10333 // pick a model lighting mode
10334 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
10335 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
10337 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
10339 if (rsurface.ent_flags & RENDER_ADDITIVE)
10340 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10341 else if (t->currentalpha < 1)
10342 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
10343 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
10344 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
10345 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
10346 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
10347 if (t->backgroundnumskinframes)
10348 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
10349 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
10351 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
10352 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
10355 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
10356 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
10357 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
10359 // there is no tcmod
10360 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
10362 t->currenttexmatrix = r_waterscrollmatrix;
10363 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
10365 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
10367 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
10368 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
10371 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10372 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
10373 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
10374 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
10376 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
10377 if (t->currentskinframe->qpixels)
10378 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
10379 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
10380 if (!t->basetexture)
10381 t->basetexture = r_texture_notexture;
10382 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
10383 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
10384 t->nmaptexture = t->currentskinframe->nmap;
10385 if (!t->nmaptexture)
10386 t->nmaptexture = r_texture_blanknormalmap;
10387 t->glosstexture = r_texture_black;
10388 t->glowtexture = t->currentskinframe->glow;
10389 t->fogtexture = t->currentskinframe->fog;
10390 t->reflectmasktexture = t->currentskinframe->reflect;
10391 if (t->backgroundnumskinframes)
10393 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
10394 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
10395 t->backgroundglosstexture = r_texture_black;
10396 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
10397 if (!t->backgroundnmaptexture)
10398 t->backgroundnmaptexture = r_texture_blanknormalmap;
10402 t->backgroundbasetexture = r_texture_white;
10403 t->backgroundnmaptexture = r_texture_blanknormalmap;
10404 t->backgroundglosstexture = r_texture_black;
10405 t->backgroundglowtexture = NULL;
10407 t->specularpower = r_shadow_glossexponent.value;
10408 // TODO: store reference values for these in the texture?
10409 t->specularscale = 0;
10410 if (r_shadow_gloss.integer > 0)
10412 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
10414 if (r_shadow_glossintensity.value > 0)
10416 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
10417 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
10418 t->specularscale = r_shadow_glossintensity.value;
10421 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
10423 t->glosstexture = r_texture_white;
10424 t->backgroundglosstexture = r_texture_white;
10425 t->specularscale = r_shadow_gloss2intensity.value;
10426 t->specularpower = r_shadow_gloss2exponent.value;
10429 t->specularscale *= t->specularscalemod;
10430 t->specularpower *= t->specularpowermod;
10432 // lightmaps mode looks bad with dlights using actual texturing, so turn
10433 // off the colormap and glossmap, but leave the normalmap on as it still
10434 // accurately represents the shading involved
10435 if (gl_lightmaps.integer)
10437 t->basetexture = r_texture_grey128;
10438 t->pantstexture = r_texture_black;
10439 t->shirttexture = r_texture_black;
10440 t->nmaptexture = r_texture_blanknormalmap;
10441 t->glosstexture = r_texture_black;
10442 t->glowtexture = NULL;
10443 t->fogtexture = NULL;
10444 t->reflectmasktexture = NULL;
10445 t->backgroundbasetexture = NULL;
10446 t->backgroundnmaptexture = r_texture_blanknormalmap;
10447 t->backgroundglosstexture = r_texture_black;
10448 t->backgroundglowtexture = NULL;
10449 t->specularscale = 0;
10450 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
10453 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
10454 VectorClear(t->dlightcolor);
10455 t->currentnumlayers = 0;
10456 if (t->currentmaterialflags & MATERIALFLAG_WALL)
10458 int blendfunc1, blendfunc2;
10459 qboolean depthmask;
10460 if (t->currentmaterialflags & MATERIALFLAG_ADD)
10462 blendfunc1 = GL_SRC_ALPHA;
10463 blendfunc2 = GL_ONE;
10465 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
10467 blendfunc1 = GL_SRC_ALPHA;
10468 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
10470 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10472 blendfunc1 = t->customblendfunc[0];
10473 blendfunc2 = t->customblendfunc[1];
10477 blendfunc1 = GL_ONE;
10478 blendfunc2 = GL_ZERO;
10480 // don't colormod evilblend textures
10481 if(!R_BlendFuncAllowsColormod(blendfunc1, blendfunc2))
10482 VectorSet(t->lightmapcolor, 1, 1, 1);
10483 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
10484 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10486 // fullbright is not affected by r_refdef.lightmapintensity
10487 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]);
10488 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10489 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]);
10490 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10491 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]);
10495 vec3_t ambientcolor;
10497 // set the color tint used for lights affecting this surface
10498 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
10500 // q3bsp has no lightmap updates, so the lightstylevalue that
10501 // would normally be baked into the lightmap must be
10502 // applied to the color
10503 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
10504 if (model->type == mod_brushq3)
10505 colorscale *= r_refdef.scene.rtlightstylevalue[0];
10506 colorscale *= r_refdef.lightmapintensity;
10507 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
10508 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
10509 // basic lit geometry
10510 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]);
10511 // add pants/shirt if needed
10512 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10513 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]);
10514 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10515 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]);
10516 // now add ambient passes if needed
10517 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
10519 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]);
10520 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
10521 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]);
10522 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
10523 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]);
10526 if (t->glowtexture != NULL && !gl_lightmaps.integer)
10527 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]);
10528 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
10530 // if this is opaque use alpha blend which will darken the earlier
10533 // if this is an alpha blended material, all the earlier passes
10534 // were darkened by fog already, so we only need to add the fog
10535 // color ontop through the fog mask texture
10537 // if this is an additive blended material, all the earlier passes
10538 // were darkened by fog already, and we should not add fog color
10539 // (because the background was not darkened, there is no fog color
10540 // that was lost behind it).
10541 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]);
10545 return t->currentframe;
10548 rsurfacestate_t rsurface;
10550 void R_Mesh_ResizeArrays(int newvertices)
10552 unsigned char *base;
10554 if (rsurface.array_size >= newvertices)
10556 if (rsurface.array_base)
10557 Mem_Free(rsurface.array_base);
10558 rsurface.array_size = (newvertices + 1023) & ~1023;
10560 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10561 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10562 size += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10563 size += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10564 size += rsurface.array_size * sizeof(float[3]);
10565 size += rsurface.array_size * sizeof(float[3]);
10566 size += rsurface.array_size * sizeof(float[3]);
10567 size += rsurface.array_size * sizeof(float[3]);
10568 size += rsurface.array_size * sizeof(float[3]);
10569 size += rsurface.array_size * sizeof(float[3]);
10570 size += rsurface.array_size * sizeof(float[3]);
10571 size += rsurface.array_size * sizeof(float[3]);
10572 size += rsurface.array_size * sizeof(float[4]);
10573 size += rsurface.array_size * sizeof(float[2]);
10574 size += rsurface.array_size * sizeof(float[2]);
10575 size += rsurface.array_size * sizeof(float[4]);
10576 size += rsurface.array_size * sizeof(int[3]);
10577 size += rsurface.array_size * sizeof(unsigned short[3]);
10578 rsurface.array_base = base = (unsigned char *)Mem_Alloc(r_main_mempool, size);
10579 rsurface.array_modelvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexmesh);
10580 rsurface.array_batchvertexmesh = (r_vertexmesh_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexmesh);
10581 rsurface.array_modelvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_modelvertexposition);
10582 rsurface.array_batchvertexposition = (r_vertexposition_t *)base;base += rsurface.array_size * sizeof(*rsurface.array_batchvertexposition);
10583 rsurface.array_modelvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10584 rsurface.array_modelsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10585 rsurface.array_modeltvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10586 rsurface.array_modelnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10587 rsurface.array_batchvertex3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10588 rsurface.array_batchsvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10589 rsurface.array_batchtvector3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10590 rsurface.array_batchnormal3f = (float *)base;base += rsurface.array_size * sizeof(float[3]);
10591 rsurface.array_batchlightmapcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10592 rsurface.array_batchtexcoordtexture2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10593 rsurface.array_batchtexcoordlightmap2f = (float *)base;base += rsurface.array_size * sizeof(float[2]);
10594 rsurface.array_passcolor4f = (float *)base;base += rsurface.array_size * sizeof(float[4]);
10595 rsurface.array_batchelement3i = (int *)base;base += rsurface.array_size * sizeof(int[3]);
10596 rsurface.array_batchelement3s = (unsigned short *)base;base += rsurface.array_size * sizeof(unsigned short[3]);
10599 void RSurf_ActiveWorldEntity(void)
10601 dp_model_t *model = r_refdef.scene.worldmodel;
10602 //if (rsurface.entity == r_refdef.scene.worldentity)
10604 rsurface.entity = r_refdef.scene.worldentity;
10605 rsurface.skeleton = NULL;
10606 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
10607 rsurface.ent_skinnum = 0;
10608 rsurface.ent_qwskin = -1;
10609 rsurface.ent_shadertime = 0;
10610 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
10611 if (rsurface.array_size < model->surfmesh.num_vertices)
10612 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10613 rsurface.matrix = identitymatrix;
10614 rsurface.inversematrix = identitymatrix;
10615 rsurface.matrixscale = 1;
10616 rsurface.inversematrixscale = 1;
10617 R_EntityMatrix(&identitymatrix);
10618 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
10619 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
10620 rsurface.fograngerecip = r_refdef.fograngerecip;
10621 rsurface.fogheightfade = r_refdef.fogheightfade;
10622 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
10623 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10624 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10625 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10626 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10627 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10628 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10629 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
10630 rsurface.colormod[3] = 1;
10631 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);
10632 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10633 rsurface.frameblend[0].lerp = 1;
10634 rsurface.ent_alttextures = false;
10635 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10636 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10637 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10638 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10639 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10640 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10641 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10642 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10643 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10644 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10645 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10646 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10647 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10648 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10649 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10650 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10651 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10652 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10653 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10654 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10655 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10656 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10657 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10658 rsurface.modelelement3i = model->surfmesh.data_element3i;
10659 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10660 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10661 rsurface.modelelement3s = model->surfmesh.data_element3s;
10662 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10663 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10664 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10665 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10666 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10667 rsurface.modelsurfaces = model->data_surfaces;
10668 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10669 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10670 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10671 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10672 rsurface.modelgeneratedvertex = false;
10673 rsurface.batchgeneratedvertex = false;
10674 rsurface.batchfirstvertex = 0;
10675 rsurface.batchnumvertices = 0;
10676 rsurface.batchfirsttriangle = 0;
10677 rsurface.batchnumtriangles = 0;
10678 rsurface.batchvertex3f = NULL;
10679 rsurface.batchvertex3f_vertexbuffer = NULL;
10680 rsurface.batchvertex3f_bufferoffset = 0;
10681 rsurface.batchsvector3f = NULL;
10682 rsurface.batchsvector3f_vertexbuffer = NULL;
10683 rsurface.batchsvector3f_bufferoffset = 0;
10684 rsurface.batchtvector3f = NULL;
10685 rsurface.batchtvector3f_vertexbuffer = NULL;
10686 rsurface.batchtvector3f_bufferoffset = 0;
10687 rsurface.batchnormal3f = NULL;
10688 rsurface.batchnormal3f_vertexbuffer = NULL;
10689 rsurface.batchnormal3f_bufferoffset = 0;
10690 rsurface.batchlightmapcolor4f = NULL;
10691 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10692 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10693 rsurface.batchtexcoordtexture2f = NULL;
10694 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10695 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10696 rsurface.batchtexcoordlightmap2f = NULL;
10697 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10698 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10699 rsurface.batchvertexmesh = NULL;
10700 rsurface.batchvertexmeshbuffer = NULL;
10701 rsurface.batchvertexposition = NULL;
10702 rsurface.batchvertexpositionbuffer = NULL;
10703 rsurface.batchelement3i = NULL;
10704 rsurface.batchelement3i_indexbuffer = NULL;
10705 rsurface.batchelement3i_bufferoffset = 0;
10706 rsurface.batchelement3s = NULL;
10707 rsurface.batchelement3s_indexbuffer = NULL;
10708 rsurface.batchelement3s_bufferoffset = 0;
10709 rsurface.passcolor4f = NULL;
10710 rsurface.passcolor4f_vertexbuffer = NULL;
10711 rsurface.passcolor4f_bufferoffset = 0;
10714 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
10716 dp_model_t *model = ent->model;
10717 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
10719 rsurface.entity = (entity_render_t *)ent;
10720 rsurface.skeleton = ent->skeleton;
10721 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
10722 rsurface.ent_skinnum = ent->skinnum;
10723 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;
10724 rsurface.ent_shadertime = ent->shadertime;
10725 rsurface.ent_flags = ent->flags;
10726 if (rsurface.array_size < model->surfmesh.num_vertices)
10727 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
10728 rsurface.matrix = ent->matrix;
10729 rsurface.inversematrix = ent->inversematrix;
10730 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10731 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10732 R_EntityMatrix(&rsurface.matrix);
10733 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10734 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10735 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10736 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10737 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10738 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10739 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
10740 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
10741 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
10742 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
10743 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
10744 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
10745 rsurface.colormod[3] = ent->alpha;
10746 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
10747 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
10748 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
10749 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10750 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10751 if (ent->model->brush.submodel && !prepass)
10753 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
10754 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
10756 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
10758 if (ent->animcache_vertex3f && !r_framedata_failed)
10760 rsurface.modelvertex3f = ent->animcache_vertex3f;
10761 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
10762 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
10763 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
10764 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
10765 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
10766 rsurface.modelvertexposition = ent->animcache_vertexposition;
10767 rsurface.modelvertexpositionbuffer = ent->animcache_vertexpositionbuffer;
10769 else if (wanttangents)
10771 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10772 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
10773 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
10774 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10775 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
10776 rsurface.modelvertexmesh = NULL;
10777 rsurface.modelvertexmeshbuffer = NULL;
10778 rsurface.modelvertexposition = NULL;
10779 rsurface.modelvertexpositionbuffer = NULL;
10781 else if (wantnormals)
10783 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10784 rsurface.modelsvector3f = NULL;
10785 rsurface.modeltvector3f = NULL;
10786 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
10787 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
10788 rsurface.modelvertexmesh = NULL;
10789 rsurface.modelvertexmeshbuffer = NULL;
10790 rsurface.modelvertexposition = NULL;
10791 rsurface.modelvertexpositionbuffer = NULL;
10795 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
10796 rsurface.modelsvector3f = NULL;
10797 rsurface.modeltvector3f = NULL;
10798 rsurface.modelnormal3f = NULL;
10799 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
10800 rsurface.modelvertexmesh = NULL;
10801 rsurface.modelvertexmeshbuffer = NULL;
10802 rsurface.modelvertexposition = NULL;
10803 rsurface.modelvertexpositionbuffer = NULL;
10805 rsurface.modelvertex3f_vertexbuffer = 0;
10806 rsurface.modelvertex3f_bufferoffset = 0;
10807 rsurface.modelsvector3f_vertexbuffer = 0;
10808 rsurface.modelsvector3f_bufferoffset = 0;
10809 rsurface.modeltvector3f_vertexbuffer = 0;
10810 rsurface.modeltvector3f_bufferoffset = 0;
10811 rsurface.modelnormal3f_vertexbuffer = 0;
10812 rsurface.modelnormal3f_bufferoffset = 0;
10813 rsurface.modelgeneratedvertex = true;
10817 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
10818 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10819 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
10820 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
10821 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10822 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
10823 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
10824 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10825 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
10826 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
10827 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10828 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
10829 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
10830 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
10831 rsurface.modelvertexposition = model->surfmesh.vertexposition;
10832 rsurface.modelvertexpositionbuffer = model->surfmesh.vertexpositionbuffer;
10833 rsurface.modelgeneratedvertex = false;
10835 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
10836 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10837 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
10838 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
10839 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10840 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
10841 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
10842 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
10843 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
10844 rsurface.modelelement3i = model->surfmesh.data_element3i;
10845 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
10846 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
10847 rsurface.modelelement3s = model->surfmesh.data_element3s;
10848 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
10849 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
10850 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
10851 rsurface.modelnumvertices = model->surfmesh.num_vertices;
10852 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
10853 rsurface.modelsurfaces = model->data_surfaces;
10854 rsurface.batchgeneratedvertex = false;
10855 rsurface.batchfirstvertex = 0;
10856 rsurface.batchnumvertices = 0;
10857 rsurface.batchfirsttriangle = 0;
10858 rsurface.batchnumtriangles = 0;
10859 rsurface.batchvertex3f = NULL;
10860 rsurface.batchvertex3f_vertexbuffer = NULL;
10861 rsurface.batchvertex3f_bufferoffset = 0;
10862 rsurface.batchsvector3f = NULL;
10863 rsurface.batchsvector3f_vertexbuffer = NULL;
10864 rsurface.batchsvector3f_bufferoffset = 0;
10865 rsurface.batchtvector3f = NULL;
10866 rsurface.batchtvector3f_vertexbuffer = NULL;
10867 rsurface.batchtvector3f_bufferoffset = 0;
10868 rsurface.batchnormal3f = NULL;
10869 rsurface.batchnormal3f_vertexbuffer = NULL;
10870 rsurface.batchnormal3f_bufferoffset = 0;
10871 rsurface.batchlightmapcolor4f = NULL;
10872 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
10873 rsurface.batchlightmapcolor4f_bufferoffset = 0;
10874 rsurface.batchtexcoordtexture2f = NULL;
10875 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10876 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10877 rsurface.batchtexcoordlightmap2f = NULL;
10878 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
10879 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
10880 rsurface.batchvertexmesh = NULL;
10881 rsurface.batchvertexmeshbuffer = NULL;
10882 rsurface.batchvertexposition = NULL;
10883 rsurface.batchvertexpositionbuffer = NULL;
10884 rsurface.batchelement3i = NULL;
10885 rsurface.batchelement3i_indexbuffer = NULL;
10886 rsurface.batchelement3i_bufferoffset = 0;
10887 rsurface.batchelement3s = NULL;
10888 rsurface.batchelement3s_indexbuffer = NULL;
10889 rsurface.batchelement3s_bufferoffset = 0;
10890 rsurface.passcolor4f = NULL;
10891 rsurface.passcolor4f_vertexbuffer = NULL;
10892 rsurface.passcolor4f_bufferoffset = 0;
10895 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
10899 rsurface.entity = r_refdef.scene.worldentity;
10900 rsurface.skeleton = NULL;
10901 rsurface.ent_skinnum = 0;
10902 rsurface.ent_qwskin = -1;
10903 rsurface.ent_shadertime = shadertime;
10904 rsurface.ent_flags = entflags;
10905 rsurface.modelnumvertices = numvertices;
10906 rsurface.modelnumtriangles = numtriangles;
10907 if (rsurface.array_size < rsurface.modelnumvertices)
10908 R_Mesh_ResizeArrays(rsurface.modelnumvertices);
10909 rsurface.matrix = *matrix;
10910 rsurface.inversematrix = *inversematrix;
10911 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
10912 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
10913 R_EntityMatrix(&rsurface.matrix);
10914 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
10915 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
10916 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
10917 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
10918 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
10919 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
10920 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
10921 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
10922 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
10923 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
10924 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
10925 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
10926 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);
10927 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
10928 rsurface.frameblend[0].lerp = 1;
10929 rsurface.ent_alttextures = false;
10930 rsurface.basepolygonfactor = r_refdef.polygonfactor;
10931 rsurface.basepolygonoffset = r_refdef.polygonoffset;
10934 rsurface.modelvertex3f = vertex3f;
10935 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
10936 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
10937 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10939 else if (wantnormals)
10941 rsurface.modelvertex3f = vertex3f;
10942 rsurface.modelsvector3f = NULL;
10943 rsurface.modeltvector3f = NULL;
10944 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
10948 rsurface.modelvertex3f = vertex3f;
10949 rsurface.modelsvector3f = NULL;
10950 rsurface.modeltvector3f = NULL;
10951 rsurface.modelnormal3f = NULL;
10953 rsurface.modelvertexmesh = NULL;
10954 rsurface.modelvertexmeshbuffer = NULL;
10955 rsurface.modelvertexposition = NULL;
10956 rsurface.modelvertexpositionbuffer = NULL;
10957 rsurface.modelvertex3f_vertexbuffer = 0;
10958 rsurface.modelvertex3f_bufferoffset = 0;
10959 rsurface.modelsvector3f_vertexbuffer = 0;
10960 rsurface.modelsvector3f_bufferoffset = 0;
10961 rsurface.modeltvector3f_vertexbuffer = 0;
10962 rsurface.modeltvector3f_bufferoffset = 0;
10963 rsurface.modelnormal3f_vertexbuffer = 0;
10964 rsurface.modelnormal3f_bufferoffset = 0;
10965 rsurface.modelgeneratedvertex = true;
10966 rsurface.modellightmapcolor4f = color4f;
10967 rsurface.modellightmapcolor4f_vertexbuffer = 0;
10968 rsurface.modellightmapcolor4f_bufferoffset = 0;
10969 rsurface.modeltexcoordtexture2f = texcoord2f;
10970 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
10971 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
10972 rsurface.modeltexcoordlightmap2f = NULL;
10973 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
10974 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
10975 rsurface.modelelement3i = element3i;
10976 rsurface.modelelement3i_indexbuffer = NULL;
10977 rsurface.modelelement3i_bufferoffset = 0;
10978 rsurface.modelelement3s = element3s;
10979 rsurface.modelelement3s_indexbuffer = NULL;
10980 rsurface.modelelement3s_bufferoffset = 0;
10981 rsurface.modellightmapoffsets = NULL;
10982 rsurface.modelsurfaces = NULL;
10983 rsurface.batchgeneratedvertex = false;
10984 rsurface.batchfirstvertex = 0;
10985 rsurface.batchnumvertices = 0;
10986 rsurface.batchfirsttriangle = 0;
10987 rsurface.batchnumtriangles = 0;
10988 rsurface.batchvertex3f = NULL;
10989 rsurface.batchvertex3f_vertexbuffer = NULL;
10990 rsurface.batchvertex3f_bufferoffset = 0;
10991 rsurface.batchsvector3f = NULL;
10992 rsurface.batchsvector3f_vertexbuffer = NULL;
10993 rsurface.batchsvector3f_bufferoffset = 0;
10994 rsurface.batchtvector3f = NULL;
10995 rsurface.batchtvector3f_vertexbuffer = NULL;
10996 rsurface.batchtvector3f_bufferoffset = 0;
10997 rsurface.batchnormal3f = NULL;
10998 rsurface.batchnormal3f_vertexbuffer = NULL;
10999 rsurface.batchnormal3f_bufferoffset = 0;
11000 rsurface.batchlightmapcolor4f = NULL;
11001 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11002 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11003 rsurface.batchtexcoordtexture2f = NULL;
11004 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11005 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11006 rsurface.batchtexcoordlightmap2f = NULL;
11007 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11008 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11009 rsurface.batchvertexmesh = NULL;
11010 rsurface.batchvertexmeshbuffer = NULL;
11011 rsurface.batchvertexposition = NULL;
11012 rsurface.batchvertexpositionbuffer = NULL;
11013 rsurface.batchelement3i = NULL;
11014 rsurface.batchelement3i_indexbuffer = NULL;
11015 rsurface.batchelement3i_bufferoffset = 0;
11016 rsurface.batchelement3s = NULL;
11017 rsurface.batchelement3s_indexbuffer = NULL;
11018 rsurface.batchelement3s_bufferoffset = 0;
11019 rsurface.passcolor4f = NULL;
11020 rsurface.passcolor4f_vertexbuffer = NULL;
11021 rsurface.passcolor4f_bufferoffset = 0;
11023 if (rsurface.modelnumvertices && rsurface.modelelement3i)
11025 if ((wantnormals || wanttangents) && !normal3f)
11027 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
11028 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
11030 if (wanttangents && !svector3f)
11032 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
11033 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
11034 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
11038 // now convert arrays into vertexmesh structs
11039 for (i = 0;i < numvertices;i++)
11041 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexposition[i].vertex3f);
11042 VectorCopy(rsurface.modelvertex3f + 3*i, rsurface.array_modelvertexmesh[i].vertex3f);
11043 if (rsurface.modelsvector3f)
11044 VectorCopy(rsurface.modelsvector3f + 3*i, rsurface.array_modelvertexmesh[i].svector3f);
11045 if (rsurface.modeltvector3f)
11046 VectorCopy(rsurface.modeltvector3f + 3*i, rsurface.array_modelvertexmesh[i].tvector3f);
11047 if (rsurface.modelnormal3f)
11048 VectorCopy(rsurface.modelnormal3f + 3*i, rsurface.array_modelvertexmesh[i].normal3f);
11049 if (rsurface.modellightmapcolor4f)
11050 Vector4Scale(rsurface.modellightmapcolor4f + 4*i, 255.0f, rsurface.array_modelvertexmesh[i].color4ub);
11051 if (rsurface.modeltexcoordtexture2f)
11052 Vector2Copy(rsurface.modeltexcoordtexture2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordtexture2f);
11053 if (rsurface.modeltexcoordlightmap2f)
11054 Vector2Copy(rsurface.modeltexcoordlightmap2f + 2*i, rsurface.array_modelvertexmesh[i].texcoordlightmap2f);
11058 float RSurf_FogPoint(const float *v)
11060 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11061 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
11062 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
11063 float FogHeightFade = r_refdef.fogheightfade;
11065 unsigned int fogmasktableindex;
11066 if (r_refdef.fogplaneviewabove)
11067 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11069 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11070 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
11071 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11074 float RSurf_FogVertex(const float *v)
11076 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
11077 float FogPlaneViewDist = rsurface.fogplaneviewdist;
11078 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
11079 float FogHeightFade = rsurface.fogheightfade;
11081 unsigned int fogmasktableindex;
11082 if (r_refdef.fogplaneviewabove)
11083 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
11085 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
11086 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
11087 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
11090 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
11093 for (i = 0;i < numelements;i++)
11094 outelement3i[i] = inelement3i[i] + adjust;
11097 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
11098 extern cvar_t gl_vbo;
11099 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
11107 int surfacefirsttriangle;
11108 int surfacenumtriangles;
11109 int surfacefirstvertex;
11110 int surfaceendvertex;
11111 int surfacenumvertices;
11115 qboolean dynamicvertex;
11119 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
11120 float waveparms[4];
11121 q3shaderinfo_deform_t *deform;
11122 const msurface_t *surface, *firstsurface;
11123 r_vertexposition_t *vertexposition;
11124 r_vertexmesh_t *vertexmesh;
11125 if (!texturenumsurfaces)
11127 // find vertex range of this surface batch
11129 firstsurface = texturesurfacelist[0];
11130 firsttriangle = firstsurface->num_firsttriangle;
11132 firstvertex = endvertex = firstsurface->num_firstvertex;
11133 for (i = 0;i < texturenumsurfaces;i++)
11135 surface = texturesurfacelist[i];
11136 if (surface != firstsurface + i)
11138 surfacefirstvertex = surface->num_firstvertex;
11139 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
11140 surfacenumtriangles = surface->num_triangles;
11141 if (firstvertex > surfacefirstvertex)
11142 firstvertex = surfacefirstvertex;
11143 if (endvertex < surfaceendvertex)
11144 endvertex = surfaceendvertex;
11145 numtriangles += surfacenumtriangles;
11150 // we now know the vertex range used, and if there are any gaps in it
11151 rsurface.batchfirstvertex = firstvertex;
11152 rsurface.batchnumvertices = endvertex - firstvertex;
11153 rsurface.batchfirsttriangle = firsttriangle;
11154 rsurface.batchnumtriangles = numtriangles;
11156 // this variable holds flags for which properties have been updated that
11157 // may require regenerating vertexmesh or vertexposition arrays...
11160 // check if any dynamic vertex processing must occur
11161 dynamicvertex = false;
11163 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11164 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_NOGAPS;
11165 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11167 switch (deform->deform)
11170 case Q3DEFORM_PROJECTIONSHADOW:
11171 case Q3DEFORM_TEXT0:
11172 case Q3DEFORM_TEXT1:
11173 case Q3DEFORM_TEXT2:
11174 case Q3DEFORM_TEXT3:
11175 case Q3DEFORM_TEXT4:
11176 case Q3DEFORM_TEXT5:
11177 case Q3DEFORM_TEXT6:
11178 case Q3DEFORM_TEXT7:
11179 case Q3DEFORM_NONE:
11181 case Q3DEFORM_AUTOSPRITE:
11182 dynamicvertex = true;
11183 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11184 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11186 case Q3DEFORM_AUTOSPRITE2:
11187 dynamicvertex = true;
11188 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11189 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11191 case Q3DEFORM_NORMAL:
11192 dynamicvertex = true;
11193 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11194 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11196 case Q3DEFORM_WAVE:
11197 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11198 break; // if wavefunc is a nop, ignore this transform
11199 dynamicvertex = true;
11200 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11201 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11203 case Q3DEFORM_BULGE:
11204 dynamicvertex = true;
11205 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
11206 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
11208 case Q3DEFORM_MOVE:
11209 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11210 break; // if wavefunc is a nop, ignore this transform
11211 dynamicvertex = true;
11212 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11213 needsupdate |= BATCHNEED_VERTEXPOSITION | BATCHNEED_VERTEXMESH_VERTEX;
11217 switch(rsurface.texture->tcgen.tcgen)
11220 case Q3TCGEN_TEXTURE:
11222 case Q3TCGEN_LIGHTMAP:
11223 dynamicvertex = true;
11224 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
11225 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
11227 case Q3TCGEN_VECTOR:
11228 dynamicvertex = true;
11229 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11230 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11232 case Q3TCGEN_ENVIRONMENT:
11233 dynamicvertex = true;
11234 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
11235 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11238 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11240 dynamicvertex = true;
11241 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11242 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
11245 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11247 dynamicvertex = true;
11248 batchneed |= BATCHNEED_NOGAPS;
11249 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
11252 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11254 dynamicvertex = true;
11255 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
11256 needsupdate |= (batchneed & BATCHNEED_VERTEXPOSITION);
11259 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
11261 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
11262 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
11263 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
11264 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
11265 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
11266 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
11267 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
11270 // when the model data has no vertex buffer (dynamic mesh), we need to
11272 if (!rsurface.modelvertexmeshbuffer)
11273 batchneed |= BATCHNEED_NOGAPS;
11275 // if needsupdate, we have to do a dynamic vertex batch for sure
11276 if (needsupdate & batchneed)
11277 dynamicvertex = true;
11279 // see if we need to build vertexmesh from arrays
11280 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
11281 dynamicvertex = true;
11283 // see if we need to build vertexposition from arrays
11284 if (!rsurface.modelvertexposition && (batchneed & BATCHNEED_VERTEXPOSITION))
11285 dynamicvertex = true;
11287 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
11288 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
11289 dynamicvertex = true;
11291 // if there is a chance of animated vertex colors, it's a dynamic batch
11292 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11293 dynamicvertex = true;
11295 rsurface.batchvertex3f = rsurface.modelvertex3f;
11296 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
11297 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
11298 rsurface.batchsvector3f = rsurface.modelsvector3f;
11299 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
11300 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
11301 rsurface.batchtvector3f = rsurface.modeltvector3f;
11302 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
11303 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
11304 rsurface.batchnormal3f = rsurface.modelnormal3f;
11305 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
11306 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
11307 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
11308 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
11309 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
11310 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
11311 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
11312 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
11313 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
11314 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
11315 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
11316 rsurface.batchvertexposition = rsurface.modelvertexposition;
11317 rsurface.batchvertexpositionbuffer = rsurface.modelvertexpositionbuffer;
11318 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
11319 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
11320 rsurface.batchelement3i = rsurface.modelelement3i;
11321 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
11322 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
11323 rsurface.batchelement3s = rsurface.modelelement3s;
11324 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
11325 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
11327 // if any dynamic vertex processing has to occur in software, we copy the
11328 // entire surface list together before processing to rebase the vertices
11329 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
11331 // if any gaps exist and we do not have a static vertex buffer, we have to
11332 // copy the surface list together to avoid wasting upload bandwidth on the
11333 // vertices in the gaps.
11335 // if gaps exist and we have a static vertex buffer, we still have to
11336 // combine the index buffer ranges into one dynamic index buffer.
11338 // in all cases we end up with data that can be drawn in one call.
11340 if (!dynamicvertex)
11342 // static vertex data, just set pointers...
11343 rsurface.batchgeneratedvertex = false;
11344 // if there are gaps, we want to build a combined index buffer,
11345 // otherwise use the original static buffer with an appropriate offset
11350 for (i = 0;i < texturenumsurfaces;i++)
11352 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11353 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11354 memcpy(rsurface.array_batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
11355 numtriangles += surfacenumtriangles;
11357 rsurface.batchelement3i = rsurface.array_batchelement3i;
11358 rsurface.batchelement3i_indexbuffer = NULL;
11359 rsurface.batchelement3i_bufferoffset = 0;
11360 rsurface.batchelement3s = NULL;
11361 rsurface.batchelement3s_indexbuffer = NULL;
11362 rsurface.batchelement3s_bufferoffset = 0;
11363 if (endvertex <= 65536)
11365 rsurface.batchelement3s = rsurface.array_batchelement3s;
11366 for (i = 0;i < numtriangles*3;i++)
11367 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11369 rsurface.batchfirsttriangle = firsttriangle;
11370 rsurface.batchnumtriangles = numtriangles;
11375 // something needs software processing, do it for real...
11376 // we only directly handle interleaved array data in this case...
11377 rsurface.batchgeneratedvertex = true;
11379 // now copy the vertex data into a combined array and make an index array
11380 // (this is what Quake3 does all the time)
11381 //if (gaps || rsurface.batchfirstvertex)
11383 rsurface.batchvertexposition = NULL;
11384 rsurface.batchvertexpositionbuffer = NULL;
11385 rsurface.batchvertexmesh = NULL;
11386 rsurface.batchvertexmeshbuffer = NULL;
11387 rsurface.batchvertex3f = NULL;
11388 rsurface.batchvertex3f_vertexbuffer = NULL;
11389 rsurface.batchvertex3f_bufferoffset = 0;
11390 rsurface.batchsvector3f = NULL;
11391 rsurface.batchsvector3f_vertexbuffer = NULL;
11392 rsurface.batchsvector3f_bufferoffset = 0;
11393 rsurface.batchtvector3f = NULL;
11394 rsurface.batchtvector3f_vertexbuffer = NULL;
11395 rsurface.batchtvector3f_bufferoffset = 0;
11396 rsurface.batchnormal3f = NULL;
11397 rsurface.batchnormal3f_vertexbuffer = NULL;
11398 rsurface.batchnormal3f_bufferoffset = 0;
11399 rsurface.batchlightmapcolor4f = NULL;
11400 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11401 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11402 rsurface.batchtexcoordtexture2f = NULL;
11403 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11404 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11405 rsurface.batchtexcoordlightmap2f = NULL;
11406 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
11407 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
11408 rsurface.batchelement3i = rsurface.array_batchelement3i;
11409 rsurface.batchelement3i_indexbuffer = NULL;
11410 rsurface.batchelement3i_bufferoffset = 0;
11411 rsurface.batchelement3s = NULL;
11412 rsurface.batchelement3s_indexbuffer = NULL;
11413 rsurface.batchelement3s_bufferoffset = 0;
11414 // we'll only be setting up certain arrays as needed
11415 if (batchneed & BATCHNEED_VERTEXPOSITION)
11416 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11417 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11418 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11419 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11420 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11421 if (batchneed & BATCHNEED_ARRAY_NORMAL)
11422 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11423 if (batchneed & BATCHNEED_ARRAY_VECTOR)
11425 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11426 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11428 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
11429 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11430 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
11431 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11432 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
11433 rsurface.batchtexcoordlightmap2f = rsurface.array_batchtexcoordlightmap2f;
11436 for (i = 0;i < texturenumsurfaces;i++)
11438 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
11439 surfacenumvertices = texturesurfacelist[i]->num_vertices;
11440 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
11441 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
11442 // copy only the data requested
11443 if ((batchneed & BATCHNEED_VERTEXPOSITION) && rsurface.modelvertexposition)
11444 memcpy(rsurface.array_batchvertexposition + numvertices, rsurface.modelvertexposition + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexposition[0]));
11445 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
11446 memcpy(rsurface.array_batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
11447 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
11449 if (batchneed & BATCHNEED_ARRAY_VERTEX)
11450 memcpy(rsurface.array_batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11451 if ((batchneed & BATCHNEED_ARRAY_NORMAL) && rsurface.modelnormal3f)
11452 memcpy(rsurface.array_batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11453 if ((batchneed & BATCHNEED_ARRAY_VECTOR) && rsurface.modelsvector3f)
11455 memcpy(rsurface.array_batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11456 memcpy(rsurface.array_batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
11458 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && rsurface.modellightmapcolor4f)
11459 memcpy(rsurface.array_batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
11460 if ((batchneed & BATCHNEED_ARRAY_TEXCOORD) && rsurface.modeltexcoordtexture2f)
11461 memcpy(rsurface.array_batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11462 if ((batchneed & BATCHNEED_ARRAY_LIGHTMAP) && rsurface.modeltexcoordlightmap2f)
11463 memcpy(rsurface.array_batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
11465 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.array_batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
11466 numvertices += surfacenumvertices;
11467 numtriangles += surfacenumtriangles;
11470 // generate a 16bit index array as well if possible
11471 // (in general, dynamic batches fit)
11472 if (numvertices <= 65536)
11474 rsurface.batchelement3s = rsurface.array_batchelement3s;
11475 for (i = 0;i < numtriangles*3;i++)
11476 rsurface.array_batchelement3s[i] = rsurface.array_batchelement3i[i];
11479 // since we've copied everything, the batch now starts at 0
11480 rsurface.batchfirstvertex = 0;
11481 rsurface.batchnumvertices = numvertices;
11482 rsurface.batchfirsttriangle = 0;
11483 rsurface.batchnumtriangles = numtriangles;
11486 // q1bsp surfaces rendered in vertex color mode have to have colors
11487 // calculated based on lightstyles
11488 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
11490 // generate color arrays for the surfaces in this list
11494 const int *offsets;
11495 const unsigned char *lm;
11497 rsurface.batchlightmapcolor4f = rsurface.array_batchlightmapcolor4f;
11498 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
11499 rsurface.batchlightmapcolor4f_bufferoffset = 0;
11500 for (i = 0;i < texturenumsurfaces;i++)
11502 surface = texturesurfacelist[i];
11503 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
11504 surfacenumvertices = surface->num_vertices;
11505 if (surface->lightmapinfo->samples)
11507 for (j = 0;j < surfacenumvertices;j++)
11509 lm = surface->lightmapinfo->samples + offsets[j];
11510 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
11511 VectorScale(lm, scale, c);
11512 if (surface->lightmapinfo->styles[1] != 255)
11514 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
11516 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
11517 VectorMA(c, scale, lm, c);
11518 if (surface->lightmapinfo->styles[2] != 255)
11521 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
11522 VectorMA(c, scale, lm, c);
11523 if (surface->lightmapinfo->styles[3] != 255)
11526 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
11527 VectorMA(c, scale, lm, c);
11534 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
11540 for (j = 0;j < surfacenumvertices;j++)
11542 Vector4Set(rsurface.array_batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
11549 // if vertices are deformed (sprite flares and things in maps, possibly
11550 // water waves, bulges and other deformations), modify the copied vertices
11552 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
11554 switch (deform->deform)
11557 case Q3DEFORM_PROJECTIONSHADOW:
11558 case Q3DEFORM_TEXT0:
11559 case Q3DEFORM_TEXT1:
11560 case Q3DEFORM_TEXT2:
11561 case Q3DEFORM_TEXT3:
11562 case Q3DEFORM_TEXT4:
11563 case Q3DEFORM_TEXT5:
11564 case Q3DEFORM_TEXT6:
11565 case Q3DEFORM_TEXT7:
11566 case Q3DEFORM_NONE:
11568 case Q3DEFORM_AUTOSPRITE:
11569 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11570 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11571 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11572 VectorNormalize(newforward);
11573 VectorNormalize(newright);
11574 VectorNormalize(newup);
11575 // a single autosprite surface can contain multiple sprites...
11576 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11578 VectorClear(center);
11579 for (i = 0;i < 4;i++)
11580 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11581 VectorScale(center, 0.25f, center);
11582 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
11583 VectorCopy(rsurface.batchsvector3f + 3*j, right);
11584 VectorCopy(rsurface.batchtvector3f + 3*j, up);
11585 for (i = 0;i < 4;i++)
11587 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
11588 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_batchvertex3f + 3*(j+i));
11591 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
11592 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11593 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11594 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11595 rsurface.batchvertex3f_vertexbuffer = NULL;
11596 rsurface.batchvertex3f_bufferoffset = 0;
11597 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11598 rsurface.batchsvector3f_vertexbuffer = NULL;
11599 rsurface.batchsvector3f_bufferoffset = 0;
11600 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11601 rsurface.batchtvector3f_vertexbuffer = NULL;
11602 rsurface.batchtvector3f_bufferoffset = 0;
11603 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11604 rsurface.batchnormal3f_vertexbuffer = NULL;
11605 rsurface.batchnormal3f_bufferoffset = 0;
11607 case Q3DEFORM_AUTOSPRITE2:
11608 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
11609 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
11610 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
11611 VectorNormalize(newforward);
11612 VectorNormalize(newright);
11613 VectorNormalize(newup);
11615 const float *v1, *v2;
11625 memset(shortest, 0, sizeof(shortest));
11626 // a single autosprite surface can contain multiple sprites...
11627 for (j = 0;j < rsurface.batchnumvertices - 3;j += 4)
11629 VectorClear(center);
11630 for (i = 0;i < 4;i++)
11631 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
11632 VectorScale(center, 0.25f, center);
11633 // find the two shortest edges, then use them to define the
11634 // axis vectors for rotating around the central axis
11635 for (i = 0;i < 6;i++)
11637 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
11638 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
11639 l = VectorDistance2(v1, v2);
11640 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
11641 if (v1[2] != v2[2])
11642 l += (1.0f / 1024.0f);
11643 if (shortest[0].length2 > l || i == 0)
11645 shortest[1] = shortest[0];
11646 shortest[0].length2 = l;
11647 shortest[0].v1 = v1;
11648 shortest[0].v2 = v2;
11650 else if (shortest[1].length2 > l || i == 1)
11652 shortest[1].length2 = l;
11653 shortest[1].v1 = v1;
11654 shortest[1].v2 = v2;
11657 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
11658 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
11659 // this calculates the right vector from the shortest edge
11660 // and the up vector from the edge midpoints
11661 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
11662 VectorNormalize(right);
11663 VectorSubtract(end, start, up);
11664 VectorNormalize(up);
11665 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
11666 VectorSubtract(rsurface.localvieworigin, center, forward);
11667 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
11668 VectorNegate(forward, forward);
11669 VectorReflect(forward, 0, up, forward);
11670 VectorNormalize(forward);
11671 CrossProduct(up, forward, newright);
11672 VectorNormalize(newright);
11673 // rotate the quad around the up axis vector, this is made
11674 // especially easy by the fact we know the quad is flat,
11675 // so we only have to subtract the center position and
11676 // measure distance along the right vector, and then
11677 // multiply that by the newright vector and add back the
11679 // we also need to subtract the old position to undo the
11680 // displacement from the center, which we do with a
11681 // DotProduct, the subtraction/addition of center is also
11682 // optimized into DotProducts here
11683 l = DotProduct(right, center);
11684 for (i = 0;i < 4;i++)
11686 v1 = rsurface.batchvertex3f + 3*(j+i);
11687 f = DotProduct(right, v1) - l;
11688 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_batchvertex3f + 3*(j+i));
11692 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11693 rsurface.batchvertex3f_vertexbuffer = NULL;
11694 rsurface.batchvertex3f_bufferoffset = 0;
11695 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
11697 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11698 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11699 rsurface.batchnormal3f_vertexbuffer = NULL;
11700 rsurface.batchnormal3f_bufferoffset = 0;
11702 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11704 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11705 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11706 rsurface.batchsvector3f_vertexbuffer = NULL;
11707 rsurface.batchsvector3f_bufferoffset = 0;
11708 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11709 rsurface.batchtvector3f_vertexbuffer = NULL;
11710 rsurface.batchtvector3f_bufferoffset = 0;
11713 case Q3DEFORM_NORMAL:
11714 // deform the normals to make reflections wavey
11715 for (j = 0;j < rsurface.batchnumvertices;j++)
11718 float *normal = rsurface.array_batchnormal3f + 3*j;
11719 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
11720 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11721 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11722 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
11723 VectorNormalize(normal);
11725 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11726 rsurface.batchnormal3f_vertexbuffer = NULL;
11727 rsurface.batchnormal3f_bufferoffset = 0;
11728 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11730 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11731 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11732 rsurface.batchsvector3f_vertexbuffer = NULL;
11733 rsurface.batchsvector3f_bufferoffset = 0;
11734 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11735 rsurface.batchtvector3f_vertexbuffer = NULL;
11736 rsurface.batchtvector3f_bufferoffset = 0;
11739 case Q3DEFORM_WAVE:
11740 // deform vertex array to make wavey water and flags and such
11741 waveparms[0] = deform->waveparms[0];
11742 waveparms[1] = deform->waveparms[1];
11743 waveparms[2] = deform->waveparms[2];
11744 waveparms[3] = deform->waveparms[3];
11745 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
11746 break; // if wavefunc is a nop, don't make a dynamic vertex array
11747 // this is how a divisor of vertex influence on deformation
11748 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
11749 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11750 for (j = 0;j < rsurface.batchnumvertices;j++)
11752 // if the wavefunc depends on time, evaluate it per-vertex
11755 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
11756 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
11758 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11760 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11761 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11762 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11763 rsurface.batchvertex3f_vertexbuffer = NULL;
11764 rsurface.batchvertex3f_bufferoffset = 0;
11765 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11766 rsurface.batchnormal3f_vertexbuffer = NULL;
11767 rsurface.batchnormal3f_bufferoffset = 0;
11768 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11770 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11771 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11772 rsurface.batchsvector3f_vertexbuffer = NULL;
11773 rsurface.batchsvector3f_bufferoffset = 0;
11774 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11775 rsurface.batchtvector3f_vertexbuffer = NULL;
11776 rsurface.batchtvector3f_bufferoffset = 0;
11779 case Q3DEFORM_BULGE:
11780 // deform vertex array to make the surface have moving bulges
11781 for (j = 0;j < rsurface.batchnumvertices;j++)
11783 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1];
11784 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.array_batchvertex3f + 3*j);
11786 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
11787 Mod_BuildNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchnormal3f, true);
11788 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11789 rsurface.batchvertex3f_vertexbuffer = NULL;
11790 rsurface.batchvertex3f_bufferoffset = 0;
11791 rsurface.batchnormal3f = rsurface.array_batchnormal3f;
11792 rsurface.batchnormal3f_vertexbuffer = NULL;
11793 rsurface.batchnormal3f_bufferoffset = 0;
11794 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
11796 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchnumtriangles, rsurface.array_batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.array_batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.array_batchsvector3f, rsurface.array_batchtvector3f, true);
11797 rsurface.batchsvector3f = rsurface.array_batchsvector3f;
11798 rsurface.batchsvector3f_vertexbuffer = NULL;
11799 rsurface.batchsvector3f_bufferoffset = 0;
11800 rsurface.batchtvector3f = rsurface.array_batchtvector3f;
11801 rsurface.batchtvector3f_vertexbuffer = NULL;
11802 rsurface.batchtvector3f_bufferoffset = 0;
11805 case Q3DEFORM_MOVE:
11806 // deform vertex array
11807 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
11808 break; // if wavefunc is a nop, don't make a dynamic vertex array
11809 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
11810 VectorScale(deform->parms, scale, waveparms);
11811 for (j = 0;j < rsurface.batchnumvertices;j++)
11812 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.array_batchvertex3f + 3*j);
11813 rsurface.batchvertex3f = rsurface.array_batchvertex3f;
11814 rsurface.batchvertex3f_vertexbuffer = NULL;
11815 rsurface.batchvertex3f_bufferoffset = 0;
11820 // generate texcoords based on the chosen texcoord source
11821 switch(rsurface.texture->tcgen.tcgen)
11824 case Q3TCGEN_TEXTURE:
11826 case Q3TCGEN_LIGHTMAP:
11827 if (rsurface.batchtexcoordlightmap2f)
11828 memcpy(rsurface.array_batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, rsurface.batchnumvertices * sizeof(float[2]));
11829 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11830 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11831 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11833 case Q3TCGEN_VECTOR:
11834 for (j = 0;j < rsurface.batchnumvertices;j++)
11836 rsurface.array_batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
11837 rsurface.array_batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
11839 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11840 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11841 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11843 case Q3TCGEN_ENVIRONMENT:
11844 // make environment reflections using a spheremap
11845 for (j = 0;j < rsurface.batchnumvertices;j++)
11847 // identical to Q3A's method, but executed in worldspace so
11848 // carried models can be shiny too
11850 float viewer[3], d, reflected[3], worldreflected[3];
11852 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
11853 // VectorNormalize(viewer);
11855 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
11857 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
11858 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
11859 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
11860 // note: this is proportinal to viewer, so we can normalize later
11862 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
11863 VectorNormalize(worldreflected);
11865 // note: this sphere map only uses world x and z!
11866 // so positive and negative y will LOOK THE SAME.
11867 rsurface.array_batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
11868 rsurface.array_batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
11870 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11871 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11872 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11875 // the only tcmod that needs software vertex processing is turbulent, so
11876 // check for it here and apply the changes if needed
11877 // and we only support that as the first one
11878 // (handling a mixture of turbulent and other tcmods would be problematic
11879 // without punting it entirely to a software path)
11880 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
11882 amplitude = rsurface.texture->tcmods[0].parms[1];
11883 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
11884 for (j = 0;j < rsurface.batchnumvertices;j++)
11886 rsurface.array_batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11887 rsurface.array_batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
11889 rsurface.batchtexcoordtexture2f = rsurface.array_batchtexcoordtexture2f;
11890 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
11891 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
11894 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
11896 // convert the modified arrays to vertex structs
11897 rsurface.batchvertexmesh = rsurface.array_batchvertexmesh;
11898 rsurface.batchvertexmeshbuffer = NULL;
11899 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
11900 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11901 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
11902 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
11903 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11904 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
11905 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
11907 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11909 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
11910 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
11913 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
11914 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11915 Vector4Scale(rsurface.batchlightmapcolor4f + 4*j, 255.0f, vertexmesh->color4ub);
11916 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
11917 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11918 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
11919 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
11920 for (j = 0, vertexmesh = rsurface.array_batchvertexmesh;j < rsurface.batchnumvertices;j++, vertexmesh++)
11921 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
11924 if (needsupdate & batchneed & BATCHNEED_VERTEXPOSITION)
11926 // convert the modified arrays to vertex structs
11927 rsurface.batchvertexposition = rsurface.array_batchvertexposition;
11928 rsurface.batchvertexpositionbuffer = NULL;
11929 if (sizeof(r_vertexposition_t) == sizeof(float[3]))
11930 memcpy(rsurface.array_batchvertexposition, rsurface.batchvertex3f, rsurface.batchnumvertices * sizeof(r_vertexposition_t));
11932 for (j = 0, vertexposition = rsurface.array_batchvertexposition;j < rsurface.batchnumvertices;j++, vertexposition++)
11933 VectorCopy(rsurface.batchvertex3f + 3*j, vertexposition->vertex3f);
11937 void RSurf_DrawBatch(void)
11939 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
11942 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
11944 // pick the closest matching water plane
11945 int planeindex, vertexindex, bestplaneindex = -1;
11949 r_waterstate_waterplane_t *p;
11951 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
11953 if(p->camera_entity != rsurface.texture->camera_entity)
11956 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
11957 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
11959 Matrix4x4_Transform(&rsurface.matrix, v, vert);
11960 d += fabs(PlaneDiff(vert, &p->plane));
11962 if (bestd > d || bestplaneindex < 0)
11965 bestplaneindex = planeindex;
11968 return bestplaneindex;
11971 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
11974 for (i = 0;i < rsurface.batchnumvertices;i++)
11975 Vector4Set(rsurface.array_passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
11976 rsurface.passcolor4f = rsurface.array_passcolor4f;
11977 rsurface.passcolor4f_vertexbuffer = 0;
11978 rsurface.passcolor4f_bufferoffset = 0;
11981 static void RSurf_DrawBatch_GL11_ApplyFog(void)
11988 if (rsurface.passcolor4f)
11990 // generate color arrays
11991 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
11993 f = RSurf_FogVertex(v);
12002 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
12004 f = RSurf_FogVertex(v);
12011 rsurface.passcolor4f = rsurface.array_passcolor4f;
12012 rsurface.passcolor4f_vertexbuffer = 0;
12013 rsurface.passcolor4f_bufferoffset = 0;
12016 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
12023 if (!rsurface.passcolor4f)
12025 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
12027 f = RSurf_FogVertex(v);
12028 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
12029 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
12030 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
12033 rsurface.passcolor4f = rsurface.array_passcolor4f;
12034 rsurface.passcolor4f_vertexbuffer = 0;
12035 rsurface.passcolor4f_bufferoffset = 0;
12038 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
12043 if (!rsurface.passcolor4f)
12045 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12052 rsurface.passcolor4f = rsurface.array_passcolor4f;
12053 rsurface.passcolor4f_vertexbuffer = 0;
12054 rsurface.passcolor4f_bufferoffset = 0;
12057 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
12062 if (!rsurface.passcolor4f)
12064 for (i = 0, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
12066 c2[0] = c[0] + r_refdef.scene.ambient;
12067 c2[1] = c[1] + r_refdef.scene.ambient;
12068 c2[2] = c[2] + r_refdef.scene.ambient;
12071 rsurface.passcolor4f = rsurface.array_passcolor4f;
12072 rsurface.passcolor4f_vertexbuffer = 0;
12073 rsurface.passcolor4f_bufferoffset = 0;
12076 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12079 rsurface.passcolor4f = NULL;
12080 rsurface.passcolor4f_vertexbuffer = 0;
12081 rsurface.passcolor4f_bufferoffset = 0;
12082 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12083 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12084 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12085 GL_Color(r, g, b, a);
12086 R_Mesh_TexBind(0, rsurface.lightmaptexture);
12090 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12092 // TODO: optimize applyfog && applycolor case
12093 // just apply fog if necessary, and tint the fog color array if necessary
12094 rsurface.passcolor4f = NULL;
12095 rsurface.passcolor4f_vertexbuffer = 0;
12096 rsurface.passcolor4f_bufferoffset = 0;
12097 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12098 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12099 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12100 GL_Color(r, g, b, a);
12104 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12107 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12108 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12109 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12110 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12111 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12112 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12113 GL_Color(r, g, b, a);
12117 static void RSurf_DrawBatch_GL11_ClampColor(void)
12122 if (!rsurface.passcolor4f)
12124 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.array_passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
12126 c2[0] = bound(0.0f, c1[0], 1.0f);
12127 c2[1] = bound(0.0f, c1[1], 1.0f);
12128 c2[2] = bound(0.0f, c1[2], 1.0f);
12129 c2[3] = bound(0.0f, c1[3], 1.0f);
12133 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
12143 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12145 f = -DotProduct(r_refdef.view.forward, n);
12147 f = f * 0.85 + 0.15; // work around so stuff won't get black
12148 f *= r_refdef.lightmapintensity;
12149 Vector4Set(c, f, f, f, 1);
12152 rsurface.passcolor4f = rsurface.array_passcolor4f;
12153 rsurface.passcolor4f_vertexbuffer = 0;
12154 rsurface.passcolor4f_bufferoffset = 0;
12157 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12159 RSurf_DrawBatch_GL11_ApplyFakeLight();
12160 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12161 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12162 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12163 GL_Color(r, g, b, a);
12167 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
12175 vec3_t ambientcolor;
12176 vec3_t diffusecolor;
12180 VectorCopy(rsurface.modellight_lightdir, lightdir);
12181 f = 0.5f * r_refdef.lightmapintensity;
12182 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
12183 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
12184 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
12185 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
12186 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
12187 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
12189 if (VectorLength2(diffusecolor) > 0)
12191 // q3-style directional shading
12192 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
12194 if ((f = DotProduct(n, lightdir)) > 0)
12195 VectorMA(ambientcolor, f, diffusecolor, c);
12197 VectorCopy(ambientcolor, c);
12204 rsurface.passcolor4f = rsurface.array_passcolor4f;
12205 rsurface.passcolor4f_vertexbuffer = 0;
12206 rsurface.passcolor4f_bufferoffset = 0;
12207 *applycolor = false;
12211 *r = ambientcolor[0];
12212 *g = ambientcolor[1];
12213 *b = ambientcolor[2];
12214 rsurface.passcolor4f = NULL;
12215 rsurface.passcolor4f_vertexbuffer = 0;
12216 rsurface.passcolor4f_bufferoffset = 0;
12220 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
12222 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
12223 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
12224 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
12225 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
12226 GL_Color(r, g, b, a);
12230 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
12236 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.array_passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
12238 f = 1 - RSurf_FogVertex(v);
12246 void RSurf_SetupDepthAndCulling(void)
12248 // submodels are biased to avoid z-fighting with world surfaces that they
12249 // may be exactly overlapping (avoids z-fighting artifacts on certain
12250 // doors and things in Quake maps)
12251 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
12252 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
12253 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
12254 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12257 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12259 // transparent sky would be ridiculous
12260 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12262 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12263 skyrenderlater = true;
12264 RSurf_SetupDepthAndCulling();
12265 GL_DepthMask(true);
12266 // LordHavoc: HalfLife maps have freaky skypolys so don't use
12267 // skymasking on them, and Quake3 never did sky masking (unlike
12268 // software Quake and software Quake2), so disable the sky masking
12269 // in Quake3 maps as it causes problems with q3map2 sky tricks,
12270 // and skymasking also looks very bad when noclipping outside the
12271 // level, so don't use it then either.
12272 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
12274 R_Mesh_ResetTextureState();
12275 if (skyrendermasked)
12277 R_SetupShader_DepthOrShadow();
12278 // depth-only (masking)
12279 GL_ColorMask(0,0,0,0);
12280 // just to make sure that braindead drivers don't draw
12281 // anything despite that colormask...
12282 GL_BlendFunc(GL_ZERO, GL_ONE);
12283 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12284 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12288 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12290 GL_BlendFunc(GL_ONE, GL_ZERO);
12291 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12292 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
12293 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12296 if (skyrendermasked)
12297 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12299 R_Mesh_ResetTextureState();
12300 GL_Color(1, 1, 1, 1);
12303 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
12304 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
12305 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12307 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
12311 // render screenspace normalmap to texture
12312 GL_DepthMask(true);
12313 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL);
12318 // bind lightmap texture
12320 // water/refraction/reflection/camera surfaces have to be handled specially
12321 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)) && !r_waterstate.renderingscene)
12323 int start, end, startplaneindex;
12324 for (start = 0;start < texturenumsurfaces;start = end)
12326 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
12327 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
12329 // now that we have a batch using the same planeindex, render it
12330 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)) && !r_waterstate.renderingscene)
12332 // render water or distortion background
12333 GL_DepthMask(true);
12334 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12336 // blend surface on top
12337 GL_DepthMask(false);
12338 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL);
12341 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) && !r_waterstate.renderingscene)
12343 // render surface with reflection texture as input
12344 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12345 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex));
12352 // render surface batch normally
12353 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
12354 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL);
12358 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12360 // OpenGL 1.3 path - anything not completely ancient
12361 qboolean applycolor;
12364 const texturelayer_t *layer;
12365 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12366 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12368 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12371 int layertexrgbscale;
12372 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12374 if (layerindex == 0)
12375 GL_AlphaTest(true);
12378 GL_AlphaTest(false);
12379 GL_DepthFunc(GL_EQUAL);
12382 GL_DepthMask(layer->depthmask && writedepth);
12383 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12384 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
12386 layertexrgbscale = 4;
12387 VectorScale(layer->color, 0.25f, layercolor);
12389 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
12391 layertexrgbscale = 2;
12392 VectorScale(layer->color, 0.5f, layercolor);
12396 layertexrgbscale = 1;
12397 VectorScale(layer->color, 1.0f, layercolor);
12399 layercolor[3] = layer->color[3];
12400 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
12401 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12402 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12403 switch (layer->type)
12405 case TEXTURELAYERTYPE_LITTEXTURE:
12406 // single-pass lightmapped texture with 2x rgbscale
12407 R_Mesh_TexBind(0, r_texture_white);
12408 R_Mesh_TexMatrix(0, NULL);
12409 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12410 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12411 R_Mesh_TexBind(1, layer->texture);
12412 R_Mesh_TexMatrix(1, &layer->texmatrix);
12413 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12414 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12415 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12416 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12417 else if (FAKELIGHT_ENABLED)
12418 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12419 else if (rsurface.uselightmaptexture)
12420 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12422 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12424 case TEXTURELAYERTYPE_TEXTURE:
12425 // singletexture unlit texture with transparency support
12426 R_Mesh_TexBind(0, layer->texture);
12427 R_Mesh_TexMatrix(0, &layer->texmatrix);
12428 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12429 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12430 R_Mesh_TexBind(1, 0);
12431 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12432 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
12434 case TEXTURELAYERTYPE_FOG:
12435 // singletexture fogging
12436 if (layer->texture)
12438 R_Mesh_TexBind(0, layer->texture);
12439 R_Mesh_TexMatrix(0, &layer->texmatrix);
12440 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
12441 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12445 R_Mesh_TexBind(0, 0);
12446 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12448 R_Mesh_TexBind(1, 0);
12449 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12450 // generate a color array for the fog pass
12451 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12452 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
12456 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12459 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12461 GL_DepthFunc(GL_LEQUAL);
12462 GL_AlphaTest(false);
12466 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12468 // OpenGL 1.1 - crusty old voodoo path
12471 const texturelayer_t *layer;
12472 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12473 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
12475 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
12477 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12479 if (layerindex == 0)
12480 GL_AlphaTest(true);
12483 GL_AlphaTest(false);
12484 GL_DepthFunc(GL_EQUAL);
12487 GL_DepthMask(layer->depthmask && writedepth);
12488 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
12489 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
12490 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
12491 switch (layer->type)
12493 case TEXTURELAYERTYPE_LITTEXTURE:
12494 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
12496 // two-pass lit texture with 2x rgbscale
12497 // first the lightmap pass
12498 R_Mesh_TexBind(0, r_texture_white);
12499 R_Mesh_TexMatrix(0, NULL);
12500 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12501 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
12502 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12503 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
12504 else if (FAKELIGHT_ENABLED)
12505 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
12506 else if (rsurface.uselightmaptexture)
12507 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
12509 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
12510 // then apply the texture to it
12511 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
12512 R_Mesh_TexBind(0, layer->texture);
12513 R_Mesh_TexMatrix(0, &layer->texmatrix);
12514 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12515 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12516 RSurf_DrawBatch_GL11_Unlit(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);
12520 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
12521 R_Mesh_TexBind(0, layer->texture);
12522 R_Mesh_TexMatrix(0, &layer->texmatrix);
12523 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12524 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12525 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12526 RSurf_DrawBatch_GL11_VertexShade(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);
12528 RSurf_DrawBatch_GL11_VertexColor(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);
12531 case TEXTURELAYERTYPE_TEXTURE:
12532 // singletexture unlit texture with transparency support
12533 R_Mesh_TexBind(0, layer->texture);
12534 R_Mesh_TexMatrix(0, &layer->texmatrix);
12535 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12536 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12537 RSurf_DrawBatch_GL11_Unlit(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);
12539 case TEXTURELAYERTYPE_FOG:
12540 // singletexture fogging
12541 if (layer->texture)
12543 R_Mesh_TexBind(0, layer->texture);
12544 R_Mesh_TexMatrix(0, &layer->texmatrix);
12545 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
12546 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
12550 R_Mesh_TexBind(0, 0);
12551 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
12553 // generate a color array for the fog pass
12554 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.array_passcolor4f, 0, 0);
12555 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
12559 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
12562 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12564 GL_DepthFunc(GL_LEQUAL);
12565 GL_AlphaTest(false);
12569 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
12573 r_vertexgeneric_t *batchvertex;
12576 GL_AlphaTest(false);
12577 R_Mesh_ResetTextureState();
12578 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12580 if(rsurface.texture && rsurface.texture->currentskinframe)
12582 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
12583 c[3] *= rsurface.texture->currentalpha;
12593 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
12595 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
12596 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
12597 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
12600 // brighten it up (as texture value 127 means "unlit")
12601 c[0] *= 2 * r_refdef.view.colorscale;
12602 c[1] *= 2 * r_refdef.view.colorscale;
12603 c[2] *= 2 * r_refdef.view.colorscale;
12605 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
12606 c[3] *= r_wateralpha.value;
12608 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
12610 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12611 GL_DepthMask(false);
12613 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
12615 GL_BlendFunc(GL_ONE, GL_ONE);
12616 GL_DepthMask(false);
12618 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
12620 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
12621 GL_DepthMask(false);
12623 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
12625 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
12626 GL_DepthMask(false);
12630 GL_BlendFunc(GL_ONE, GL_ZERO);
12631 GL_DepthMask(writedepth);
12634 if (r_showsurfaces.integer == 3)
12636 rsurface.passcolor4f = NULL;
12638 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
12640 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12642 rsurface.passcolor4f = NULL;
12643 rsurface.passcolor4f_vertexbuffer = 0;
12644 rsurface.passcolor4f_bufferoffset = 0;
12646 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
12648 qboolean applycolor = true;
12651 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12653 r_refdef.lightmapintensity = 1;
12654 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
12655 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12657 else if (FAKELIGHT_ENABLED)
12659 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12661 r_refdef.lightmapintensity = r_fakelight_intensity.value;
12662 RSurf_DrawBatch_GL11_ApplyFakeLight();
12663 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
12667 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12669 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
12670 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
12671 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
12674 if(!rsurface.passcolor4f)
12675 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
12677 RSurf_DrawBatch_GL11_ApplyAmbient();
12678 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
12679 if(r_refdef.fogenabled)
12680 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
12681 RSurf_DrawBatch_GL11_ClampColor();
12683 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
12684 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
12687 else if (!r_refdef.view.showdebug)
12689 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12690 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12691 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12693 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12694 Vector4Set(batchvertex[vi].color4ub, 0, 0, 0, 255);
12696 R_Mesh_PrepareVertices_Generic_Unlock();
12699 else if (r_showsurfaces.integer == 4)
12701 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12702 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
12703 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
12705 unsigned char c = vi << 3;
12706 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12707 Vector4Set(batchvertex[vi].color4ub, c, c, c, 255);
12709 R_Mesh_PrepareVertices_Generic_Unlock();
12712 else if (r_showsurfaces.integer == 2)
12715 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12716 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
12717 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
12719 unsigned char c = (j + rsurface.batchfirsttriangle) << 3;
12720 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
12721 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
12722 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
12723 Vector4Set(batchvertex[j*3+0].color4ub, c, c, c, 255);
12724 Vector4Set(batchvertex[j*3+1].color4ub, c, c, c, 255);
12725 Vector4Set(batchvertex[j*3+2].color4ub, c, c, c, 255);
12727 R_Mesh_PrepareVertices_Generic_Unlock();
12728 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
12732 int texturesurfaceindex;
12734 const msurface_t *surface;
12735 unsigned char surfacecolor4ub[4];
12736 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
12737 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
12739 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
12741 surface = texturesurfacelist[texturesurfaceindex];
12742 k = (int)(((size_t)surface) / sizeof(msurface_t));
12743 Vector4Set(surfacecolor4ub, (k & 0xF) << 4, (k & 0xF0), (k & 0xF00) >> 4, 255);
12744 for (j = 0;j < surface->num_vertices;j++)
12746 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
12747 Vector4Copy(surfacecolor4ub, batchvertex[vi].color4ub);
12751 R_Mesh_PrepareVertices_Generic_Unlock();
12756 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12759 RSurf_SetupDepthAndCulling();
12760 if (r_showsurfaces.integer)
12762 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12765 switch (vid.renderpath)
12767 case RENDERPATH_GL20:
12768 case RENDERPATH_CGGL:
12769 case RENDERPATH_D3D9:
12770 case RENDERPATH_D3D10:
12771 case RENDERPATH_D3D11:
12772 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12774 case RENDERPATH_GL13:
12775 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12777 case RENDERPATH_GL11:
12778 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12784 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
12787 RSurf_SetupDepthAndCulling();
12788 if (r_showsurfaces.integer)
12790 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
12793 switch (vid.renderpath)
12795 case RENDERPATH_GL20:
12796 case RENDERPATH_CGGL:
12797 case RENDERPATH_D3D9:
12798 case RENDERPATH_D3D10:
12799 case RENDERPATH_D3D11:
12800 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12802 case RENDERPATH_GL13:
12803 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
12805 case RENDERPATH_GL11:
12806 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
12812 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
12815 int texturenumsurfaces, endsurface;
12816 texture_t *texture;
12817 const msurface_t *surface;
12818 #define MAXBATCH_TRANSPARENTSURFACES 256
12819 const msurface_t *texturesurfacelist[MAXBATCH_TRANSPARENTSURFACES];
12821 // if the model is static it doesn't matter what value we give for
12822 // wantnormals and wanttangents, so this logic uses only rules applicable
12823 // to a model, knowing that they are meaningless otherwise
12824 if (ent == r_refdef.scene.worldentity)
12825 RSurf_ActiveWorldEntity();
12826 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12827 RSurf_ActiveModelEntity(ent, false, false, false);
12830 switch (vid.renderpath)
12832 case RENDERPATH_GL20:
12833 case RENDERPATH_CGGL:
12834 case RENDERPATH_D3D9:
12835 case RENDERPATH_D3D10:
12836 case RENDERPATH_D3D11:
12837 RSurf_ActiveModelEntity(ent, true, true, false);
12839 case RENDERPATH_GL13:
12840 case RENDERPATH_GL11:
12841 RSurf_ActiveModelEntity(ent, true, false, false);
12846 if (r_transparentdepthmasking.integer)
12848 qboolean setup = false;
12849 for (i = 0;i < numsurfaces;i = j)
12852 surface = rsurface.modelsurfaces + surfacelist[i];
12853 texture = surface->texture;
12854 rsurface.texture = R_GetCurrentTexture(texture);
12855 rsurface.lightmaptexture = NULL;
12856 rsurface.deluxemaptexture = NULL;
12857 rsurface.uselightmaptexture = false;
12858 // scan ahead until we find a different texture
12859 endsurface = min(i + 1024, numsurfaces);
12860 texturenumsurfaces = 0;
12861 texturesurfacelist[texturenumsurfaces++] = surface;
12862 for (;j < endsurface;j++)
12864 surface = rsurface.modelsurfaces + surfacelist[j];
12865 if (texture != surface->texture)
12867 texturesurfacelist[texturenumsurfaces++] = surface;
12869 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
12871 // render the range of surfaces as depth
12875 GL_ColorMask(0,0,0,0);
12877 GL_DepthTest(true);
12878 GL_BlendFunc(GL_ONE, GL_ZERO);
12879 GL_DepthMask(true);
12880 GL_AlphaTest(false);
12881 R_Mesh_ResetTextureState();
12882 R_SetupShader_DepthOrShadow();
12884 RSurf_SetupDepthAndCulling();
12885 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12886 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12890 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
12893 for (i = 0;i < numsurfaces;i = j)
12896 surface = rsurface.modelsurfaces + surfacelist[i];
12897 texture = surface->texture;
12898 rsurface.texture = R_GetCurrentTexture(texture);
12899 rsurface.lightmaptexture = FAKELIGHT_ENABLED ? NULL : surface->lightmaptexture;
12900 rsurface.deluxemaptexture = surface->deluxemaptexture;
12901 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
12902 // scan ahead until we find a different texture
12903 endsurface = min(i + MAXBATCH_TRANSPARENTSURFACES, numsurfaces);
12904 texturenumsurfaces = 0;
12905 texturesurfacelist[texturenumsurfaces++] = surface;
12906 for (;j < endsurface;j++)
12908 surface = rsurface.modelsurfaces + surfacelist[j];
12909 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
12911 texturesurfacelist[texturenumsurfaces++] = surface;
12913 // render the range of surfaces
12914 if (ent == r_refdef.scene.worldentity)
12915 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12917 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
12919 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12920 GL_AlphaTest(false);
12923 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
12925 // transparent surfaces get pushed off into the transparent queue
12926 int surfacelistindex;
12927 const msurface_t *surface;
12928 vec3_t tempcenter, center;
12929 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
12931 surface = texturesurfacelist[surfacelistindex];
12932 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
12933 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
12934 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
12935 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
12936 if (queueentity->transparent_offset) // transparent offset
12938 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
12939 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
12940 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
12942 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
12946 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
12948 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
12950 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
12952 RSurf_SetupDepthAndCulling();
12953 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXPOSITION, texturenumsurfaces, texturesurfacelist);
12954 R_Mesh_PrepareVertices_Position(rsurface.batchnumvertices, rsurface.batchvertexposition, rsurface.batchvertexpositionbuffer);
12958 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
12960 const entity_render_t *queueentity = r_refdef.scene.worldentity;
12963 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
12966 if (!rsurface.texture->currentnumlayers)
12968 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
12969 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12971 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
12973 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
12974 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
12975 else if (!rsurface.texture->currentnumlayers)
12977 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
12979 // in the deferred case, transparent surfaces were queued during prepass
12980 if (!r_shadow_usingdeferredprepass)
12981 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
12985 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
12986 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
12991 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
12994 texture_t *texture;
12995 // break the surface list down into batches by texture and use of lightmapping
12996 for (i = 0;i < numsurfaces;i = j)
12999 // texture is the base texture pointer, rsurface.texture is the
13000 // current frame/skin the texture is directing us to use (for example
13001 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13002 // use skin 1 instead)
13003 texture = surfacelist[i]->texture;
13004 rsurface.texture = R_GetCurrentTexture(texture);
13005 rsurface.lightmaptexture = FAKELIGHT_ENABLED ? NULL : surfacelist[i]->lightmaptexture;
13006 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13007 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
13008 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13010 // if this texture is not the kind we want, skip ahead to the next one
13011 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13015 // simply scan ahead until we find a different texture or lightmap state
13016 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13018 // render the range of surfaces
13019 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
13023 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
13027 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
13030 if (!rsurface.texture->currentnumlayers)
13032 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
13033 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13035 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
13037 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && !r_showsurfaces.integer)
13038 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
13039 else if (!rsurface.texture->currentnumlayers)
13041 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
13043 // in the deferred case, transparent surfaces were queued during prepass
13044 if (!r_shadow_usingdeferredprepass)
13045 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
13049 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
13050 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
13055 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
13058 texture_t *texture;
13059 // break the surface list down into batches by texture and use of lightmapping
13060 for (i = 0;i < numsurfaces;i = j)
13063 // texture is the base texture pointer, rsurface.texture is the
13064 // current frame/skin the texture is directing us to use (for example
13065 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
13066 // use skin 1 instead)
13067 texture = surfacelist[i]->texture;
13068 rsurface.texture = R_GetCurrentTexture(texture);
13069 rsurface.lightmaptexture = FAKELIGHT_ENABLED ? NULL : surfacelist[i]->lightmaptexture;
13070 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
13071 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
13072 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
13074 // if this texture is not the kind we want, skip ahead to the next one
13075 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
13079 // simply scan ahead until we find a different texture or lightmap state
13080 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
13082 // render the range of surfaces
13083 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
13087 float locboxvertex3f[6*4*3] =
13089 1,0,1, 1,0,0, 1,1,0, 1,1,1,
13090 0,1,1, 0,1,0, 0,0,0, 0,0,1,
13091 1,1,1, 1,1,0, 0,1,0, 0,1,1,
13092 0,0,1, 0,0,0, 1,0,0, 1,0,1,
13093 0,0,1, 1,0,1, 1,1,1, 0,1,1,
13094 1,0,0, 0,0,0, 0,1,0, 1,1,0
13097 unsigned short locboxelements[6*2*3] =
13102 12,13,14, 12,14,15,
13103 16,17,18, 16,18,19,
13107 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
13110 cl_locnode_t *loc = (cl_locnode_t *)ent;
13112 float vertex3f[6*4*3];
13114 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13115 GL_DepthMask(false);
13116 GL_DepthRange(0, 1);
13117 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13118 GL_DepthTest(true);
13119 GL_CullFace(GL_NONE);
13120 R_EntityMatrix(&identitymatrix);
13122 R_Mesh_ResetTextureState();
13124 i = surfacelist[0];
13125 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13126 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13127 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
13128 surfacelist[0] < 0 ? 0.5f : 0.125f);
13130 if (VectorCompare(loc->mins, loc->maxs))
13132 VectorSet(size, 2, 2, 2);
13133 VectorMA(loc->mins, -0.5f, size, mins);
13137 VectorCopy(loc->mins, mins);
13138 VectorSubtract(loc->maxs, loc->mins, size);
13141 for (i = 0;i < 6*4*3;)
13142 for (j = 0;j < 3;j++, i++)
13143 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
13145 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
13146 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13147 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
13150 void R_DrawLocs(void)
13153 cl_locnode_t *loc, *nearestloc;
13155 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
13156 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
13158 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
13159 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
13163 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
13165 if (decalsystem->decals)
13166 Mem_Free(decalsystem->decals);
13167 memset(decalsystem, 0, sizeof(*decalsystem));
13170 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
13173 tridecal_t *decals;
13176 // expand or initialize the system
13177 if (decalsystem->maxdecals <= decalsystem->numdecals)
13179 decalsystem_t old = *decalsystem;
13180 qboolean useshortelements;
13181 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
13182 useshortelements = decalsystem->maxdecals * 3 <= 65536;
13183 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
13184 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
13185 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
13186 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
13187 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
13188 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
13189 if (decalsystem->numdecals)
13190 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
13192 Mem_Free(old.decals);
13193 for (i = 0;i < decalsystem->maxdecals*3;i++)
13194 decalsystem->element3i[i] = i;
13195 if (useshortelements)
13196 for (i = 0;i < decalsystem->maxdecals*3;i++)
13197 decalsystem->element3s[i] = i;
13200 // grab a decal and search for another free slot for the next one
13201 decals = decalsystem->decals;
13202 decal = decalsystem->decals + (i = decalsystem->freedecal++);
13203 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
13205 decalsystem->freedecal = i;
13206 if (decalsystem->numdecals <= i)
13207 decalsystem->numdecals = i + 1;
13209 // initialize the decal
13211 decal->triangleindex = triangleindex;
13212 decal->surfaceindex = surfaceindex;
13213 decal->decalsequence = decalsequence;
13214 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
13215 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
13216 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
13217 decal->color4ub[0][3] = 255;
13218 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
13219 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
13220 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
13221 decal->color4ub[1][3] = 255;
13222 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
13223 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
13224 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
13225 decal->color4ub[2][3] = 255;
13226 decal->vertex3f[0][0] = v0[0];
13227 decal->vertex3f[0][1] = v0[1];
13228 decal->vertex3f[0][2] = v0[2];
13229 decal->vertex3f[1][0] = v1[0];
13230 decal->vertex3f[1][1] = v1[1];
13231 decal->vertex3f[1][2] = v1[2];
13232 decal->vertex3f[2][0] = v2[0];
13233 decal->vertex3f[2][1] = v2[1];
13234 decal->vertex3f[2][2] = v2[2];
13235 decal->texcoord2f[0][0] = t0[0];
13236 decal->texcoord2f[0][1] = t0[1];
13237 decal->texcoord2f[1][0] = t1[0];
13238 decal->texcoord2f[1][1] = t1[1];
13239 decal->texcoord2f[2][0] = t2[0];
13240 decal->texcoord2f[2][1] = t2[1];
13243 extern cvar_t cl_decals_bias;
13244 extern cvar_t cl_decals_models;
13245 extern cvar_t cl_decals_newsystem_intensitymultiplier;
13246 // baseparms, parms, temps
13247 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
13252 const float *vertex3f;
13254 float points[2][9][3];
13261 e = rsurface.modelelement3i + 3*triangleindex;
13263 vertex3f = rsurface.modelvertex3f;
13265 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13267 index = 3*e[cornerindex];
13268 VectorCopy(vertex3f + index, v[cornerindex]);
13271 //TriangleNormal(v[0], v[1], v[2], normal);
13272 //if (DotProduct(normal, localnormal) < 0.0f)
13274 // clip by each of the box planes formed from the projection matrix
13275 // if anything survives, we emit the decal
13276 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
13279 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
13282 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
13285 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
13288 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
13291 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
13294 // some part of the triangle survived, so we have to accept it...
13297 // dynamic always uses the original triangle
13299 for (cornerindex = 0;cornerindex < 3;cornerindex++)
13301 index = 3*e[cornerindex];
13302 VectorCopy(vertex3f + index, v[cornerindex]);
13305 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
13307 // convert vertex positions to texcoords
13308 Matrix4x4_Transform(projection, v[cornerindex], temp);
13309 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
13310 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
13311 // calculate distance fade from the projection origin
13312 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
13313 f = bound(0.0f, f, 1.0f);
13314 c[cornerindex][0] = r * f;
13315 c[cornerindex][1] = g * f;
13316 c[cornerindex][2] = b * f;
13317 c[cornerindex][3] = 1.0f;
13318 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
13321 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
13323 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
13324 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
13326 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
13328 matrix4x4_t projection;
13329 decalsystem_t *decalsystem;
13332 const msurface_t *surface;
13333 const msurface_t *surfaces;
13334 const int *surfacelist;
13335 const texture_t *texture;
13337 int numsurfacelist;
13338 int surfacelistindex;
13341 float localorigin[3];
13342 float localnormal[3];
13343 float localmins[3];
13344 float localmaxs[3];
13347 float planes[6][4];
13350 int bih_triangles_count;
13351 int bih_triangles[256];
13352 int bih_surfaces[256];
13354 decalsystem = &ent->decalsystem;
13355 model = ent->model;
13356 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
13358 R_DecalSystem_Reset(&ent->decalsystem);
13362 if (!model->brush.data_leafs && !cl_decals_models.integer)
13364 if (decalsystem->model)
13365 R_DecalSystem_Reset(decalsystem);
13369 if (decalsystem->model != model)
13370 R_DecalSystem_Reset(decalsystem);
13371 decalsystem->model = model;
13373 RSurf_ActiveModelEntity(ent, false, false, false);
13375 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
13376 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
13377 VectorNormalize(localnormal);
13378 localsize = worldsize*rsurface.inversematrixscale;
13379 localmins[0] = localorigin[0] - localsize;
13380 localmins[1] = localorigin[1] - localsize;
13381 localmins[2] = localorigin[2] - localsize;
13382 localmaxs[0] = localorigin[0] + localsize;
13383 localmaxs[1] = localorigin[1] + localsize;
13384 localmaxs[2] = localorigin[2] + localsize;
13386 //VectorCopy(localnormal, planes[4]);
13387 //VectorVectors(planes[4], planes[2], planes[0]);
13388 AnglesFromVectors(angles, localnormal, NULL, false);
13389 AngleVectors(angles, planes[0], planes[2], planes[4]);
13390 VectorNegate(planes[0], planes[1]);
13391 VectorNegate(planes[2], planes[3]);
13392 VectorNegate(planes[4], planes[5]);
13393 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
13394 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
13395 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
13396 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
13397 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
13398 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
13403 matrix4x4_t forwardprojection;
13404 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
13405 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
13410 float projectionvector[4][3];
13411 VectorScale(planes[0], ilocalsize, projectionvector[0]);
13412 VectorScale(planes[2], ilocalsize, projectionvector[1]);
13413 VectorScale(planes[4], ilocalsize, projectionvector[2]);
13414 projectionvector[0][0] = planes[0][0] * ilocalsize;
13415 projectionvector[0][1] = planes[1][0] * ilocalsize;
13416 projectionvector[0][2] = planes[2][0] * ilocalsize;
13417 projectionvector[1][0] = planes[0][1] * ilocalsize;
13418 projectionvector[1][1] = planes[1][1] * ilocalsize;
13419 projectionvector[1][2] = planes[2][1] * ilocalsize;
13420 projectionvector[2][0] = planes[0][2] * ilocalsize;
13421 projectionvector[2][1] = planes[1][2] * ilocalsize;
13422 projectionvector[2][2] = planes[2][2] * ilocalsize;
13423 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
13424 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
13425 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
13426 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
13430 dynamic = model->surfmesh.isanimated;
13431 numsurfacelist = model->nummodelsurfaces;
13432 surfacelist = model->sortedmodelsurfaces;
13433 surfaces = model->data_surfaces;
13436 bih_triangles_count = -1;
13439 if(model->render_bih.numleafs)
13440 bih = &model->render_bih;
13441 else if(model->collision_bih.numleafs)
13442 bih = &model->collision_bih;
13445 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
13446 if(bih_triangles_count == 0)
13448 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
13450 if(bih_triangles_count > 0)
13452 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
13454 surfaceindex = bih_surfaces[triangleindex];
13455 surface = surfaces + surfaceindex;
13456 texture = surface->texture;
13457 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13459 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13461 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
13466 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
13468 surfaceindex = surfacelist[surfacelistindex];
13469 surface = surfaces + surfaceindex;
13470 // check cull box first because it rejects more than any other check
13471 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
13473 // skip transparent surfaces
13474 texture = surface->texture;
13475 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
13477 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
13479 numtriangles = surface->num_triangles;
13480 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
13481 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
13486 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
13487 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
13489 int renderentityindex;
13490 float worldmins[3];
13491 float worldmaxs[3];
13492 entity_render_t *ent;
13494 if (!cl_decals_newsystem.integer)
13497 worldmins[0] = worldorigin[0] - worldsize;
13498 worldmins[1] = worldorigin[1] - worldsize;
13499 worldmins[2] = worldorigin[2] - worldsize;
13500 worldmaxs[0] = worldorigin[0] + worldsize;
13501 worldmaxs[1] = worldorigin[1] + worldsize;
13502 worldmaxs[2] = worldorigin[2] + worldsize;
13504 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13506 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
13508 ent = r_refdef.scene.entities[renderentityindex];
13509 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
13512 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
13516 typedef struct r_decalsystem_splatqueue_s
13518 vec3_t worldorigin;
13519 vec3_t worldnormal;
13525 r_decalsystem_splatqueue_t;
13527 int r_decalsystem_numqueued = 0;
13528 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
13530 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
13532 r_decalsystem_splatqueue_t *queue;
13534 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
13537 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
13538 VectorCopy(worldorigin, queue->worldorigin);
13539 VectorCopy(worldnormal, queue->worldnormal);
13540 Vector4Set(queue->color, r, g, b, a);
13541 Vector4Set(queue->tcrange, s1, t1, s2, t2);
13542 queue->worldsize = worldsize;
13543 queue->decalsequence = cl.decalsequence++;
13546 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
13549 r_decalsystem_splatqueue_t *queue;
13551 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
13552 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
13553 r_decalsystem_numqueued = 0;
13556 extern cvar_t cl_decals_max;
13557 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
13560 decalsystem_t *decalsystem = &ent->decalsystem;
13567 if (!decalsystem->numdecals)
13570 if (r_showsurfaces.integer)
13573 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13575 R_DecalSystem_Reset(decalsystem);
13579 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
13580 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
13582 if (decalsystem->lastupdatetime)
13583 frametime = (cl.time - decalsystem->lastupdatetime);
13586 decalsystem->lastupdatetime = cl.time;
13587 decal = decalsystem->decals;
13588 numdecals = decalsystem->numdecals;
13590 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13592 if (decal->color4ub[0][3])
13594 decal->lived += frametime;
13595 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
13597 memset(decal, 0, sizeof(*decal));
13598 if (decalsystem->freedecal > i)
13599 decalsystem->freedecal = i;
13603 decal = decalsystem->decals;
13604 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
13607 // collapse the array by shuffling the tail decals into the gaps
13610 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
13611 decalsystem->freedecal++;
13612 if (decalsystem->freedecal == numdecals)
13614 decal[decalsystem->freedecal] = decal[--numdecals];
13617 decalsystem->numdecals = numdecals;
13619 if (numdecals <= 0)
13621 // if there are no decals left, reset decalsystem
13622 R_DecalSystem_Reset(decalsystem);
13626 extern skinframe_t *decalskinframe;
13627 static void R_DrawModelDecals_Entity(entity_render_t *ent)
13630 decalsystem_t *decalsystem = &ent->decalsystem;
13639 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
13642 numdecals = decalsystem->numdecals;
13646 if (r_showsurfaces.integer)
13649 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
13651 R_DecalSystem_Reset(decalsystem);
13655 // if the model is static it doesn't matter what value we give for
13656 // wantnormals and wanttangents, so this logic uses only rules applicable
13657 // to a model, knowing that they are meaningless otherwise
13658 if (ent == r_refdef.scene.worldentity)
13659 RSurf_ActiveWorldEntity();
13661 RSurf_ActiveModelEntity(ent, false, false, false);
13663 decalsystem->lastupdatetime = cl.time;
13664 decal = decalsystem->decals;
13666 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
13668 // update vertex positions for animated models
13669 v3f = decalsystem->vertex3f;
13670 c4f = decalsystem->color4f;
13671 t2f = decalsystem->texcoord2f;
13672 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
13674 if (!decal->color4ub[0][3])
13677 if (surfacevisible && !surfacevisible[decal->surfaceindex])
13680 // update color values for fading decals
13681 if (decal->lived >= cl_decals_time.value)
13683 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
13684 alpha *= (1.0f/255.0f);
13687 alpha = 1.0f/255.0f;
13689 c4f[ 0] = decal->color4ub[0][0] * alpha;
13690 c4f[ 1] = decal->color4ub[0][1] * alpha;
13691 c4f[ 2] = decal->color4ub[0][2] * alpha;
13693 c4f[ 4] = decal->color4ub[1][0] * alpha;
13694 c4f[ 5] = decal->color4ub[1][1] * alpha;
13695 c4f[ 6] = decal->color4ub[1][2] * alpha;
13697 c4f[ 8] = decal->color4ub[2][0] * alpha;
13698 c4f[ 9] = decal->color4ub[2][1] * alpha;
13699 c4f[10] = decal->color4ub[2][2] * alpha;
13702 t2f[0] = decal->texcoord2f[0][0];
13703 t2f[1] = decal->texcoord2f[0][1];
13704 t2f[2] = decal->texcoord2f[1][0];
13705 t2f[3] = decal->texcoord2f[1][1];
13706 t2f[4] = decal->texcoord2f[2][0];
13707 t2f[5] = decal->texcoord2f[2][1];
13709 // update vertex positions for animated models
13710 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
13712 e = rsurface.modelelement3i + 3*decal->triangleindex;
13713 VectorCopy(rsurface.modelvertexposition[e[0]].vertex3f, v3f);
13714 VectorCopy(rsurface.modelvertexposition[e[1]].vertex3f, v3f + 3);
13715 VectorCopy(rsurface.modelvertexposition[e[2]].vertex3f, v3f + 6);
13719 VectorCopy(decal->vertex3f[0], v3f);
13720 VectorCopy(decal->vertex3f[1], v3f + 3);
13721 VectorCopy(decal->vertex3f[2], v3f + 6);
13724 if (r_refdef.fogenabled)
13726 alpha = RSurf_FogVertex(v3f);
13727 VectorScale(c4f, alpha, c4f);
13728 alpha = RSurf_FogVertex(v3f + 3);
13729 VectorScale(c4f + 4, alpha, c4f + 4);
13730 alpha = RSurf_FogVertex(v3f + 6);
13731 VectorScale(c4f + 8, alpha, c4f + 8);
13742 r_refdef.stats.drawndecals += numtris;
13744 // now render the decals all at once
13745 // (this assumes they all use one particle font texture!)
13746 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);
13747 R_Mesh_ResetTextureState();
13748 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
13749 GL_DepthMask(false);
13750 GL_DepthRange(0, 1);
13751 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
13752 GL_DepthTest(true);
13753 GL_CullFace(GL_NONE);
13754 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
13755 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1);
13756 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
13760 static void R_DrawModelDecals(void)
13764 // fade faster when there are too many decals
13765 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13766 for (i = 0;i < r_refdef.scene.numentities;i++)
13767 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13769 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
13770 for (i = 0;i < r_refdef.scene.numentities;i++)
13771 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13772 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
13774 R_DecalSystem_ApplySplatEntitiesQueue();
13776 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
13777 for (i = 0;i < r_refdef.scene.numentities;i++)
13778 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
13780 r_refdef.stats.totaldecals += numdecals;
13782 if (r_showsurfaces.integer)
13785 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
13787 for (i = 0;i < r_refdef.scene.numentities;i++)
13789 if (!r_refdef.viewcache.entityvisible[i])
13791 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
13792 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
13796 extern cvar_t mod_collision_bih;
13797 void R_DrawDebugModel(void)
13799 entity_render_t *ent = rsurface.entity;
13800 int i, j, k, l, flagsmask;
13801 const msurface_t *surface;
13802 dp_model_t *model = ent->model;
13805 switch(vid.renderpath)
13807 case RENDERPATH_GL11:
13808 case RENDERPATH_GL13:
13809 case RENDERPATH_GL20:
13810 case RENDERPATH_CGGL:
13812 case RENDERPATH_D3D9:
13813 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13815 case RENDERPATH_D3D10:
13816 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13818 case RENDERPATH_D3D11:
13819 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
13823 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
13825 R_Mesh_ResetTextureState();
13826 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
13827 GL_DepthRange(0, 1);
13828 GL_DepthTest(!r_showdisabledepthtest.integer);
13829 GL_DepthMask(false);
13830 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13832 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
13836 qboolean cullbox = ent == r_refdef.scene.worldentity;
13837 const q3mbrush_t *brush;
13838 const bih_t *bih = &model->collision_bih;
13839 const bih_leaf_t *bihleaf;
13840 float vertex3f[3][3];
13841 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
13843 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
13845 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
13847 switch (bihleaf->type)
13850 brush = model->brush.data_brushes + bihleaf->itemindex;
13851 if (brush->colbrushf && brush->colbrushf->numtriangles)
13853 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
13854 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
13855 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
13858 case BIH_COLLISIONTRIANGLE:
13859 triangleindex = bihleaf->itemindex;
13860 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
13861 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
13862 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
13863 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
13864 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13865 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13867 case BIH_RENDERTRIANGLE:
13868 triangleindex = bihleaf->itemindex;
13869 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
13870 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
13871 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
13872 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
13873 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
13874 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
13880 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
13882 if (r_showtris.integer || r_shownormals.integer)
13884 if (r_showdisabledepthtest.integer)
13886 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
13887 GL_DepthMask(false);
13891 GL_BlendFunc(GL_ONE, GL_ZERO);
13892 GL_DepthMask(true);
13894 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
13896 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
13898 rsurface.texture = R_GetCurrentTexture(surface->texture);
13899 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
13901 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
13902 if (r_showtris.value > 0)
13904 if (!rsurface.texture->currentlayers->depthmask)
13905 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
13906 else if (ent == r_refdef.scene.worldentity)
13907 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
13909 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
13910 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
13911 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
13913 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
13916 if (r_shownormals.value < 0)
13918 qglBegin(GL_LINES);
13919 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13921 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13922 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13923 qglVertex3f(v[0], v[1], v[2]);
13924 VectorMA(v, -r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13925 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13926 qglVertex3f(v[0], v[1], v[2]);
13931 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
13933 qglBegin(GL_LINES);
13934 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13936 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13937 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
13938 qglVertex3f(v[0], v[1], v[2]);
13939 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
13940 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13941 qglVertex3f(v[0], v[1], v[2]);
13945 qglBegin(GL_LINES);
13946 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13948 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13949 GL_Color(0, r_refdef.view.colorscale, 0, 1);
13950 qglVertex3f(v[0], v[1], v[2]);
13951 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
13952 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13953 qglVertex3f(v[0], v[1], v[2]);
13957 qglBegin(GL_LINES);
13958 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
13960 VectorCopy(rsurface.batchvertex3f + l * 3, v);
13961 GL_Color(0, 0, r_refdef.view.colorscale, 1);
13962 qglVertex3f(v[0], v[1], v[2]);
13963 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
13964 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
13965 qglVertex3f(v[0], v[1], v[2]);
13972 rsurface.texture = NULL;
13976 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
13977 int r_maxsurfacelist = 0;
13978 const msurface_t **r_surfacelist = NULL;
13979 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
13981 int i, j, endj, flagsmask;
13982 dp_model_t *model = r_refdef.scene.worldmodel;
13983 msurface_t *surfaces;
13984 unsigned char *update;
13985 int numsurfacelist = 0;
13989 if (r_maxsurfacelist < model->num_surfaces)
13991 r_maxsurfacelist = model->num_surfaces;
13993 Mem_Free((msurface_t**)r_surfacelist);
13994 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
13997 RSurf_ActiveWorldEntity();
13999 surfaces = model->data_surfaces;
14000 update = model->brushq1.lightmapupdateflags;
14002 // update light styles on this submodel
14003 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14005 model_brush_lightstyleinfo_t *style;
14006 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14008 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14010 int *list = style->surfacelist;
14011 style->value = r_refdef.scene.lightstylevalue[style->style];
14012 for (j = 0;j < style->numsurfaces;j++)
14013 update[list[j]] = true;
14018 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14022 R_DrawDebugModel();
14023 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14027 rsurface.lightmaptexture = NULL;
14028 rsurface.deluxemaptexture = NULL;
14029 rsurface.uselightmaptexture = false;
14030 rsurface.texture = NULL;
14031 rsurface.rtlight = NULL;
14032 numsurfacelist = 0;
14033 // add visible surfaces to draw list
14034 for (i = 0;i < model->nummodelsurfaces;i++)
14036 j = model->sortedmodelsurfaces[i];
14037 if (r_refdef.viewcache.world_surfacevisible[j])
14038 r_surfacelist[numsurfacelist++] = surfaces + j;
14040 // update lightmaps if needed
14041 if (model->brushq1.firstrender)
14043 model->brushq1.firstrender = false;
14044 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14046 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14050 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14051 if (r_refdef.viewcache.world_surfacevisible[j])
14053 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
14055 // don't do anything if there were no surfaces
14056 if (!numsurfacelist)
14058 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14061 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14062 GL_AlphaTest(false);
14064 // add to stats if desired
14065 if (r_speeds.integer && !skysurfaces && !depthonly)
14067 r_refdef.stats.world_surfaces += numsurfacelist;
14068 for (j = 0;j < numsurfacelist;j++)
14069 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
14072 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14075 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
14077 int i, j, endj, flagsmask;
14078 dp_model_t *model = ent->model;
14079 msurface_t *surfaces;
14080 unsigned char *update;
14081 int numsurfacelist = 0;
14085 if (r_maxsurfacelist < model->num_surfaces)
14087 r_maxsurfacelist = model->num_surfaces;
14089 Mem_Free((msurface_t **)r_surfacelist);
14090 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
14093 // if the model is static it doesn't matter what value we give for
14094 // wantnormals and wanttangents, so this logic uses only rules applicable
14095 // to a model, knowing that they are meaningless otherwise
14096 if (ent == r_refdef.scene.worldentity)
14097 RSurf_ActiveWorldEntity();
14098 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
14099 RSurf_ActiveModelEntity(ent, false, false, false);
14101 RSurf_ActiveModelEntity(ent, true, true, true);
14102 else if (depthonly)
14104 switch (vid.renderpath)
14106 case RENDERPATH_GL20:
14107 case RENDERPATH_CGGL:
14108 case RENDERPATH_D3D9:
14109 case RENDERPATH_D3D10:
14110 case RENDERPATH_D3D11:
14111 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
14113 case RENDERPATH_GL13:
14114 case RENDERPATH_GL11:
14115 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
14121 switch (vid.renderpath)
14123 case RENDERPATH_GL20:
14124 case RENDERPATH_CGGL:
14125 case RENDERPATH_D3D9:
14126 case RENDERPATH_D3D10:
14127 case RENDERPATH_D3D11:
14128 RSurf_ActiveModelEntity(ent, true, true, false);
14130 case RENDERPATH_GL13:
14131 case RENDERPATH_GL11:
14132 RSurf_ActiveModelEntity(ent, true, false, false);
14137 surfaces = model->data_surfaces;
14138 update = model->brushq1.lightmapupdateflags;
14140 // update light styles
14141 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
14143 model_brush_lightstyleinfo_t *style;
14144 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
14146 if (style->value != r_refdef.scene.lightstylevalue[style->style])
14148 int *list = style->surfacelist;
14149 style->value = r_refdef.scene.lightstylevalue[style->style];
14150 for (j = 0;j < style->numsurfaces;j++)
14151 update[list[j]] = true;
14156 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
14160 R_DrawDebugModel();
14161 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14165 rsurface.lightmaptexture = NULL;
14166 rsurface.deluxemaptexture = NULL;
14167 rsurface.uselightmaptexture = false;
14168 rsurface.texture = NULL;
14169 rsurface.rtlight = NULL;
14170 numsurfacelist = 0;
14171 // add visible surfaces to draw list
14172 for (i = 0;i < model->nummodelsurfaces;i++)
14173 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
14174 // don't do anything if there were no surfaces
14175 if (!numsurfacelist)
14177 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14180 // update lightmaps if needed
14184 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14189 R_BuildLightMap(ent, surfaces + j);
14194 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
14196 R_BuildLightMap(ent, surfaces + j);
14197 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
14198 GL_AlphaTest(false);
14200 // add to stats if desired
14201 if (r_speeds.integer && !skysurfaces && !depthonly)
14203 r_refdef.stats.entities_surfaces += numsurfacelist;
14204 for (j = 0;j < numsurfacelist;j++)
14205 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
14208 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
14211 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
14213 static texture_t texture;
14214 static msurface_t surface;
14215 const msurface_t *surfacelist = &surface;
14217 // fake enough texture and surface state to render this geometry
14219 texture.update_lastrenderframe = -1; // regenerate this texture
14220 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
14221 texture.currentskinframe = skinframe;
14222 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
14223 texture.offsetmapping = OFFSETMAPPING_OFF;
14224 texture.offsetscale = 1;
14225 texture.specularscalemod = 1;
14226 texture.specularpowermod = 1;
14228 surface.texture = &texture;
14229 surface.num_triangles = numtriangles;
14230 surface.num_firsttriangle = firsttriangle;
14231 surface.num_vertices = numvertices;
14232 surface.num_firstvertex = firstvertex;
14235 rsurface.texture = R_GetCurrentTexture(surface.texture);
14236 rsurface.lightmaptexture = NULL;
14237 rsurface.deluxemaptexture = NULL;
14238 rsurface.uselightmaptexture = false;
14239 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
14242 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)
14244 static msurface_t surface;
14245 const msurface_t *surfacelist = &surface;
14247 // fake enough texture and surface state to render this geometry
14249 surface.texture = texture;
14250 surface.num_triangles = numtriangles;
14251 surface.num_firsttriangle = firsttriangle;
14252 surface.num_vertices = numvertices;
14253 surface.num_firstvertex = firstvertex;
14256 rsurface.texture = R_GetCurrentTexture(surface.texture);
14257 rsurface.lightmaptexture = NULL;
14258 rsurface.deluxemaptexture = NULL;
14259 rsurface.uselightmaptexture = false;
14260 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);