fix a silly performance-sapping typo.
implemented identify+iplog stuff for nq users. r_tessellation forces blinn tessellation on meshes. can also be specified manually. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5055 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
f03a578eaa
commit
3061ed448f
28 changed files with 1544 additions and 384 deletions
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@ -88,6 +88,8 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#define OS_STRING "win_msvc64"
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#elif defined __MINGW64__
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#define OS_STRING "win_mingw64"
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#else
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#define OS_STRING "win64"
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#endif
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#define ID_INLINE static __inline
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@ -27,12 +27,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#define MAX_TEAMIGNORELIST 4
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#define FLOODLIST_SIZE 10
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#define PLAYER_ID_NOMATCH -1
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#define PLAYER_NAME_NOMATCH -2
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#define PLAYER_NUM_NOMATCH -3
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int Player_IdtoSlot (int id)
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{
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int j;
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@ -45,7 +39,7 @@ int Player_IdtoSlot (int id)
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return -1;
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}
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int Player_StringtoSlot(char *arg)
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int Player_StringtoSlot(const char *arg)
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{
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int i, slot;
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@ -33,4 +33,10 @@ char Ignore_Check_Flood(player_info_t *sender, const char *s, int flags);
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void Ignore_Flood_Add(player_info_t *sender, const char *s);
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void Ignore_ResetFloodList(void);
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#define PLAYER_ID_NOMATCH -1
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#define PLAYER_NAME_NOMATCH -2
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#define PLAYER_NUM_NOMATCH -3
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int Player_StringtoSlot(const char *arg);
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#endif
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@ -5852,6 +5852,7 @@ void Host_Shutdown(void)
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#ifndef CLIENTONLY
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SV_Shutdown();
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#else
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Log_ShutDown();
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NET_Shutdown ();
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FS_Shutdown();
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#endif
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@ -1603,7 +1603,7 @@ void SCR_DrawGameClock(void)
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minutes = showtime/60;
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seconds = (int)showtime - (minutes*60);
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sprintf(str, " %02i:%02i", minutes, seconds);
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sprintf(str, "%02i:%02i", minutes, seconds);
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SCR_StringXY(str, show_gameclock_x.value, show_gameclock_y.value);
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#endif
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@ -1932,15 +1932,19 @@ int Master_CheckPollSockets(void)
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info = Master_InfoForServer(&net_from);
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if (selserver == info)
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{
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char playeraddrbuf[256];
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int playernum = MSG_ReadByte();
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char *playername = MSG_ReadString();
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int playercolor = MSG_ReadLong();
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int playerfrags = MSG_ReadLong();
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int secsonserver = MSG_ReadLong();
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//char *playeraddr = MSG_ReadString();
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char *playeraddr = MSG_ReadStringBuffer(playeraddrbuf, sizeof(playeraddrbuf));
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if (msg_badread)
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continue;
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//might as well
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IPLog_Add(playeraddr, playername);
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selectedserver.lastplayer = playernum+1;
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memset(&info->moreinfo->players[playernum], 0, sizeof(info->moreinfo->players[playernum]));
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@ -309,9 +309,9 @@ cvar_t vid_gl_context_selfreset = CVARD ("vid_gl_context_selfreset", "1", "Upo
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#endif
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#if 1
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cvar_t gl_ati_truform = CVAR ("gl_ati_truform", "0");
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cvar_t r_tessellation = CVARAFD ("r_tessellation", "0", "gl_ati_truform", CVAR_SHADERSYSTEM, "Enables+controls the use of blinn tessellation on the fallback shader for meshes, equivelent to a shader with 'program defaultskin#TESS'. This will look stupid unless the meshes were actually designed for it and have suitable vertex normals.");
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cvar_t gl_ati_truform_type = CVAR ("gl_ati_truform_type", "1");
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cvar_t gl_ati_truform_tesselation = CVAR ("gl_ati_truform_tesselation", "3");
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cvar_t r_tessellation_level = CVAR ("r_tessellation_level", "5");
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cvar_t gl_blend2d = CVAR ("gl_blend2d", "1");
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cvar_t gl_blendsprites = CVARD ("gl_blendsprites", "0", "Blend sprites instead of alpha testing them");
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cvar_t r_deluxemapping_cvar = CVARAFD ("r_deluxemapping", "0", "r_glsl_deluxemapping",
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@ -497,9 +497,9 @@ void GLRenderer_Init(void)
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Cvar_Register (&gl_dither, GRAPHICALNICETIES);
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Cvar_Register (&r_fog_exp2, GLRENDEREROPTIONS);
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Cvar_Register (&gl_ati_truform, GRAPHICALNICETIES);
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Cvar_Register (&r_tessellation, GRAPHICALNICETIES);
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Cvar_Register (&gl_ati_truform_type, GRAPHICALNICETIES);
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Cvar_Register (&gl_ati_truform_tesselation, GRAPHICALNICETIES);
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Cvar_Register (&r_tessellation_level, GRAPHICALNICETIES);
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Cvar_Register (&gl_screenangle, GLRENDEREROPTIONS);
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@ -731,6 +731,7 @@ void Log_String (logtype_t lognum, char *s);
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void Con_Log (char *s);
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void Log_Logfile_f (void);
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void Log_Init(void);
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void Log_ShutDown(void);
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void IPLog_Add(const char *ip, const char *name); //for associating player ip addresses with names.
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@ -4118,8 +4118,19 @@ static cmodel_t *CM_LoadMap (model_t *mod, qbyte *filein, size_t filelen, qboole
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//light grid info
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if (mod->lightgrid)
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{
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char gridsize[256], *key;
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char val[64];
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float maxs;
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q3lightgridinfo_t *lg = mod->lightgrid;
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key = (char*)Mod_ParseWorldspawnKey(mod, "gridsize", gridsize, sizeof(gridsize));
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key = COM_ParseOut(key, val, sizeof(val));
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lg->gridSize[0] = atof(val);
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key = COM_ParseOut(key, val, sizeof(val));
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lg->gridSize[1] = atof(val);
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key = COM_ParseOut(key, val, sizeof(val));
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lg->gridSize[2] = atof(val);
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if ( lg->gridSize[0] < 1 || lg->gridSize[1] < 1 || lg->gridSize[2] < 1 )
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{
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lg->gridSize[0] = 64;
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@ -325,6 +325,52 @@ void SV_Fraglogfile_f (void)
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}
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*/
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/*for fuck sake, why can people still not write simple files. proquake is writing binary files as text ones. this function is to try to deal with that fuckup*/
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static size_t IPLog_Read_Fucked(qbyte *file, size_t *offset, size_t totalsize, qbyte *out, size_t outsize)
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{
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size_t read = 0;
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while (outsize-- > 0 && *offset < totalsize)
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{
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if (file[*offset] == '\r' && *offset+1 < totalsize && file[*offset+1] == '\n')
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{
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out[read] = '\n';
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*offset += 2;
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read += 1;
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}
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else
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{
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out[read] = file[*offset];
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*offset += 1;
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read += 1;
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}
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}
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return read;
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}
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/*need to make sure any 13 bytes followed by 10s don't bug out when read back in *sigh* */
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static size_t IPLog_Write_Fucked(vfsfile_t *file, qbyte *out, size_t outsize)
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{
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qbyte tmp[64];
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size_t write = 0;
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size_t block = 0;
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while (outsize-- > 0)
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{
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if (block >= sizeof(tmp)-4)
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{
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VFS_WRITE(file, tmp, block);
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write += block;
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block = 0;
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}
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if (*out == '\n')
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tmp[block++] = '\r';
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tmp[block++] = *out++;
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}
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if (block)
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{
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VFS_WRITE(file, tmp, block);
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write += block;
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}
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return write;
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}
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static qboolean IPLog_Merge_File(const char *fname)
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{
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char ip[MAX_ADR_SIZE];
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@ -333,18 +379,25 @@ static qboolean IPLog_Merge_File(const char *fname)
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vfsfile_t *f;
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if (!*fname)
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fname = "iplog.txt";
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f = FS_OpenVFS(fname, "rb", FS_GAME);
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f = FS_OpenVFS(fname, "rb", FS_PUBBASEGAMEONLY);
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if (!f)
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f = FS_OpenVFS(fname, "rb", FS_GAME);
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if (!f)
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return false;
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if (!Q_strcasecmp(COM_FileExtension(fname, name, sizeof(name)), ".dat"))
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if (!Q_strcasecmp(COM_FileExtension(fname, name, sizeof(name)), "dat"))
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{ //we don't write this format because of it being limited to ipv4, as well as player name lengths
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while (VFS_READ(f, line, 20) == 20)
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{
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Q_snprintfz(ip, sizeof(ip), "%i.%i.%i.%i", (qbyte)line[0], (qbyte)line[1], (qbyte)line[2], (qbyte)line[3]);
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size_t l = VFS_GETLEN(f), offset = 0;
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qbyte *ffs = malloc(l+1);
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VFS_READ(f, ffs, l);
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ffs[l] = 0;
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while (IPLog_Read_Fucked(ffs, &offset, l, line, 20) == 20)
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{ //yes, these addresses are weird.
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Q_snprintfz(ip, sizeof(ip), "%i.%i.%i.xxx", (qbyte)line[2], (qbyte)line[1], (qbyte)line[0]);
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memcpy(name, line+4, 20-4);
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name[20-4] = 0;
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IPLog_Add(ip, name);
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}
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free(ffs);
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}
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else
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{
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VFS_CLOSE(f);
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return true;
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}
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struct iplog_entry
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{
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netadr_t adr;
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netadr_t mask;
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char name[1];
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} **iplog_entries;
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size_t iplog_num, iplog_max;
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void IPLog_Add(const char *ipstr, const char *name)
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{
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size_t i;
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netadr_t a, m;
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while (*ipstr == ' ' || *ipstr == '\t')
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ipstr++;
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if (*ipstr != '[' && *ipstr < '0' && *ipstr > '9')
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return;
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if (*ipstr == '[')
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ipstr++;
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//some names are dodgy.
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if (!*name
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//|| !Q_strcasecmp(name, /*nq default*/"player") || !Q_strcasecmp(name, /*qw default*/"unnamed")
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|| !strcmp(name, /*nq fallback*/"unconnected") || !strncmp(name, "BOT:", 4))
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return;
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memset(&a, 0, sizeof(a));
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memset(&m, 0, sizeof(m));
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if (!NET_StringToAdrMasked(ipstr, false, &a, &m))
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return;
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//might be x.y.z.w:port
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//might be x.y.z.FUCKED
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//might be x.y.z.0/24
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//might be [::]:port
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//might be [::]/bits
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//or other ways to express an ip address
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//note that ipv4 addresses should be converted to ipv6 ::ffff:x.y.z.w format for internal use or something, then this code only needs to deal with a single 128bit address format.
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//ipv6 addresses generally only need 64bits to identify a user's home router, the other 64bits are generally 'just' to avoid nats.
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//ignore ipx addresses, I doubt anyone will ever actually use it, and even if they do its just lans.
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//FIXME: ignore private addresses?
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//check for dupes
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for (i = 0; i < iplog_num; i++)
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{
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if (!memcmp(&a, &iplog_entries[i]->adr, sizeof(netadr_t)) && !memcmp(&m, &iplog_entries[i]->mask, sizeof(netadr_t)) && !Q_strcasecmp(name, iplog_entries[i]->name))
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return;
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}
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//looks like its new...
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if (iplog_num == iplog_max)
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Z_ReallocElements((void**)&iplog_entries, &iplog_max, iplog_max+64, sizeof(*iplog_entries));
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iplog_entries[iplog_num] = BZ_Malloc(sizeof(struct iplog_entry) + strlen(name));
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iplog_entries[iplog_num]->adr = a;
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iplog_entries[iplog_num]->mask = m;
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strcpy(iplog_entries[iplog_num]->name, name);
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iplog_num++;
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}
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static void IPLog_Identify(netadr_t *adr, netadr_t *mask, char *fmt, ...)
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{
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va_list argptr;
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qboolean found = false;
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char line[256];
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size_t i;
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va_start(argptr, fmt);
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vsnprintf(line, sizeof(line), fmt, argptr);
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va_end(argptr);
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Con_Printf("%s: ", line);
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for (i = 0; i < iplog_num; i++)
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{
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if (NET_CompareAdrMasked(adr, &iplog_entries[i]->adr, mask?mask:&iplog_entries[i]->mask))
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{
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if (found)
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Con_Printf(", ");
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found=true;
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Con_Printf("%s", iplog_entries[i]->name);
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}
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}
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if (!found)
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Con_Printf("<no matches>");
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Con_Printf("\n");
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}
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#include "cl_ignore.h"
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static void IPLog_Identify_f(void)
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{
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// const char *nameorip = Cmd_Argv(1);
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Con_Printf("Not yet implemented\n");
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const char *nameorip = Cmd_Argv(1);
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netadr_t adr, mask;
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char clean[256];
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//if *, use a mask that includes all ips
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//try to parse as an ip
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//if server is active, walk players to see if there's a name match to get their address and guess an address mask
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//else if client is active, walk players to see if there's a name match, to get their address+mask if known via nq hacks
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//look for matches
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if (NET_StringToAdrMasked (nameorip, false, &adr, &mask))
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{ //try to parse as an ip
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//treading carefully here, to avoid dns name lookups weirding everything out.
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IPLog_Identify(&adr, &mask, "Identity of %s", NET_AdrToStringMasked(clean, sizeof(clean), &adr, &mask));
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}
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#ifndef CLIENTONLY
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else if (sv.active)
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{ //if server is active, walk players to see if there's a name match to get their address and guess an address mask
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client_t *cl;
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int clnum = -1;
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while((cl = SV_GetClientForString(nameorip, &clnum)))
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{
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if (cl->realip_status)
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{
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IPLog_Identify(&cl->realip, NULL, "Identity of %s (real) [%s]", cl->name, NET_AdrToString(clean, sizeof(clean), &cl->realip));
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IPLog_Identify(&cl->netchan.remote_address, NULL, "Identity of %s (proxy) [%s]", cl->name, NET_AdrToString(clean, sizeof(clean), &cl->realip));
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}
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else
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IPLog_Identify(&cl->netchan.remote_address, NULL, "Identity of %s [%s]", cl->name, NET_AdrToString(clean, sizeof(clean), &cl->realip));
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}
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}
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#endif
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#ifndef SERVERONLY
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else if (cls.state >= ca_connected)
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{ //else if client is active, walk players to see if there's a name match, to get their address+mask if known via nq hacks
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int slot;
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netadr_t adr;
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if ((slot = Player_StringtoSlot(nameorip)) < 0)
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Con_Printf("%s: no player with userid %s\n", Cmd_Argv(0), nameorip);
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else if (!*cl.players[slot].ip)
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Con_Printf("%s: ip address of %s is not known\n", Cmd_Argv(0), cl.players[slot].name);
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else
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{
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NET_StringToAdr(cl.players[slot].ip, 0, &adr);
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IPLog_Identify(&adr, NULL, "Identity of %s [%s]", cl.players[slot].name, cl.players[slot].ip);
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}
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}
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#endif
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else
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Con_Printf("%s: not connected, nor raw address\n", Cmd_Argv(0));
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}
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static qboolean IPLog_Dump(const char *fname)
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{
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size_t i;
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vfsfile_t *f;
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qbyte line[20];
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if (!*fname)
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fname = "iplog.txt";
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f = FS_OpenVFS(fname, "wb", FS_PUBBASEGAMEONLY);
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if (!f)
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return false;
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if (!Q_strcasecmp(COM_FileExtension(fname, line, sizeof(line)), "dat"))
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{
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for (i = 0; i < iplog_num; i++)
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{
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//this shitty format supports only ipv4.
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if (iplog_entries[i]->adr.type != NA_IP)
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continue;
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line[0] = iplog_entries[i]->adr.address.ip[2];
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line[1] = iplog_entries[i]->adr.address.ip[1];
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line[2] = iplog_entries[i]->adr.address.ip[0];
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line[3] = 0;
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strncpy(line+4, iplog_entries[i]->name, sizeof(line)-4);
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IPLog_Write_Fucked(f, line, sizeof(line)); //convert \n to \r\n, to avoid fucking up any formatting with binary data (inside the address part, so *.13.10.* won't corrupt the file)
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}
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||||
}
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else
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{
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VFS_PRINTF(f, "//generated by "FULLENGINENAME"\n");
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for (i = 0; i < iplog_num; i++)
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{
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char ip[512];
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char buf[1024];
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char buf2[1024];
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VFS_PRINTF(f, log_dosformat.value?"%s %s\r\n":"%s %s\n", COM_QuotedString(NET_AdrToStringMasked(ip, sizeof(ip), &iplog_entries[i]->adr, &iplog_entries[i]->mask), buf2, sizeof(buf2), false), COM_QuotedString(iplog_entries[i]->name, buf, sizeof(buf), false));
|
||||
}
|
||||
}
|
||||
VFS_CLOSE(f);
|
||||
return true;
|
||||
}
|
||||
static void IPLog_Dump_f(void)
|
||||
{
|
||||
char native[MAX_OSPATH];
|
||||
const char *fname = Cmd_Argv(1);
|
||||
if (!*fname)
|
||||
fname = "iplog.txt";
|
||||
#if 1
|
||||
Con_Printf("Not yet implemented\n");
|
||||
#else
|
||||
vfsfile_t *f = FS_OpenVFS(fname, "wb", FS_GAMEONLY);
|
||||
VFS_PRINTF(f, "//generated by "FULLENGINENAME"\n", foo->ip, foo->name);
|
||||
for (foo = first; foo; foo = foo->next)
|
||||
if (FS_NativePath(fname, FS_GAMEONLY, native, sizeof(native)))
|
||||
Q_strncpyz(native, fname, sizeof(native));
|
||||
IPLog_Merge_File(fname); //merge from the existing file, so that we're hopefully more robust if multiple processes are poking the same file.
|
||||
if (!IPLog_Dump(fname))
|
||||
Con_Printf("unable to write %s\n", fname);
|
||||
else
|
||||
{
|
||||
char buf[1024];
|
||||
VFS_PRINTF(f, "%s %s\n", foo->ip, COM_QuotedString(foo->name, buf, sizeof(buf), false));
|
||||
Con_Printf("wrote %s\n", native);
|
||||
}
|
||||
VFS_CLOSE(f);
|
||||
#endif
|
||||
}
|
||||
static void IPLog_Merge_f(void)
|
||||
{
|
||||
|
@ -408,6 +599,20 @@ static void IPLog_Merge_f(void)
|
|||
if (!IPLog_Merge_File(fname))
|
||||
Con_Printf("unable to read %s\n", fname);
|
||||
}
|
||||
void Log_ShutDown(void)
|
||||
{
|
||||
IPLog_Dump("iplog.txt");
|
||||
// IPLog_Dump("iplog.dat");
|
||||
|
||||
while(iplog_num > 0)
|
||||
{
|
||||
iplog_num--;
|
||||
BZ_Free(iplog_entries[iplog_num]);
|
||||
}
|
||||
BZ_Free(iplog_entries);
|
||||
iplog_entries = NULL;
|
||||
iplog_max = iplog_num = 0;
|
||||
}
|
||||
|
||||
void Log_Init(void)
|
||||
{
|
||||
|
@ -433,6 +638,9 @@ void Log_Init(void)
|
|||
Cmd_AddCommand("ipmerge", IPLog_Merge_f);
|
||||
Cmd_AddCommand("ipdump", IPLog_Dump_f);
|
||||
|
||||
IPLog_Merge_File("iplog.txt");
|
||||
IPLog_Merge_File("iplog.dat"); //legacy crap, for compat with proquake
|
||||
|
||||
// cmd line options, debug options
|
||||
#ifdef CRAZYDEBUGGING
|
||||
Cvar_ForceSet(&log_enable[LOG_CONSOLE], "1");
|
||||
|
|
|
@ -129,7 +129,7 @@ qboolean NET_IsClientLegal(netadr_t *adr);
|
|||
|
||||
qboolean NET_IsLoopBackAddress (netadr_t *adr);
|
||||
|
||||
qboolean NET_StringToAdrMasked (const char *s, netadr_t *a, netadr_t *amask);
|
||||
qboolean NET_StringToAdrMasked (const char *s, qboolean allowdns, netadr_t *a, netadr_t *amask);
|
||||
char *NET_AdrToStringMasked (char *s, int len, netadr_t *a, netadr_t *amask);
|
||||
void NET_IntegerToMask (netadr_t *a, netadr_t *amask, int bits);
|
||||
qboolean NET_CompareAdrMasked(netadr_t *a, netadr_t *b, netadr_t *mask);
|
||||
|
|
|
@ -1240,57 +1240,116 @@ void NET_IntegerToMask (netadr_t *a, netadr_t *amask, int bits)
|
|||
}
|
||||
}
|
||||
|
||||
// ParsePartialIPv4: check string to see if it is a partial IPv4 address and
|
||||
// ParsePartialIP: check string to see if it is a partial IP address and
|
||||
// return bits to mask and set netadr_t or 0 if not an address
|
||||
int ParsePartialIPv4(const char *s, netadr_t *a)
|
||||
int ParsePartialIP(const char *s, netadr_t *a)
|
||||
{
|
||||
const char *colon = NULL;
|
||||
char *address = a->address.ip;
|
||||
int bits = 8;
|
||||
char *colon;
|
||||
int bits;
|
||||
|
||||
if (!*s)
|
||||
return 0;
|
||||
|
||||
memset (a, 0, sizeof(*a));
|
||||
while (*s)
|
||||
|
||||
//multiple colons == ipv6
|
||||
colon = strchr(s, ':');
|
||||
if (colon && strchr(colon+1, ':'))
|
||||
{
|
||||
if (*s == ':')
|
||||
{
|
||||
if (colon) // only 1 colon
|
||||
return 0;
|
||||
colon = s + 1;
|
||||
}
|
||||
else if (*s == '.')
|
||||
{
|
||||
if (colon) // no colons before periods (probably invalid anyway)
|
||||
return 0;
|
||||
else if (bits >= 32) // only 32 bits in ipv4
|
||||
return 0;
|
||||
else if (*(s+1) == '.')
|
||||
return 0;
|
||||
else if (*(s+1) == '\0')
|
||||
break; // don't add more bits to the mask for x.x., etc
|
||||
bits += 8;
|
||||
address++;
|
||||
}
|
||||
else if (*s >= '0' && *s <= '9')
|
||||
*address = ((*address)*10) + (*s-'0');
|
||||
else
|
||||
return 0; // invalid character
|
||||
qbyte *address = a->address.ip6;
|
||||
unsigned long tmp;
|
||||
bits = 0;
|
||||
//FIXME: check for ::ffff:a.b.c.d
|
||||
//FIXME: check for xx::xx
|
||||
|
||||
s++;
|
||||
if (s[0] == ':' && s[1] == ':' && !s[2])
|
||||
{
|
||||
s+=2;
|
||||
bits = 1;
|
||||
}
|
||||
else while(*s)
|
||||
{
|
||||
tmp = strtoul(s, &colon, 16);
|
||||
if (tmp > 0xffff)
|
||||
return 0; //invalid
|
||||
*address++ = (tmp>>8)&0xff;
|
||||
*address++ = (tmp>>0)&0xff;
|
||||
bits += 16;
|
||||
|
||||
if (bits == 128)
|
||||
{
|
||||
if (!*colon)
|
||||
break;
|
||||
return 0; //must have ended here
|
||||
}
|
||||
|
||||
|
||||
//double-colon ends it here. we can't parse xx::xx
|
||||
//hopefully the last 64 bits or whatever will be irrelevant anyway, so such addresses won't be common
|
||||
if (colon[0] == ':' && colon[1] == ':' && !colon[2])
|
||||
break;
|
||||
if (*colon == ':')
|
||||
colon++;
|
||||
else
|
||||
return 0; //don't allow it if it just ended without a double-colon.
|
||||
s = colon;
|
||||
}
|
||||
a->type = NA_IPV6;
|
||||
a->port = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
char *address = a->address.ip;
|
||||
int port = 0;
|
||||
bits = 8;
|
||||
while (*s)
|
||||
{
|
||||
if (*s == ':')
|
||||
{
|
||||
port = strtoul(s+1, &address, 10);
|
||||
if (*address) //if there was something other than a number there, give up now
|
||||
return 0;
|
||||
break; //end-of-string
|
||||
}
|
||||
else if (*s == '.')
|
||||
{
|
||||
if (bits >= 32) // only 32 bits in ipv4
|
||||
return 0;
|
||||
else if (*(s+1) == '.')
|
||||
return 0;
|
||||
else if (*(s+1) == '\0')
|
||||
break; // don't add more bits to the mask for x.x., etc
|
||||
address++;
|
||||
|
||||
a->type = NA_IP;
|
||||
if (colon)
|
||||
a->port = atoi(colon);
|
||||
//many nq servers mask addresses with Xs.
|
||||
if (s[1] == 'x' || s[1] == 'X')
|
||||
{
|
||||
s++;
|
||||
while (*s == 'x' || *s == 'X' || *s == '.')
|
||||
s++;
|
||||
if (*s)
|
||||
return 0;
|
||||
break;
|
||||
}
|
||||
bits += 8;
|
||||
}
|
||||
else if (*s >= '0' && *s <= '9')
|
||||
*address = ((*address)*10) + (*s-'0');
|
||||
else
|
||||
return 0; // invalid character
|
||||
|
||||
s++;
|
||||
}
|
||||
a->type = NA_IP;
|
||||
a->port = port;
|
||||
}
|
||||
|
||||
return bits;
|
||||
}
|
||||
|
||||
// NET_StringToAdrMasked: extension to NET_StringToAdr to handle IP addresses
|
||||
// with masks or integers representing the bit masks
|
||||
qboolean NET_StringToAdrMasked (const char *s, netadr_t *a, netadr_t *amask)
|
||||
qboolean NET_StringToAdrMasked (const char *s, qboolean allowdns, netadr_t *a, netadr_t *amask)
|
||||
{
|
||||
char t[64];
|
||||
char *spoint;
|
||||
|
@ -1308,7 +1367,7 @@ qboolean NET_StringToAdrMasked (const char *s, netadr_t *a, netadr_t *amask)
|
|||
i = sizeof(t);
|
||||
|
||||
Q_strncpyz(t, s, i);
|
||||
if (!ParsePartialIPv4(t, a) && !NET_StringToAdr(t, 0, a))
|
||||
if (!ParsePartialIP(t, a) && (!allowdns || !NET_StringToAdr(t, 0, a)))
|
||||
return false;
|
||||
spoint++;
|
||||
|
||||
|
@ -1327,7 +1386,7 @@ qboolean NET_StringToAdrMasked (const char *s, netadr_t *a, netadr_t *amask)
|
|||
}
|
||||
|
||||
if (c == NULL) // we have an address so resolve it and return
|
||||
return ParsePartialIPv4(spoint, amask) || NET_StringToAdr(spoint, 0, amask);
|
||||
return ParsePartialIP(spoint, amask) || (allowdns && NET_StringToAdr(spoint, 0, amask));
|
||||
|
||||
// otherwise generate mask for given bits
|
||||
i = atoi(spoint);
|
||||
|
@ -1336,8 +1395,8 @@ qboolean NET_StringToAdrMasked (const char *s, netadr_t *a, netadr_t *amask)
|
|||
else
|
||||
{
|
||||
// we don't have a slash, resolve and fill with a full mask
|
||||
i = ParsePartialIPv4(s, a);
|
||||
if (!i && !NET_StringToAdr(s, 0, a))
|
||||
i = ParsePartialIP(s, a);
|
||||
if (!i && (!allowdns || !NET_StringToAdr(s, 0, a)))
|
||||
return false;
|
||||
|
||||
memset (amask, 0, sizeof(*amask));
|
||||
|
|
|
@ -1004,7 +1004,6 @@
|
|||
Name="VCLinkerTool"
|
||||
AdditionalDependencies="winmm.lib wsock32.lib Advapi32.lib"
|
||||
OutputFile="../../fteqwsv64.exe"
|
||||
LinkIncremental="2"
|
||||
SuppressStartupBanner="true"
|
||||
AdditionalLibraryDirectories="../libs/dxsdk7/lib"
|
||||
IgnoreDefaultLibraryNames="libc.lib;msvcrt.lib"
|
||||
|
@ -1079,7 +1078,7 @@
|
|||
FavorSizeOrSpeed="1"
|
||||
OmitFramePointers="true"
|
||||
AdditionalIncludeDirectories="../libs/speex;..\client;../libs/freetype2/include;../common;../server;../gl;../sw;../qclib;../libs;../libs/dxsdk9/include;../libs/dxsdk7/include"
|
||||
PreprocessorDefinitions="NDEBUG;WIN32;_WINDOWS;GLQUAKE;D3DQUAKE;SWQUAKE;VKQUAKE"
|
||||
PreprocessorDefinitions="NDEBUG;WIN32;_WINDOWS;GLQUAKE;D3D9QUAKE;D3D11QUAKE;SWQUAKE;VKQUAKE;USE_EGL"
|
||||
StringPooling="true"
|
||||
RuntimeLibrary="0"
|
||||
EnableFunctionLevelLinking="true"
|
||||
|
@ -10579,6 +10578,14 @@
|
|||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release Dedicated Server|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug Dedicated Server|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
|
@ -13145,6 +13152,14 @@
|
|||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release Dedicated Server|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
/>
|
||||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Debug Dedicated Server|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
|
@ -19851,6 +19866,7 @@
|
|||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release Dedicated Server|x64"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
|
@ -25208,7 +25224,6 @@
|
|||
</FileConfiguration>
|
||||
<FileConfiguration
|
||||
Name="Release Dedicated Server|Win32"
|
||||
ExcludedFromBuild="true"
|
||||
>
|
||||
<Tool
|
||||
Name="VCCLCompilerTool"
|
||||
|
|
|
@ -26,7 +26,7 @@ void DumpGLState(void);
|
|||
#endif
|
||||
|
||||
extern cvar_t gl_overbright;
|
||||
extern cvar_t gl_ati_truform;
|
||||
extern cvar_t r_tessellation;
|
||||
extern cvar_t r_wireframe;
|
||||
extern cvar_t r_refract_fbo;
|
||||
extern cvar_t r_refractreflect_scale;
|
||||
|
@ -2730,9 +2730,9 @@ static void BE_SendPassBlendDepthMask(unsigned int sbits)
|
|||
(sbits&SBITS_MASK_ALPHA)?GL_FALSE:GL_TRUE
|
||||
);
|
||||
}
|
||||
if ((delta & SBITS_TRUFORM) && qglPNTrianglesiATI)
|
||||
if ((delta & SBITS_TESSELLATION) && qglPNTrianglesiATI)
|
||||
{
|
||||
if ((sbits & SBITS_TRUFORM) && gl_ati_truform.ival)
|
||||
if ((sbits & SBITS_TESSELLATION) && r_tessellation.ival)
|
||||
qglEnable(GL_PN_TRIANGLES_ATI);
|
||||
else
|
||||
qglDisable(GL_PN_TRIANGLES_ATI);
|
||||
|
|
|
@ -3258,7 +3258,7 @@ static int Mod_Batches_Generate(model_t *mod)
|
|||
{
|
||||
if (
|
||||
batch->texture == surf->texinfo->texture &&
|
||||
lbatch->shader == shader &&
|
||||
batch->shader == shader &&
|
||||
batch->lightmap[0] == lmmerge(surf->lightmaptexturenums[0]) &&
|
||||
Vector4Compare(plane, batch->plane) &&
|
||||
batch->firstmesh + surf->mesh->numvertexes <= MAX_INDICIES &&
|
||||
|
|
|
@ -71,9 +71,9 @@ extern cvar_t ffov;
|
|||
extern cvar_t gl_motionblur;
|
||||
extern cvar_t gl_motionblurscale;
|
||||
|
||||
extern cvar_t gl_ati_truform;
|
||||
extern cvar_t r_tessellation;
|
||||
extern cvar_t gl_ati_truform_type;
|
||||
extern cvar_t gl_ati_truform_tesselation;
|
||||
extern cvar_t r_tessellation_level;
|
||||
|
||||
extern cvar_t gl_blendsprites;
|
||||
extern cvar_t r_portaldrawplanes;
|
||||
|
@ -1990,7 +1990,7 @@ void GLR_RenderView (void)
|
|||
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI);
|
||||
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
|
||||
}
|
||||
qglPNTrianglesfATI(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, gl_ati_truform_tesselation.value);
|
||||
qglPNTrianglesfATI(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, r_tessellation_level.value);
|
||||
}
|
||||
|
||||
if (gl_finish.ival)
|
||||
|
|
|
@ -46,6 +46,7 @@ extern cvar_t r_glsl_offsetmapping_reliefmapping;
|
|||
extern cvar_t r_fastturb, r_fastsky, r_skyboxname;
|
||||
extern cvar_t r_drawflat;
|
||||
extern cvar_t r_shaderblobs;
|
||||
extern cvar_t r_tessellation;
|
||||
|
||||
//backend fills this in to say the max pass count
|
||||
int be_maxpasses;
|
||||
|
@ -1123,6 +1124,7 @@ static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *scrip
|
|||
qboolean blobadded;
|
||||
qboolean geom = false;
|
||||
qboolean tess = false;
|
||||
qboolean cantess = false;
|
||||
|
||||
char maxgpubones[128];
|
||||
cvar_t *cvarrefs[64];
|
||||
|
@ -1340,7 +1342,9 @@ static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *scrip
|
|||
if (!permutationname[p])
|
||||
{
|
||||
//we 'recognise' ones that are force-defined, despite not being actual permutations.
|
||||
if (strncmp("SPECULAR", script, end - script))
|
||||
if (end - script == 4 && !strncmp("TESS", script, 4))
|
||||
cantess = true;
|
||||
else if (strncmp("SPECULAR", script, end - script))
|
||||
if (strncmp("DELUXE", script, end - script))
|
||||
if (strncmp("OFFSETMAPPING", script, end - script))
|
||||
if (strncmp("RELIEFMAPPING", script, end - script))
|
||||
|
@ -1384,6 +1388,9 @@ static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *scrip
|
|||
script++;
|
||||
};
|
||||
|
||||
if (qrenderer == qrtype && ver < 150)
|
||||
tess = cantess = false; //GL_ARB_tessellation_shader requires glsl 150(gl3.2) (or glessl 3.1). nvidia complains about layouts if you try anyway
|
||||
|
||||
if (sh_config.pLoadBlob && blobfilename && *blobfilename)
|
||||
blobfile = FS_OpenVFS(blobfilename, "w+b", FS_GAMEONLY);
|
||||
else
|
||||
|
@ -1448,6 +1455,9 @@ static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *scrip
|
|||
prog->nofixedcompat = false;
|
||||
if (nummodifiers < MAXMODIFIERS)
|
||||
{
|
||||
if (end-start == 4 && !Q_strncasecmp(start, "tess", 4))
|
||||
tess |= cantess;
|
||||
|
||||
permutationdefines[nummodifiers] = d = BZ_Malloc(10 + end - start);
|
||||
memcpy(d, "#define ", 8);
|
||||
memcpy(d+8, start, end - start);
|
||||
|
@ -1537,6 +1547,7 @@ static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *scrip
|
|||
}
|
||||
}
|
||||
|
||||
prog->tess = tess;
|
||||
prog->supportedpermutations = ~nopermutation;
|
||||
for (p = 0; p < PERMUTATIONS; p++)
|
||||
{
|
||||
|
@ -4723,8 +4734,8 @@ done:;
|
|||
if (!s->bemoverrides[bemoverride_depthonly])
|
||||
{
|
||||
const char *mask = Shader_AlphaMaskProgArgs(s);
|
||||
if (*mask)
|
||||
s->bemoverrides[bemoverride_depthonly] = R_RegisterShader(va("depthonly%s", mask), SUF_NONE,
|
||||
if (*mask || (s->prog&&s->prog->tess))
|
||||
s->bemoverrides[bemoverride_depthonly] = R_RegisterShader(va("depthonly%s%s", mask, (s->prog&&s->prog->tess)?"#TESS":""), SUF_NONE,
|
||||
"{\n"
|
||||
"program depthonly\n"
|
||||
"{\n"
|
||||
|
@ -4734,6 +4745,35 @@ done:;
|
|||
"}\n"
|
||||
"}\n");
|
||||
}
|
||||
if (!s->bemoverrides[LSHADER_STANDARD] && (s->prog&&s->prog->tess))
|
||||
{
|
||||
int mode;
|
||||
for (mode = 0; mode < LSHADER_MODES; mode++)
|
||||
{
|
||||
if ((mode & LSHADER_CUBE) && (mode & LSHADER_SPOT))
|
||||
continue;
|
||||
if (s->bemoverrides[mode])
|
||||
continue;
|
||||
s->bemoverrides[mode] = R_RegisterShader(va("rtlight%s%s%s%s#TESS",
|
||||
(mode & LSHADER_SMAP)?"#PCF":"",
|
||||
(mode & LSHADER_SPOT)?"#SPOT":"",
|
||||
(mode & LSHADER_CUBE)?"#CUBE":"",
|
||||
#ifdef GLQUAKE
|
||||
(qrenderer == QR_OPENGL && gl_config.arb_shadow && (mode & (LSHADER_SMAP|LSHADER_SPOT)))?"#USE_ARB_SHADOW":""
|
||||
#else
|
||||
""
|
||||
#endif
|
||||
)
|
||||
, s->usageflags,
|
||||
"{\n"
|
||||
"program rtlight\n"
|
||||
"{\n"
|
||||
"map $diffuse\n"
|
||||
"blendfunc add\n"
|
||||
"}\n"
|
||||
"}\n");
|
||||
}
|
||||
}
|
||||
|
||||
if (!s->prog && sh_config.progs_supported && (r_forceprogramify.ival || parsestate.forceprogramify))
|
||||
{
|
||||
|
@ -5910,6 +5950,15 @@ void Shader_DefaultSkin(const char *shortname, shader_t *s, const void *args)
|
|||
);
|
||||
return;
|
||||
}
|
||||
if (r_tessellation.ival && sh_config.progs_supported)
|
||||
{
|
||||
Shader_DefaultScript(shortname, s,
|
||||
"{\n"
|
||||
"program defaultskin#TESS\n"
|
||||
"}\n"
|
||||
);
|
||||
return;
|
||||
}
|
||||
|
||||
Shader_DefaultScript(shortname, s,
|
||||
"{\n"
|
||||
|
@ -6400,7 +6449,7 @@ char *Shader_Decompose(shader_t *s)
|
|||
if (p->shaderbits & SBITS_MISC_NODEPTHTEST) { sprintf(o, "SBITS_MISC_NODEPTHTEST\n"); o+=strlen(o); }
|
||||
if (p->shaderbits & SBITS_MISC_DEPTHEQUALONLY) { sprintf(o, "SBITS_MISC_DEPTHEQUALONLY\n"); o+=strlen(o); }
|
||||
if (p->shaderbits & SBITS_MISC_DEPTHCLOSERONLY) { sprintf(o, "SBITS_MISC_DEPTHCLOSERONLY\n"); o+=strlen(o); }
|
||||
if (p->shaderbits & SBITS_TRUFORM) { sprintf(o, "SBITS_TRUFORM\n"); o+=strlen(o); }
|
||||
if (p->shaderbits & SBITS_TESSELLATION) { sprintf(o, "SBITS_TESSELLATION\n"); o+=strlen(o); }
|
||||
if (p->shaderbits & SBITS_AFFINE) { sprintf(o, "SBITS_AFFINE\n"); o+=strlen(o); }
|
||||
if (p->shaderbits & SBITS_MASK_BITS) { sprintf(o, "SBITS_MASK_BITS\n"); o+=strlen(o); }
|
||||
|
||||
|
|
|
@ -1217,92 +1217,91 @@ static const char *glsl_hdrs[] =
|
|||
"sys/defs.h",
|
||||
"#define DEFS_DEFINED\n"
|
||||
"#ifdef VERTEX_SHADER\n"
|
||||
// "attribute vec3 v_position1;\n" //defined elsewhere, depending on fixed function availability
|
||||
// "attribute vec3 v_position2;\n"
|
||||
"attribute vec4 v_colour;\n"
|
||||
"attribute vec2 v_texcoord;\n"
|
||||
"attribute vec2 v_lmcoord;\n"
|
||||
"attribute vec3 v_normal;\n"
|
||||
"attribute vec3 v_svector;\n"
|
||||
"attribute vec3 v_tvector;\n"
|
||||
"attribute vec4 v_bone;\n" //fixme: make ints
|
||||
"attribute vec4 v_weight;\n"
|
||||
// "attribute vec3 v_position1;" //defined elsewhere, depending on fixed function availability
|
||||
// "attribute vec3 v_position2;"
|
||||
"attribute vec4 v_colour;"
|
||||
"attribute vec2 v_texcoord;"
|
||||
"attribute vec2 v_lmcoord;"
|
||||
"attribute vec3 v_normal;"
|
||||
"attribute vec3 v_svector;"
|
||||
"attribute vec3 v_tvector;"
|
||||
"attribute vec4 v_bone;" //fixme: make ints
|
||||
"attribute vec4 v_weight;"
|
||||
#if MAXRLIGHTMAPS > 1
|
||||
"#define v_lmcoord1 v_lmcoord\n"
|
||||
"attribute vec2 v_lmcoord2;\n"
|
||||
"attribute vec2 v_lmcoord3;\n"
|
||||
"attribute vec2 v_lmcoord4;\n"
|
||||
"#define v_colour1 v_colour\n"
|
||||
"attribute vec4 v_colour2;\n"
|
||||
"attribute vec4 v_colour3;\n"
|
||||
"attribute vec4 v_colour4;\n"
|
||||
"\n#define v_lmcoord1 v_lmcoord\n"
|
||||
"attribute vec2 v_lmcoord2;"
|
||||
"attribute vec2 v_lmcoord3;"
|
||||
"attribute vec2 v_lmcoord4;"
|
||||
"\n#define v_colour1 v_colour\n"
|
||||
"attribute vec4 v_colour2;"
|
||||
"attribute vec4 v_colour3;"
|
||||
"attribute vec4 v_colour4;"
|
||||
#endif
|
||||
"#endif\n"
|
||||
"\n#endif\n"
|
||||
#ifndef NOLEGACY
|
||||
"uniform sampler2D s_shadowmap;\n"
|
||||
"uniform samplerCube s_projectionmap;\n"
|
||||
"uniform sampler2D s_diffuse;\n"
|
||||
"uniform sampler2D s_normalmap;\n"
|
||||
"uniform sampler2D s_specular;\n"
|
||||
"uniform sampler2D s_upper;\n"
|
||||
"uniform sampler2D s_lower;\n"
|
||||
"uniform sampler2D s_fullbright;\n"
|
||||
"uniform sampler2D s_paletted;\n"
|
||||
"uniform samplerCube s_reflectcube;\n"
|
||||
"uniform sampler2D s_reflectmask;\n"
|
||||
"uniform sampler2D s_lightmap;\n"
|
||||
"uniform sampler2D s_deluxmap;\n"
|
||||
"#define s_lightmap0 s_lightmap\n"
|
||||
"uniform sampler2DShadow s_shadowmap;"
|
||||
"uniform samplerCube s_projectionmap;"
|
||||
"uniform sampler2D s_diffuse;"
|
||||
"uniform sampler2D s_normalmap;"
|
||||
"uniform sampler2D s_specular;"
|
||||
"uniform sampler2D s_upper;"
|
||||
"uniform sampler2D s_lower;"
|
||||
"uniform sampler2D s_fullbright;"
|
||||
"uniform sampler2D s_paletted;"
|
||||
"uniform samplerCube s_reflectcube;"
|
||||
"uniform sampler2D s_reflectmask;"
|
||||
"uniform sampler2D s_lightmap;"
|
||||
"uniform sampler2D s_deluxmap;"
|
||||
"\n#define s_lightmap0 s_lightmap\n"
|
||||
"#define s_deluxmap0 s_deluxmap\n"
|
||||
#if MAXRLIGHTMAPS > 1
|
||||
"uniform sampler2D s_lightmap1;\n"
|
||||
"uniform sampler2D s_lightmap2;\n"
|
||||
"uniform sampler2D s_lightmap3;\n"
|
||||
"uniform sampler2D s_deluxmap1;\n"
|
||||
"uniform sampler2D s_deluxmap2;\n"
|
||||
"uniform sampler2D s_lightmap1;"
|
||||
"uniform sampler2D s_lightmap2;"
|
||||
"uniform sampler2D s_lightmap3;"
|
||||
"uniform sampler2D s_deluxmap1;"
|
||||
"uniform sampler2D s_deluxmap2;"
|
||||
"uniform sampler2D s_deluxmap3;\n"
|
||||
#endif
|
||||
#endif
|
||||
"#ifdef USEUBOS\n"
|
||||
"layout(std140) uniform u_lightinfo\n"
|
||||
"{\n"
|
||||
"vec3 l_lightscreen;\n"
|
||||
"float l_lightradius;\n"
|
||||
"vec3 l_lightcolour;\n"
|
||||
"{"
|
||||
"vec3 l_lightscreen;"
|
||||
"float l_lightradius;"
|
||||
"vec3 l_lightcolour;"
|
||||
"float l_pad1;\n"
|
||||
"vec3 l_lightcolourscale;\n"
|
||||
"float l_pad2;\n"
|
||||
"vec3 l_lightposition;\n"
|
||||
"float l_pad3;\n"
|
||||
"mat4 l_cubematrix;\n"
|
||||
"vec4 l_shadowmapproj;\n"
|
||||
"vec2 l_shadowmapscale;\n"
|
||||
"vec2 l_pad4;\n"
|
||||
"\n"
|
||||
"vec3 l_lightcolourscale;n"
|
||||
"float l_pad2;"
|
||||
"vec3 l_lightposition;"
|
||||
"float l_pad3;"
|
||||
"mat4 l_cubematrix;"
|
||||
"vec4 l_shadowmapproj;"
|
||||
"vec2 l_shadowmapscale;"
|
||||
"vec2 l_pad4;"
|
||||
"};\n"
|
||||
"layout(std140) uniform u_entityinfo\n"
|
||||
"{\n"
|
||||
"vec2 e_vblend;\n"
|
||||
"vec2 e_pad1;\n"
|
||||
"vec3 e_glowmod;\n"
|
||||
"float e_pad2;\n"
|
||||
"vec3 e_origin;\n"
|
||||
"float e_pad3;\n"
|
||||
"vec4 colormod;\n"
|
||||
"vec3 e_glowmod;\n"
|
||||
"float e_pad4;\n"
|
||||
"vec3 e_uppercolour;\n"
|
||||
"float e_pad5;\n"
|
||||
"vec3 e_lowercolour;\n"
|
||||
"float e_pad6;\n"
|
||||
"vec3 w_fogcolour;\n"
|
||||
"float w_fogalpha;\n"
|
||||
"vec3 e_light_dir;\n"
|
||||
"float w_fogdensity;\n"
|
||||
"vec3 e_light_mul;\n"
|
||||
"float w_fogdepthbias;\n"
|
||||
"vec3 e_light_ambient;\n"
|
||||
"float e_time;\n"
|
||||
"vec2 e_vblend;"
|
||||
"vec2 e_pad1;"
|
||||
"vec3 e_glowmod;"
|
||||
"float e_pad2;"
|
||||
"vec3 e_origin;"
|
||||
"float e_pad3;"
|
||||
"vec4 colormod;"
|
||||
"vec3 e_glowmod;"
|
||||
"float e_pad4;"
|
||||
"vec3 e_uppercolour;"
|
||||
"float e_pad5;"
|
||||
"vec3 e_lowercolour;"
|
||||
"float e_pad6;"
|
||||
"vec3 w_fogcolour;"
|
||||
"float w_fogalpha;"
|
||||
"vec3 e_light_dir;"
|
||||
"float w_fogdensity;"
|
||||
"vec3 e_light_mul;"
|
||||
"float w_fogdepthbias;"
|
||||
"vec3 e_light_ambient;"
|
||||
"float e_time;"
|
||||
"};\n"
|
||||
"#ifdef SKELETAL\n"
|
||||
"layout(std140) unform u_bones\n"
|
||||
|
@ -1315,11 +1314,13 @@ static const char *glsl_hdrs[] =
|
|||
"};\n"
|
||||
"#endif\n"
|
||||
"#else\n"
|
||||
"uniform mat4 m_model;\n"
|
||||
"uniform mat4 m_view;\n"
|
||||
"uniform mat4 m_modelview;\n"
|
||||
"uniform mat4 m_model;"
|
||||
"uniform mat4 m_view;"
|
||||
"uniform mat4 m_modelview;"
|
||||
"uniform mat4 m_projection;\n"
|
||||
// "uniform mat4 m_modelviewprojection;\n"
|
||||
"#ifndef VERTEX_SHADER\n"
|
||||
"uniform mat4 m_modelviewprojection;\n"
|
||||
"#endif\n"
|
||||
"#ifdef SKELETAL\n" //skeletal permutation tends to require glsl 120
|
||||
"#ifdef PACKEDBONES\n"
|
||||
"uniform vec4 m_bones[3*MAX_GPU_BONES];\n"
|
||||
|
@ -1327,11 +1328,11 @@ static const char *glsl_hdrs[] =
|
|||
"uniform mat3x4 m_bones[MAX_GPU_BONES];\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
"uniform mat4 m_invviewprojection;\n"
|
||||
"uniform mat4 m_invmodelviewprojection;\n"
|
||||
"uniform mat4 m_invviewprojection;"
|
||||
"uniform mat4 m_invmodelviewprojection;"
|
||||
|
||||
/*viewer properties*/
|
||||
"uniform vec3 v_eyepos;\n"
|
||||
"uniform vec3 v_eyepos;"
|
||||
"uniform vec4 w_fog[2];\n"
|
||||
"#define w_fogcolour w_fog[0].rgb\n"
|
||||
"#define w_fogalpha w_fog[0].a\n"
|
||||
|
@ -1345,37 +1346,37 @@ static const char *glsl_hdrs[] =
|
|||
"#else\n"
|
||||
"uniform vec4 e_lmscale;\n"
|
||||
"#endif\n"
|
||||
"uniform vec3 e_origin;\n"
|
||||
"uniform float e_time;\n"
|
||||
"uniform vec3 e_eyepos;\n"
|
||||
"uniform vec4 e_colour;\n"
|
||||
"uniform vec4 e_colourident;\n"
|
||||
"uniform vec3 e_glowmod;\n"
|
||||
"uniform vec3 e_uppercolour;\n"
|
||||
"uniform vec3 e_lowercolour;\n"
|
||||
"uniform vec3 e_light_dir;\n"
|
||||
"uniform vec3 e_light_mul;\n"
|
||||
"uniform vec3 e_light_ambient;\n"
|
||||
"uniform vec3 e_origin;"
|
||||
"uniform float e_time;"
|
||||
"uniform vec3 e_eyepos;"
|
||||
"uniform vec4 e_colour;"
|
||||
"uniform vec4 e_colourident;"
|
||||
"uniform vec3 e_glowmod;"
|
||||
"uniform vec3 e_uppercolour;"
|
||||
"uniform vec3 e_lowercolour;"
|
||||
"uniform vec3 e_light_dir;"
|
||||
"uniform vec3 e_light_mul;"
|
||||
"uniform vec3 e_light_ambient;"
|
||||
|
||||
/*rtlight properties, use with caution*/
|
||||
"uniform vec2 l_lightscreen;\n"
|
||||
"uniform float l_lightradius;\n"
|
||||
"uniform vec3 l_lightcolour;\n"
|
||||
"uniform vec3 l_lightposition;\n"
|
||||
"uniform vec3 l_lightcolourscale;\n"
|
||||
"uniform mat4 l_cubematrix;\n"
|
||||
"uniform vec4 l_shadowmapproj;\n"
|
||||
"uniform vec2 l_shadowmapscale;\n"
|
||||
"uniform vec2 l_lightscreen;"
|
||||
"uniform float l_lightradius;"
|
||||
"uniform vec3 l_lightcolour;"
|
||||
"uniform vec3 l_lightposition;"
|
||||
"uniform vec3 l_lightcolourscale;"
|
||||
"uniform mat4 l_cubematrix;"
|
||||
"uniform vec4 l_shadowmapproj;"
|
||||
"uniform vec2 l_shadowmapscale;"
|
||||
|
||||
"uniform vec2 e_rendertexturescale;\n"
|
||||
"#endif\n"
|
||||
,
|
||||
"sys/skeletal.h",
|
||||
"#ifndef DEFS_DEFINED\n"
|
||||
"attribute vec3 v_normal;\n"
|
||||
"attribute vec3 v_svector;\n"
|
||||
"attribute vec3 v_tvector;\n"
|
||||
"#endif\n"
|
||||
"attribute vec3 v_normal;"
|
||||
"attribute vec3 v_svector;"
|
||||
"attribute vec3 v_tvector;"
|
||||
"\n#endif\n"
|
||||
"#ifdef SKELETAL\n"
|
||||
"#ifndef DEFS_DEFINED\n"
|
||||
"attribute vec4 v_bone;"
|
||||
|
@ -1887,10 +1888,18 @@ static GLhandleARB GLSlang_CreateShader (program_t *prog, const char *name, int
|
|||
length[strings] = strlen(prstrings[strings]);
|
||||
strings++;
|
||||
}
|
||||
if (ver >= 130) //gl3+ deprecated the varying keyword for geometry shaders to work properly
|
||||
if (ver >= 130)
|
||||
{
|
||||
prstrings[strings] =
|
||||
//gl3+ deprecated the varying keyword for geometry shaders to work properly
|
||||
"#define varying in\n"
|
||||
//it also deprecated the numerous texture functions. now only the 'texture' function exists, with overloads for each sampler type.
|
||||
"#define texture2D texture\n"
|
||||
"#define textureCube texture\n"
|
||||
"#define shadow2D texture\n"
|
||||
//gl_FragColor and gl_FragData got deprecated too
|
||||
"out vec4 fte_fragdata;\n"
|
||||
"#define gl_FragColor fte_fragdata\n"
|
||||
;
|
||||
length[strings] = strlen(prstrings[strings]);
|
||||
strings++;
|
||||
|
@ -1912,7 +1921,7 @@ static GLhandleARB GLSlang_CreateShader (program_t *prog, const char *name, int
|
|||
#ifdef NOLEGACY
|
||||
const char *defaultsamplernames[] =
|
||||
{
|
||||
"uniform sampler2D s_shadowmap;\n",
|
||||
"uniform sampler2DShadow s_shadowmap;\n",
|
||||
"uniform samplerCube s_projectionmap;\n",
|
||||
"uniform sampler2D s_diffuse;\n",
|
||||
"uniform sampler2D s_normalmap;\n",
|
||||
|
@ -1957,12 +1966,22 @@ static GLhandleARB GLSlang_CreateShader (program_t *prog, const char *name, int
|
|||
strings++;
|
||||
break;
|
||||
case GL_TESS_CONTROL_SHADER_ARB:
|
||||
prstrings[strings] = "#define TESS_CONTROL_SHADER\n";
|
||||
prstrings[strings] =
|
||||
"#define TESS_CONTROL_SHADER\n"
|
||||
"#if __VERSION__ < 400\n"
|
||||
"#extension GL_ARB_tessellation_shader : enable\n"
|
||||
"#endif\n";
|
||||
//varyings are arrays, so don't bother defining that here.
|
||||
length[strings] = strlen(prstrings[strings]);
|
||||
strings++;
|
||||
break;
|
||||
case GL_TESS_EVALUATION_SHADER_ARB:
|
||||
prstrings[strings] = "#define TESS_EVALUATION_SHADER\n";
|
||||
prstrings[strings] =
|
||||
"#define TESS_EVALUATION_SHADER\n"
|
||||
"#if __VERSION__ < 400\n"
|
||||
"#extension GL_ARB_tessellation_shader : enable\n"
|
||||
"#endif\n"
|
||||
"#define varying out\n";
|
||||
length[strings] = strlen(prstrings[strings]);
|
||||
strings++;
|
||||
break;
|
||||
|
@ -2084,7 +2103,7 @@ static GLhandleARB GLSlang_CreateShader (program_t *prog, const char *name, int
|
|||
|
||||
//called after CreateShader. Checks for success.
|
||||
//Splitting creation allows for both vertex+fragment shaders to be processed simultaneously if the driver threads glCompileShaderARB.
|
||||
static GLhandleARB GLSlang_FinishShader(GLhandleARB shader, const char *name, GLenum shadertype, qboolean silent)
|
||||
static GLhandleARB GLSlang_FinishShader(GLhandleARB shader, const char *name, GLenum shadertype, qboolean *silent)
|
||||
{
|
||||
GLint compiled;
|
||||
int loglen;
|
||||
|
@ -2096,12 +2115,13 @@ static GLhandleARB GLSlang_FinishShader(GLhandleARB shader, const char *name, GL
|
|||
if(!compiled)
|
||||
{
|
||||
char *typedesc;
|
||||
char str[8192];
|
||||
char str[65536];
|
||||
|
||||
*str = 0;
|
||||
qglGetShaderInfoLog_(shader, sizeof(str), NULL, str);
|
||||
if (!silent)
|
||||
if (!*silent)
|
||||
{
|
||||
*silent = true;
|
||||
switch (shadertype)
|
||||
{
|
||||
case GL_FRAGMENT_SHADER_ARB:
|
||||
|
@ -2168,7 +2188,7 @@ static GLhandleARB GLSlang_FinishShader(GLhandleARB shader, const char *name, GL
|
|||
return shader;
|
||||
}
|
||||
|
||||
GLhandleARB GLSlang_CreateProgramObject (const char *name, GLhandleARB vert, GLhandleARB cont, GLhandleARB eval, GLhandleARB geom, GLhandleARB frag, qboolean silent)
|
||||
GLhandleARB GLSlang_CreateProgramObject (const char *name, GLhandleARB vert, GLhandleARB cont, GLhandleARB eval, GLhandleARB geom, GLhandleARB frag)
|
||||
{
|
||||
GLhandleARB program;
|
||||
|
||||
|
@ -2295,16 +2315,16 @@ union programhandle_u GLSlang_CreateProgram(program_t *prog, const char *name, i
|
|||
cs = GLSlang_CreateShader(prog, name, ver, precompilerconstants, cont, GL_TESS_CONTROL_SHADER_ARB, silent);
|
||||
es = GLSlang_CreateShader(prog, name, ver, precompilerconstants, eval, GL_TESS_EVALUATION_SHADER_ARB, silent);
|
||||
|
||||
fs = GLSlang_FinishShader(fs, name, GL_FRAGMENT_SHADER_ARB, silent);
|
||||
gs = GLSlang_FinishShader(gs, name, GL_GEOMETRY_SHADER_ARB, silent);
|
||||
vs = GLSlang_FinishShader(vs, name, GL_VERTEX_SHADER_ARB, silent);
|
||||
cs = GLSlang_FinishShader(cs, name, GL_TESS_CONTROL_SHADER_ARB, silent);
|
||||
es = GLSlang_FinishShader(es, name, GL_TESS_EVALUATION_SHADER_ARB, silent);
|
||||
fs = GLSlang_FinishShader(fs, name, GL_FRAGMENT_SHADER_ARB, &silent);
|
||||
gs = GLSlang_FinishShader(gs, name, GL_GEOMETRY_SHADER_ARB, &silent);
|
||||
vs = GLSlang_FinishShader(vs, name, GL_VERTEX_SHADER_ARB, &silent);
|
||||
cs = GLSlang_FinishShader(cs, name, GL_TESS_CONTROL_SHADER_ARB, &silent);
|
||||
es = GLSlang_FinishShader(es, name, GL_TESS_EVALUATION_SHADER_ARB, &silent);
|
||||
|
||||
if (!vs || !fs)
|
||||
ret.glsl.handle = 0;
|
||||
else
|
||||
ret.glsl.handle = GLSlang_CreateProgramObject(name, vs, cs, es, gs, fs, silent);
|
||||
ret.glsl.handle = GLSlang_CreateProgramObject(name, vs, cs, es, gs, fs);
|
||||
//delete ignores 0s.
|
||||
if (vs) qglDeleteShaderObject_(vs);
|
||||
if (gs) qglDeleteShaderObject_(gs);
|
||||
|
@ -2314,6 +2334,7 @@ union programhandle_u GLSlang_CreateProgram(program_t *prog, const char *name, i
|
|||
|
||||
checkglerror();
|
||||
|
||||
ret.glsl.usetesselation = (cont || eval);
|
||||
if (ret.glsl.handle && blobfile && qglGetProgramBinary)
|
||||
{
|
||||
GLuint ui;
|
||||
|
@ -2335,8 +2356,6 @@ union programhandle_u GLSlang_CreateProgram(program_t *prog, const char *name, i
|
|||
BZ_Free(blobdata);
|
||||
}
|
||||
|
||||
ret.glsl.usetesselation = (cont || eval);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
|
|
@ -1849,8 +1849,13 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
#endif
|
||||
#ifdef GLQUAKE
|
||||
{QR_OPENGL, 110, "depthonly",
|
||||
"!!ver 100 150\n"
|
||||
"!!permu TESS\n"
|
||||
"!!permu FRAMEBLEND\n"
|
||||
"!!permu SKELETAL\n"
|
||||
"!!cvardf r_tessellation=0\n"
|
||||
|
||||
"#include \"sys/defs.h\"\n"
|
||||
|
||||
//standard shader used for drawing shadowmap depth.
|
||||
//also used for masking off portals and other things that want depth and no colour.
|
||||
|
@ -1859,12 +1864,80 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
|
||||
"#ifdef VERTEX_SHADER\n"
|
||||
"#include \"sys/skeletal.h\"\n"
|
||||
"#ifdef TESS\n"
|
||||
"varying vec3 vertex;\n"
|
||||
"varying vec3 normal;\n"
|
||||
"#endif\n"
|
||||
"void main ()\n"
|
||||
"{\n"
|
||||
"#ifdef TESS\n"
|
||||
"skeletaltransform_n(normal);\n"
|
||||
"vertex = v_position;\n"
|
||||
"#else\n"
|
||||
"gl_Position = skeletaltransform();\n"
|
||||
"#endif\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
|
||||
"#if defined(TESS_CONTROL_SHADER)\n"
|
||||
"layout(vertices = 3) out;\n"
|
||||
|
||||
"in vec3 vertex[];\n"
|
||||
"out vec3 t_vertex[];\n"
|
||||
"in vec3 normal[];\n"
|
||||
"out vec3 t_normal[];\n"
|
||||
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
//the control shader needs to pass stuff through
|
||||
"#define id gl_InvocationID\n"
|
||||
"t_vertex[id] = vertex[id];\n"
|
||||
"t_normal[id] = normal[id];\n"
|
||||
"gl_TessLevelOuter[0] = float(r_tessellation)+1.0;\n"
|
||||
"gl_TessLevelOuter[1] = float(r_tessellation)+1.0;\n"
|
||||
"gl_TessLevelOuter[2] = float(r_tessellation)+1.0;\n"
|
||||
"gl_TessLevelInner[0] = float(r_tessellation)+1.0;\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
"#if defined(TESS_EVALUATION_SHADER)\n"
|
||||
"layout(triangles) in;\n"
|
||||
|
||||
"in vec3 t_vertex[];\n"
|
||||
"in vec3 t_normal[];\n"
|
||||
|
||||
"#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
"#define factor 1.0\n"
|
||||
"vec3 w = LERP(t_vertex);\n"
|
||||
|
||||
"vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];\n"
|
||||
"vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];\n"
|
||||
"vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];\n"
|
||||
"w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);\n"
|
||||
|
||||
"gl_Position = m_modelviewprojection * vec4(w,1.0);\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
"#ifdef FRAGMENT_SHADER\n"
|
||||
"void main ()\n"
|
||||
"{\n"
|
||||
|
@ -2248,7 +2321,8 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
#endif
|
||||
#ifdef GLQUAKE
|
||||
{QR_OPENGL, 110, "defaultskin",
|
||||
"!!ver 100 130\n"
|
||||
"!!ver 100 150\n"
|
||||
"!!permu TESS\n"
|
||||
"!!permu FULLBRIGHT\n"
|
||||
"!!permu UPPERLOWER\n"
|
||||
"!!permu FRAMEBLEND\n"
|
||||
|
@ -2258,6 +2332,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
"!!cvarf r_glsl_offsetmapping_scale\n"
|
||||
"!!cvarf gl_specular\n"
|
||||
"!!cvardf gl_affinemodels=0\n"
|
||||
"!!cvardf r_tessellation=0\n"
|
||||
|
||||
"#include \"sys/defs.h\"\n"
|
||||
|
||||
|
@ -2266,19 +2341,31 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
//the vertex shader is responsible for calculating lighting values.
|
||||
|
||||
"#if gl_affinemodels==1 && __VERSION__ >= 130\n"
|
||||
"noperspective\n"
|
||||
"#endif\n"
|
||||
"varying vec2 tc;\n"
|
||||
"varying vec3 light;\n"
|
||||
"#if defined(SPECULAR) || defined(OFFSETMAPPING)\n"
|
||||
"varying vec3 eyevector;\n"
|
||||
"#define affine noperspective\n"
|
||||
"#else\n"
|
||||
"#define affine\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
"#ifdef VERTEX_SHADER\n"
|
||||
"#include \"sys/skeletal.h\"\n"
|
||||
|
||||
"affine varying vec2 tc;\n"
|
||||
"varying vec3 light;\n"
|
||||
"#if defined(SPECULAR) || defined(OFFSETMAPPING)\n"
|
||||
"varying vec3 eyevector;\n"
|
||||
"#endif\n"
|
||||
"#ifdef TESS\n"
|
||||
"varying vec3 vertex;\n"
|
||||
"varying vec3 normal;\n"
|
||||
"#endif\n"
|
||||
|
||||
"void main ()\n"
|
||||
"{\n"
|
||||
"#if defined(SPECULAR)||defined(OFFSETMAPPING)\n"
|
||||
|
@ -2289,17 +2376,120 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
"eyevector.y = dot(eyeminusvertex, t.xyz);\n"
|
||||
"eyevector.z = dot(eyeminusvertex, n.xyz);\n"
|
||||
"#else\n"
|
||||
"vec3 n;\n"
|
||||
"gl_Position = skeletaltransform_n(n);\n"
|
||||
"vec3 n, s, t, w;\n"
|
||||
"gl_Position = skeletaltransform_wnst(w,n,s,t);\n"
|
||||
"#endif\n"
|
||||
|
||||
"tc = v_texcoord;\n"
|
||||
|
||||
"float d = dot(n,e_light_dir);\n"
|
||||
"if (d < 0.0) //vertex shader. this might get ugly, but I don't really want to make it per vertex.\n"
|
||||
"d = 0.0; //this avoids the dark side going below the ambient level.\n"
|
||||
"light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);\n"
|
||||
"tc = v_texcoord;\n"
|
||||
|
||||
"#ifdef TESS\n"
|
||||
"normal = n;\n"
|
||||
"vertex = w;\n"
|
||||
"#endif\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
"#if defined(TESS_CONTROL_SHADER)\n"
|
||||
"layout(vertices = 3) out;\n"
|
||||
|
||||
"in vec3 vertex[];\n"
|
||||
"out vec3 t_vertex[];\n"
|
||||
"in vec3 normal[];\n"
|
||||
"out vec3 t_normal[];\n"
|
||||
"affine in vec2 tc[];\n"
|
||||
"affine out vec2 t_tc[];\n"
|
||||
"in vec3 light[];\n"
|
||||
"out vec3 t_light[];\n"
|
||||
"#if defined(SPECULAR) || defined(OFFSETMAPPING)\n"
|
||||
"in vec3 eyevector[];\n"
|
||||
"out vec3 t_eyevector[];\n"
|
||||
"#endif\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
//the control shader needs to pass stuff through
|
||||
"#define id gl_InvocationID\n"
|
||||
"t_vertex[id] = vertex[id];\n"
|
||||
"t_normal[id] = normal[id];\n"
|
||||
"t_tc[id] = tc[id];\n"
|
||||
"t_light[id] = light[id];\n"
|
||||
"#if defined(SPECULAR) || defined(OFFSETMAPPING)\n"
|
||||
"t_eyevector[id] = eyevector[id];\n"
|
||||
"#endif\n"
|
||||
|
||||
"gl_TessLevelOuter[0] = float(r_tessellation)+1.0;\n"
|
||||
"gl_TessLevelOuter[1] = float(r_tessellation)+1.0;\n"
|
||||
"gl_TessLevelOuter[2] = float(r_tessellation)+1.0;\n"
|
||||
"gl_TessLevelInner[0] = float(r_tessellation)+1.0;\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
"#if defined(TESS_EVALUATION_SHADER)\n"
|
||||
"layout(triangles) in;\n"
|
||||
|
||||
"in vec3 t_vertex[];\n"
|
||||
"in vec3 t_normal[];\n"
|
||||
"affine in vec2 t_tc[];\n"
|
||||
"affine out vec2 tc;\n"
|
||||
"in vec3 t_light[];\n"
|
||||
"out vec3 light;\n"
|
||||
"#if defined(SPECULAR) || defined(OFFSETMAPPING)\n"
|
||||
"in vec3 t_eyevector[];\n"
|
||||
"out vec3 eyevector;\n"
|
||||
"#endif\n"
|
||||
|
||||
"#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
"#define factor 1.0\n"
|
||||
"tc = LERP(t_tc);\n"
|
||||
"vec3 w = LERP(t_vertex);\n"
|
||||
|
||||
"vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];\n"
|
||||
"vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];\n"
|
||||
"vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];\n"
|
||||
"w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);\n"
|
||||
|
||||
//FIXME: we should be recalcing these here, instead of just lerping them
|
||||
"light = LERP(t_light);\n"
|
||||
"#if defined(SPECULAR) || defined(OFFSETMAPPING)\n"
|
||||
"eyevector = LERP(t_eyevector);\n"
|
||||
"#endif\n"
|
||||
|
||||
"gl_Position = m_modelviewprojection * vec4(w,1.0);\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
"#ifdef FRAGMENT_SHADER\n"
|
||||
|
||||
"#include \"sys/fog.h\"\n"
|
||||
|
@ -2317,9 +2507,10 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
"uniform sampler2D s_colourmap;\n"
|
||||
"#endif\n"
|
||||
|
||||
"#if __VERSION__ >= 130\n"
|
||||
"#define gl_FragColor thecolour\n"
|
||||
"out vec4 thecolour;\n"
|
||||
"affine varying vec2 tc;\n"
|
||||
"varying vec3 light;\n"
|
||||
"#if defined(SPECULAR) || defined(OFFSETMAPPING)\n"
|
||||
"varying vec3 eyevector;\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
|
@ -4483,7 +4674,8 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
#endif
|
||||
#ifdef GLQUAKE
|
||||
{QR_OPENGL, 110, "defaultwall",
|
||||
"!!ver 100 120 // 130\n"
|
||||
"!!ver 100 150\n"
|
||||
"!!permu TESS\n"
|
||||
"!!permu DELUXE\n"
|
||||
"!!permu FULLBRIGHT\n"
|
||||
"!!permu FOG\n"
|
||||
|
@ -4493,19 +4685,16 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
"!!permu REFLECTCUBEMASK\n"
|
||||
"!!cvarf r_glsl_offsetmapping_scale\n"
|
||||
"!!cvarf gl_specular\n"
|
||||
"!!cvardf r_tessellation=0\n"
|
||||
|
||||
"#include \"sys/defs.h\"\n"
|
||||
|
||||
"#if __VERSION__ >= 130\n"
|
||||
"#define texture2D texture\n"
|
||||
"#define textureCube texture\n"
|
||||
"#define gl_FragColor gl_FragData[0]\n"
|
||||
"#endif\n"
|
||||
|
||||
//this is what normally draws all of your walls, even with rtlights disabled
|
||||
//note that the '286' preset uses drawflat_walls instead.
|
||||
|
||||
"#include \"sys/fog.h\"\n"
|
||||
|
||||
"#if !defined(TESS_CONTROL_SHADER)\n"
|
||||
"#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)\n"
|
||||
"varying vec3 eyevector;\n"
|
||||
"#endif\n"
|
||||
|
@ -4526,8 +4715,12 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
"varying vec2 lm0;\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
|
||||
"#ifdef VERTEX_SHADER\n"
|
||||
"#ifdef TESS\n"
|
||||
"varying vec3 vertex, normal;\n"
|
||||
"#endif\n"
|
||||
"void main ()\n"
|
||||
"{\n"
|
||||
"#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)\n"
|
||||
|
@ -4558,10 +4751,151 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
"#endif\n"
|
||||
"#endif\n"
|
||||
"gl_Position = ftetransform();\n"
|
||||
|
||||
"#ifdef TESS\n"
|
||||
"vertex = v_position;\n"
|
||||
"normal = v_normal;\n"
|
||||
"#endif\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
"#if defined(TESS_CONTROL_SHADER)\n"
|
||||
"layout(vertices = 3) out;\n"
|
||||
|
||||
"in vec3 vertex[];\n"
|
||||
"out vec3 t_vertex[];\n"
|
||||
"in vec3 normal[];\n"
|
||||
"out vec3 t_normal[];\n"
|
||||
"#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)\n"
|
||||
"in vec3 eyevector[];\n"
|
||||
"out vec3 t_eyevector[];\n"
|
||||
"#endif\n"
|
||||
"#ifdef REFLECTCUBEMASK\n"
|
||||
"in mat3 invsurface[];\n"
|
||||
"out mat3 t_invsurface[];\n"
|
||||
"#endif\n"
|
||||
"in vec2 tc[];\n"
|
||||
"out vec2 t_tc[];\n"
|
||||
"#ifdef VERTEXLIT\n"
|
||||
"in vec4 vc[];\n"
|
||||
"out vec4 t_vc[];\n"
|
||||
"#else\n"
|
||||
"in vec2 lm0[];\n"
|
||||
"out vec2 t_lm0[];\n"
|
||||
"#ifdef LIGHTSTYLED\n"
|
||||
"in vec2 lm1[], lm2[], lm3[];\n"
|
||||
"out vec2 t_lm1[], t_lm2[], t_lm3[];\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
//the control shader needs to pass stuff through
|
||||
"#define id gl_InvocationID\n"
|
||||
"t_vertex[id] = vertex[id];\n"
|
||||
"t_normal[id] = normal[id];\n"
|
||||
"#ifdef REFLECTCUBEMASK\n"
|
||||
"t_invsurface[id] = invsurface[id];\n"
|
||||
"#endif\n"
|
||||
"t_tc[id] = tc[id];\n"
|
||||
"#ifdef VERTEXLIT\n"
|
||||
"t_vc[id] = vc[id];\n"
|
||||
"#else\n"
|
||||
"t_lm0[id] = lm0[id];\n"
|
||||
"#ifdef LIGHTSTYLED\n"
|
||||
"t_lm1[id] = lm1[id];\n"
|
||||
"t_lm2[id] = lm2[id];\n"
|
||||
"t_lm3[id] = lm3[id];\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
|
||||
"#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)\n"
|
||||
"t_eyevector[id] = eyevector[id];\n"
|
||||
"#endif\n"
|
||||
|
||||
"gl_TessLevelOuter[0] = float(r_tessellation)+1.0;\n"
|
||||
"gl_TessLevelOuter[1] = float(r_tessellation)+1.0;\n"
|
||||
"gl_TessLevelOuter[2] = float(r_tessellation)+1.0;\n"
|
||||
"gl_TessLevelInner[0] = float(r_tessellation)+1.0;\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
"#if defined(TESS_EVALUATION_SHADER)\n"
|
||||
"layout(triangles) in;\n"
|
||||
|
||||
"in vec3 t_vertex[];\n"
|
||||
"in vec3 t_normal[];\n"
|
||||
"#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)\n"
|
||||
"in vec3 t_eyevector[];\n"
|
||||
"#endif\n"
|
||||
"#ifdef REFLECTCUBEMASK\n"
|
||||
"in mat3 t_invsurface[];\n"
|
||||
"#endif\n"
|
||||
"in vec2 t_tc[];\n"
|
||||
"#ifdef VERTEXLIT\n"
|
||||
"in vec4 t_vc[];\n"
|
||||
"#else\n"
|
||||
"#ifdef LIGHTSTYLED\n"
|
||||
//we could use an offset, but that would still need to be per-surface which would break batches
|
||||
//fixme: merge attributes?
|
||||
"in vec2 t_lm0[], t_lm1[], t_lm2[], t_lm3[];\n"
|
||||
"#else\n"
|
||||
"in vec2 t_lm0[];\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
|
||||
"#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
"#define factor 1.0\n"
|
||||
"tc = LERP(t_tc);\n"
|
||||
"#ifdef VERTEXLIT\n"
|
||||
"vc = LERP(t_vc);\n"
|
||||
"#else\n"
|
||||
"lm0 = LERP(t_lm0);\n"
|
||||
"#ifdef LIGHTSTYLED\n"
|
||||
"lm1 = LERP(t_lm1);\n"
|
||||
"lm2 = LERP(t_lm2);\n"
|
||||
"lm3 = LERP(t_lm3);\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
"vec3 w = LERP(t_vertex);\n"
|
||||
|
||||
"vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];\n"
|
||||
"vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];\n"
|
||||
"vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];\n"
|
||||
"w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);\n"
|
||||
|
||||
"#if defined(PCF) || defined(SPOT) || defined(CUBE)\n"
|
||||
//for texture projections/shadowmapping on dlights
|
||||
"vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));\n"
|
||||
"#endif\n"
|
||||
|
||||
//FIXME: we should be recalcing these here, instead of just lerping them
|
||||
"#ifdef REFLECTCUBEMASK\n"
|
||||
"invsurface = LERP(t_invsurface);\n"
|
||||
"#endif\n"
|
||||
"#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)\n"
|
||||
"eyevector = LERP(t_eyevector);\n"
|
||||
"#endif\n"
|
||||
|
||||
"gl_Position = m_modelviewprojection * vec4(w,1.0);\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
"#ifdef FRAGMENT_SHADER\n"
|
||||
|
||||
//samplers
|
||||
|
@ -9302,6 +9636,8 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
#endif
|
||||
#ifdef GLQUAKE
|
||||
{QR_OPENGL, 110, "rtlight",
|
||||
"!!ver 100 150\n"
|
||||
"!!permu TESS\n"
|
||||
"!!permu BUMP\n"
|
||||
"!!permu FRAMEBLEND\n"
|
||||
"!!permu SKELETAL\n"
|
||||
|
@ -9310,7 +9646,9 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
"!!permu REFLECTCUBEMASK\n"
|
||||
"!!cvarf r_glsl_offsetmapping_scale\n"
|
||||
"!!cvardf r_glsl_pcf\n"
|
||||
"!!cvardf r_tessellation=0\n"
|
||||
|
||||
"#include \"sys/defs.h\"\n"
|
||||
|
||||
"#ifndef USE_ARB_SHADOW\n"
|
||||
//fall back on regular samplers if we must
|
||||
|
@ -9352,7 +9690,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
"#undef OFFSETMAPPING\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
"#if !defined(TESS_CONTROL_SHADER)\n"
|
||||
"varying vec2 tcbase;\n"
|
||||
"varying vec3 lightvector;\n"
|
||||
"#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)\n"
|
||||
|
@ -9360,23 +9698,18 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
"#endif\n"
|
||||
"#ifdef REFLECTCUBEMASK\n"
|
||||
"varying mat3 invsurface;\n"
|
||||
"uniform mat4 m_model;\n"
|
||||
"#endif\n"
|
||||
"#if defined(PCF) || defined(CUBE) || defined(SPOT)\n"
|
||||
"varying vec4 vtexprojcoord;\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
"#ifdef VERTEX_SHADER\n"
|
||||
"#if defined(PCF) || defined(CUBE) || defined(SPOT)\n"
|
||||
"uniform mat4 l_cubematrix;\n"
|
||||
"#ifdef TESS\n"
|
||||
"varying vec3 vertex, normal;\n"
|
||||
"#endif\n"
|
||||
"#include \"sys/skeletal.h\"\n"
|
||||
"uniform vec3 l_lightposition;\n"
|
||||
"attribute vec2 v_texcoord;\n"
|
||||
"#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)\n"
|
||||
"uniform vec3 e_eyepos;\n"
|
||||
"#endif\n"
|
||||
"void main ()\n"
|
||||
"{\n"
|
||||
"vec3 n, s, t, w;\n"
|
||||
|
@ -9407,57 +9740,114 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
//for texture projections/shadowmapping on dlights
|
||||
"vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));\n"
|
||||
"#endif\n"
|
||||
|
||||
"#ifdef TESS\n"
|
||||
"vertex = w;\n"
|
||||
"normal = n;\n"
|
||||
"#endif\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
"#if defined(TESS_CONTROL_SHADER)\n"
|
||||
"layout(vertices = 3) out;\n"
|
||||
|
||||
"in vec3 vertex[];\n"
|
||||
"out vec3 t_vertex[];\n"
|
||||
"in vec3 normal[];\n"
|
||||
"out vec3 t_normal[];\n"
|
||||
"in vec2 tcbase[];\n"
|
||||
"out vec2 t_tcbase[];\n"
|
||||
"in vec3 lightvector[];\n"
|
||||
"out vec3 t_lightvector[];\n"
|
||||
"#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)\n"
|
||||
"in vec3 eyevector[];\n"
|
||||
"out vec3 t_eyevector[];\n"
|
||||
"#endif\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
//the control shader needs to pass stuff through
|
||||
"#define id gl_InvocationID\n"
|
||||
"t_vertex[id] = vertex[id];\n"
|
||||
"t_normal[id] = normal[id];\n"
|
||||
"t_tcbase[id] = tcbase[id];\n"
|
||||
"t_lightvector[id] = lightvector[id];\n"
|
||||
"#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)\n"
|
||||
"t_eyevector[id] = eyevector[id];\n"
|
||||
"#endif\n"
|
||||
|
||||
"gl_TessLevelOuter[0] = float(r_tessellation)+1.0;\n"
|
||||
"gl_TessLevelOuter[1] = float(r_tessellation)+1.0;\n"
|
||||
"gl_TessLevelOuter[2] = float(r_tessellation)+1.0;\n"
|
||||
"gl_TessLevelInner[0] = float(r_tessellation)+1.0;\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
"#if defined(TESS_EVALUATION_SHADER)\n"
|
||||
"layout(triangles) in;\n"
|
||||
|
||||
"in vec3 t_vertex[];\n"
|
||||
"in vec3 t_normal[];\n"
|
||||
"in vec2 t_tcbase[];\n"
|
||||
"in vec3 t_lightvector[];\n"
|
||||
"#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)\n"
|
||||
"in vec3 t_eyevector[];\n"
|
||||
"#endif\n"
|
||||
|
||||
"#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
"#define factor 1.0\n"
|
||||
"tcbase = LERP(t_tcbase);\n"
|
||||
"vec3 w = LERP(t_vertex);\n"
|
||||
|
||||
"vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];\n"
|
||||
"vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];\n"
|
||||
"vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];\n"
|
||||
"w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);\n"
|
||||
|
||||
"#if defined(PCF) || defined(SPOT) || defined(CUBE)\n"
|
||||
//for texture projections/shadowmapping on dlights
|
||||
"vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));\n"
|
||||
"#endif\n"
|
||||
|
||||
//FIXME: we should be recalcing these here, instead of just lerping them
|
||||
"lightvector = LERP(t_lightvector);\n"
|
||||
"#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)\n"
|
||||
"eyevector = LERP(t_eyevector);\n"
|
||||
"#endif\n"
|
||||
|
||||
"gl_Position = m_modelviewprojection * vec4(w,1.0);\n"
|
||||
"}\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
"#ifdef FRAGMENT_SHADER\n"
|
||||
|
||||
"#include \"sys/fog.h\"\n"
|
||||
"uniform sampler2D s_diffuse; //diffuse\n"
|
||||
|
||||
"#if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)\n"
|
||||
"uniform sampler2D s_normalmap; //normalmap\n"
|
||||
"#endif\n"
|
||||
"#ifdef SPECULAR\n"
|
||||
"uniform sampler2D s_specular; //specular\n"
|
||||
"#endif\n"
|
||||
"#ifdef CUBE\n"
|
||||
"uniform samplerCube s_projectionmap; //projected cubemap\n"
|
||||
"#endif\n"
|
||||
"#ifdef PCF\n"
|
||||
"#ifdef CUBESHADOW\n"
|
||||
"uniform samplerCubeShadow s_shadowmap; //shadowmap\n"
|
||||
"#else\n"
|
||||
"#if 0//def GL_ARB_texture_gather\n"
|
||||
"uniform sampler2D s_shadowmap;\n"
|
||||
"#else\n"
|
||||
"uniform sampler2DShadow s_shadowmap;\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
"#endif\n"
|
||||
"#ifdef LOWER\n"
|
||||
"uniform sampler2D s_lower; //pants colours\n"
|
||||
"uniform vec3 e_lowercolour;\n"
|
||||
"#endif\n"
|
||||
"#ifdef UPPER\n"
|
||||
"uniform sampler2D s_upper; //shirt colours\n"
|
||||
"uniform vec3 e_uppercolour;\n"
|
||||
"#endif\n"
|
||||
|
||||
"#ifdef REFLECTCUBEMASK\n"
|
||||
"uniform sampler2D s_reflectmask;\n"
|
||||
"uniform samplerCube s_reflectcube;\n"
|
||||
"#endif\n"
|
||||
|
||||
|
||||
"uniform float l_lightradius;\n"
|
||||
"uniform vec3 l_lightcolour;\n"
|
||||
"uniform vec3 l_lightcolourscale;\n"
|
||||
"#ifdef PCF\n"
|
||||
"uniform vec4 l_shadowmapproj; //light projection matrix info\n"
|
||||
"uniform vec2 l_shadowmapscale; //xy are the texture scale, z is 1, w is the scale.\n"
|
||||
"vec3 ShadowmapCoord(void)\n"
|
||||
"{\n"
|
||||
"#ifdef SPOT\n"
|
||||
|
@ -9526,7 +9916,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
|
|||
"#else\n"
|
||||
"#ifdef USE_ARB_SHADOW\n"
|
||||
//with arb_shadow, we can benefit from hardware acclerated pcf, for smoother shadows
|
||||
"#define dosamp(x,y) shadow2D(s_shadowmap, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)).r\n"
|
||||
"#define dosamp(x,y) shadow2D(s_shadowmap, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx))\n"
|
||||
"#else\n"
|
||||
//this will probably be a bit blocky.
|
||||
"#define dosamp(x,y) float(texture2D(s_shadowmap, shadowcoord.xy + (vec2(x,y)*l_shadowmapscale.xy)).r >= shadowcoord.z)\n"
|
||||
|
|
|
@ -161,7 +161,7 @@ enum
|
|||
SBITS_MISC_DEPTHCLOSERONLY = 0x00080000,
|
||||
//#define SBITS_MISC_BITS 0x000f0000
|
||||
|
||||
SBITS_TRUFORM = 0x00100000,
|
||||
SBITS_TESSELLATION = 0x00100000,
|
||||
SBITS_AFFINE = 0x00200000,
|
||||
|
||||
//provided for the backend to hack about with
|
||||
|
@ -441,6 +441,7 @@ typedef struct programshared_s
|
|||
{
|
||||
int refs;
|
||||
qboolean nofixedcompat;
|
||||
qboolean tess;
|
||||
unsigned short numsamplers; //shader system can strip any passes above this
|
||||
unsigned int defaulttextures; //diffuse etc
|
||||
|
||||
|
|
|
@ -1067,6 +1067,7 @@ void SV_ArgumentOverrides(void);
|
|||
int SV_CalcPing (client_t *cl, qboolean forcecalc);
|
||||
void SV_FullClientUpdate (client_t *client, client_t *to);
|
||||
void SV_GeneratePublicUserInfo(int pext, client_t *cl, char *info, int infolength);
|
||||
char *SV_PlayerPublicAddress(client_t *cl);
|
||||
|
||||
int SV_ModelIndex (const char *name);
|
||||
|
||||
|
|
|
@ -1219,7 +1219,7 @@ static void SV_FilterIP_f (void)
|
|||
return;
|
||||
}
|
||||
|
||||
if (!NET_StringToAdrMasked(Cmd_Argv(1), &proto.adr, &proto.adrmask))
|
||||
if (!NET_StringToAdrMasked(Cmd_Argv(1), true, &proto.adr, &proto.adrmask))
|
||||
{
|
||||
Con_Printf("invalid address or mask\n");
|
||||
return;
|
||||
|
@ -1368,7 +1368,7 @@ static void SV_Unfilter_f (void)
|
|||
Con_Printf("removing all filtered addresses\n");
|
||||
all = true;
|
||||
}
|
||||
else if (!NET_StringToAdrMasked(Cmd_Argv(1), &unbanadr, &unbanmask))
|
||||
else if (!NET_StringToAdrMasked(Cmd_Argv(1), true, &unbanadr, &unbanmask))
|
||||
{
|
||||
Con_Printf("invalid address or mask\n");
|
||||
return;
|
||||
|
|
|
@ -248,6 +248,8 @@ void SV_Shutdown (void)
|
|||
|
||||
SV_GibFilterPurge();
|
||||
|
||||
Log_ShutDown();
|
||||
|
||||
NET_Shutdown ();
|
||||
|
||||
#ifdef PLUGINS
|
||||
|
@ -1037,6 +1039,12 @@ CONNECTIONLESS COMMANDS
|
|||
==============================================================================
|
||||
*/
|
||||
|
||||
char *SV_PlayerPublicAddress(client_t *cl)
|
||||
{ //returns a string containing the client's IP address, as permitted for viewing by other clients.
|
||||
//if something useful is actually returned, it should be masked.
|
||||
return "private";
|
||||
}
|
||||
|
||||
#define STATUS_OLDSTYLE 0
|
||||
#define STATUS_SERVERINFO 1
|
||||
#define STATUS_PLAYERS 2
|
||||
|
@ -1165,7 +1173,7 @@ void SVC_GetInfo (char *challenge, int fullstatus)
|
|||
else
|
||||
gamestatus = "";
|
||||
|
||||
COM_ParseOut(com_protocolname.string, protocolname, sizeof(protocolname));
|
||||
COM_ParseOut(com_protocolname.string, protocolname, sizeof(protocolname)); //we can only report one, so report the first.
|
||||
|
||||
resp = response;
|
||||
|
||||
|
@ -1193,7 +1201,8 @@ void SVC_GetInfo (char *challenge, int fullstatus)
|
|||
Info_SetValueForKey(resp, "clients", va("%d", numclients), sizeof(response) - (resp-response));
|
||||
Info_SetValueForKey(resp, "sv_maxclients", maxclients.string, sizeof(response) - (resp-response));
|
||||
Info_SetValueForKey(resp, "mapname", Info_ValueForKey(svs.info, "map"), sizeof(response) - (resp-response));
|
||||
Info_SetValueForKey(resp, "qcstatus", gamestatus, sizeof(response) - (resp-response));
|
||||
if (*gamestatus)
|
||||
Info_SetValueForKey(resp, "qcstatus", gamestatus, sizeof(response) - (resp-response));
|
||||
Info_SetValueForKey(resp, "challenge", challenge, sizeof(response) - (resp-response));
|
||||
resp += strlen(resp);
|
||||
|
||||
|
@ -3770,7 +3779,7 @@ qboolean SVNQ_ConnectionlessPacket(void)
|
|||
MSG_WriteLong (&sb, cl->playercolor);
|
||||
MSG_WriteLong (&sb, cl->old_frags);
|
||||
MSG_WriteLong (&sb, realtime - cl->connection_started);
|
||||
MSG_WriteString (&sb, ""); /*player's address, leave blank, don't spam that info as it can result in personal attacks exploits*/
|
||||
MSG_WriteString (&sb, SV_PlayerPublicAddress(cl)); /*player's address, leave blank, don't spam that info as it can result in personal attacks exploits*/
|
||||
}
|
||||
*(int*)sb.data = BigLong(NETFLAG_CTL+sb.cursize);
|
||||
NET_SendPacket(NS_SERVER, sb.cursize, sb.data, &net_from);
|
||||
|
|
|
@ -5639,7 +5639,7 @@ static void SVNQ_Status_f(void)
|
|||
if (!cl->state)
|
||||
continue;
|
||||
SV_PrintToClient(host_client, PRINT_HIGH, va("#%i\n", i+1));
|
||||
SV_PrintToClient(host_client, PRINT_HIGH, va(" %s\n", "WITHHELD"));
|
||||
SV_PrintToClient(host_client, PRINT_HIGH, va(" %s\n", SV_PlayerPublicAddress(cl)));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
!!ver 100 130
|
||||
!!ver 100 150
|
||||
!!permu TESS
|
||||
!!permu FULLBRIGHT
|
||||
!!permu UPPERLOWER
|
||||
!!permu FRAMEBLEND
|
||||
|
@ -8,6 +9,7 @@
|
|||
!!cvarf r_glsl_offsetmapping_scale
|
||||
!!cvarf gl_specular
|
||||
!!cvardf gl_affinemodels=0
|
||||
!!cvardf r_tessellation=0
|
||||
|
||||
#include "sys/defs.h"
|
||||
|
||||
|
@ -16,19 +18,31 @@
|
|||
//the vertex shader is responsible for calculating lighting values.
|
||||
|
||||
#if gl_affinemodels==1 && __VERSION__ >= 130
|
||||
noperspective
|
||||
#endif
|
||||
varying vec2 tc;
|
||||
varying vec3 light;
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING)
|
||||
varying vec3 eyevector;
|
||||
#define affine noperspective
|
||||
#else
|
||||
#define affine
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef VERTEX_SHADER
|
||||
#include "sys/skeletal.h"
|
||||
|
||||
affine varying vec2 tc;
|
||||
varying vec3 light;
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING)
|
||||
varying vec3 eyevector;
|
||||
#endif
|
||||
#ifdef TESS
|
||||
varying vec3 vertex;
|
||||
varying vec3 normal;
|
||||
#endif
|
||||
|
||||
void main ()
|
||||
{
|
||||
#if defined(SPECULAR)||defined(OFFSETMAPPING)
|
||||
|
@ -39,17 +53,120 @@ void main ()
|
|||
eyevector.y = dot(eyeminusvertex, t.xyz);
|
||||
eyevector.z = dot(eyeminusvertex, n.xyz);
|
||||
#else
|
||||
vec3 n;
|
||||
gl_Position = skeletaltransform_n(n);
|
||||
vec3 n, s, t, w;
|
||||
gl_Position = skeletaltransform_wnst(w,n,s,t);
|
||||
#endif
|
||||
|
||||
tc = v_texcoord;
|
||||
|
||||
float d = dot(n,e_light_dir);
|
||||
if (d < 0.0) //vertex shader. this might get ugly, but I don't really want to make it per vertex.
|
||||
d = 0.0; //this avoids the dark side going below the ambient level.
|
||||
light = e_light_ambient + (dot(n,e_light_dir)*e_light_mul);
|
||||
tc = v_texcoord;
|
||||
|
||||
#ifdef TESS
|
||||
normal = n;
|
||||
vertex = w;
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#if defined(TESS_CONTROL_SHADER)
|
||||
layout(vertices = 3) out;
|
||||
|
||||
in vec3 vertex[];
|
||||
out vec3 t_vertex[];
|
||||
in vec3 normal[];
|
||||
out vec3 t_normal[];
|
||||
affine in vec2 tc[];
|
||||
affine out vec2 t_tc[];
|
||||
in vec3 light[];
|
||||
out vec3 t_light[];
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING)
|
||||
in vec3 eyevector[];
|
||||
out vec3 t_eyevector[];
|
||||
#endif
|
||||
void main()
|
||||
{
|
||||
//the control shader needs to pass stuff through
|
||||
#define id gl_InvocationID
|
||||
t_vertex[id] = vertex[id];
|
||||
t_normal[id] = normal[id];
|
||||
t_tc[id] = tc[id];
|
||||
t_light[id] = light[id];
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING)
|
||||
t_eyevector[id] = eyevector[id];
|
||||
#endif
|
||||
|
||||
gl_TessLevelOuter[0] = float(r_tessellation)+1.0;
|
||||
gl_TessLevelOuter[1] = float(r_tessellation)+1.0;
|
||||
gl_TessLevelOuter[2] = float(r_tessellation)+1.0;
|
||||
gl_TessLevelInner[0] = float(r_tessellation)+1.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#if defined(TESS_EVALUATION_SHADER)
|
||||
layout(triangles) in;
|
||||
|
||||
in vec3 t_vertex[];
|
||||
in vec3 t_normal[];
|
||||
affine in vec2 t_tc[];
|
||||
affine out vec2 tc;
|
||||
in vec3 t_light[];
|
||||
out vec3 light;
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING)
|
||||
in vec3 t_eyevector[];
|
||||
out vec3 eyevector;
|
||||
#endif
|
||||
|
||||
#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])
|
||||
void main()
|
||||
{
|
||||
#define factor 1.0
|
||||
tc = LERP(t_tc);
|
||||
vec3 w = LERP(t_vertex);
|
||||
|
||||
vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];
|
||||
vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];
|
||||
vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];
|
||||
w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);
|
||||
|
||||
//FIXME: we should be recalcing these here, instead of just lerping them
|
||||
light = LERP(t_light);
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING)
|
||||
eyevector = LERP(t_eyevector);
|
||||
#endif
|
||||
|
||||
gl_Position = m_modelviewprojection * vec4(w,1.0);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef FRAGMENT_SHADER
|
||||
|
||||
#include "sys/fog.h"
|
||||
|
@ -67,9 +184,10 @@ uniform float cvar_gl_specular;
|
|||
uniform sampler2D s_colourmap;
|
||||
#endif
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define gl_FragColor thecolour
|
||||
out vec4 thecolour;
|
||||
affine varying vec2 tc;
|
||||
varying vec3 light;
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING)
|
||||
varying vec3 eyevector;
|
||||
#endif
|
||||
|
||||
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
!!ver 100 120 // 130
|
||||
!!ver 100 150
|
||||
!!permu TESS
|
||||
!!permu DELUXE
|
||||
!!permu FULLBRIGHT
|
||||
!!permu FOG
|
||||
|
@ -8,41 +9,42 @@
|
|||
!!permu REFLECTCUBEMASK
|
||||
!!cvarf r_glsl_offsetmapping_scale
|
||||
!!cvarf gl_specular
|
||||
!!cvardf r_tessellation=0
|
||||
|
||||
#include "sys/defs.h"
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
#define texture2D texture
|
||||
#define textureCube texture
|
||||
#define gl_FragColor gl_FragData[0]
|
||||
#endif
|
||||
|
||||
//this is what normally draws all of your walls, even with rtlights disabled
|
||||
//note that the '286' preset uses drawflat_walls instead.
|
||||
|
||||
#include "sys/fog.h"
|
||||
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
|
||||
varying vec3 eyevector;
|
||||
#endif
|
||||
|
||||
#ifdef REFLECTCUBEMASK
|
||||
varying mat3 invsurface;
|
||||
#endif
|
||||
#if !defined(TESS_CONTROL_SHADER)
|
||||
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
|
||||
varying vec3 eyevector;
|
||||
#endif
|
||||
|
||||
varying vec2 tc;
|
||||
#ifdef VERTEXLIT
|
||||
varying vec4 vc;
|
||||
#else
|
||||
#ifdef LIGHTSTYLED
|
||||
//we could use an offset, but that would still need to be per-surface which would break batches
|
||||
//fixme: merge attributes?
|
||||
varying vec2 lm0, lm1, lm2, lm3;
|
||||
#ifdef REFLECTCUBEMASK
|
||||
varying mat3 invsurface;
|
||||
#endif
|
||||
|
||||
varying vec2 tc;
|
||||
#ifdef VERTEXLIT
|
||||
varying vec4 vc;
|
||||
#else
|
||||
varying vec2 lm0;
|
||||
#ifdef LIGHTSTYLED
|
||||
//we could use an offset, but that would still need to be per-surface which would break batches
|
||||
//fixme: merge attributes?
|
||||
varying vec2 lm0, lm1, lm2, lm3;
|
||||
#else
|
||||
varying vec2 lm0;
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef VERTEX_SHADER
|
||||
#ifdef TESS
|
||||
varying vec3 vertex, normal;
|
||||
#endif
|
||||
void main ()
|
||||
{
|
||||
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
|
||||
|
@ -73,10 +75,151 @@ void main ()
|
|||
#endif
|
||||
#endif
|
||||
gl_Position = ftetransform();
|
||||
|
||||
#ifdef TESS
|
||||
vertex = v_position;
|
||||
normal = v_normal;
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
#if defined(TESS_CONTROL_SHADER)
|
||||
layout(vertices = 3) out;
|
||||
|
||||
in vec3 vertex[];
|
||||
out vec3 t_vertex[];
|
||||
in vec3 normal[];
|
||||
out vec3 t_normal[];
|
||||
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
|
||||
in vec3 eyevector[];
|
||||
out vec3 t_eyevector[];
|
||||
#endif
|
||||
#ifdef REFLECTCUBEMASK
|
||||
in mat3 invsurface[];
|
||||
out mat3 t_invsurface[];
|
||||
#endif
|
||||
in vec2 tc[];
|
||||
out vec2 t_tc[];
|
||||
#ifdef VERTEXLIT
|
||||
in vec4 vc[];
|
||||
out vec4 t_vc[];
|
||||
#else
|
||||
in vec2 lm0[];
|
||||
out vec2 t_lm0[];
|
||||
#ifdef LIGHTSTYLED
|
||||
in vec2 lm1[], lm2[], lm3[];
|
||||
out vec2 t_lm1[], t_lm2[], t_lm3[];
|
||||
#endif
|
||||
#endif
|
||||
void main()
|
||||
{
|
||||
//the control shader needs to pass stuff through
|
||||
#define id gl_InvocationID
|
||||
t_vertex[id] = vertex[id];
|
||||
t_normal[id] = normal[id];
|
||||
#ifdef REFLECTCUBEMASK
|
||||
t_invsurface[id] = invsurface[id];
|
||||
#endif
|
||||
t_tc[id] = tc[id];
|
||||
#ifdef VERTEXLIT
|
||||
t_vc[id] = vc[id];
|
||||
#else
|
||||
t_lm0[id] = lm0[id];
|
||||
#ifdef LIGHTSTYLED
|
||||
t_lm1[id] = lm1[id];
|
||||
t_lm2[id] = lm2[id];
|
||||
t_lm3[id] = lm3[id];
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
|
||||
t_eyevector[id] = eyevector[id];
|
||||
#endif
|
||||
|
||||
gl_TessLevelOuter[0] = float(r_tessellation)+1.0;
|
||||
gl_TessLevelOuter[1] = float(r_tessellation)+1.0;
|
||||
gl_TessLevelOuter[2] = float(r_tessellation)+1.0;
|
||||
gl_TessLevelInner[0] = float(r_tessellation)+1.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#if defined(TESS_EVALUATION_SHADER)
|
||||
layout(triangles) in;
|
||||
|
||||
in vec3 t_vertex[];
|
||||
in vec3 t_normal[];
|
||||
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
|
||||
in vec3 t_eyevector[];
|
||||
#endif
|
||||
#ifdef REFLECTCUBEMASK
|
||||
in mat3 t_invsurface[];
|
||||
#endif
|
||||
in vec2 t_tc[];
|
||||
#ifdef VERTEXLIT
|
||||
in vec4 t_vc[];
|
||||
#else
|
||||
#ifdef LIGHTSTYLED
|
||||
//we could use an offset, but that would still need to be per-surface which would break batches
|
||||
//fixme: merge attributes?
|
||||
in vec2 t_lm0[], t_lm1[], t_lm2[], t_lm3[];
|
||||
#else
|
||||
in vec2 t_lm0[];
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])
|
||||
void main()
|
||||
{
|
||||
#define factor 1.0
|
||||
tc = LERP(t_tc);
|
||||
#ifdef VERTEXLIT
|
||||
vc = LERP(t_vc);
|
||||
#else
|
||||
lm0 = LERP(t_lm0);
|
||||
#ifdef LIGHTSTYLED
|
||||
lm1 = LERP(t_lm1);
|
||||
lm2 = LERP(t_lm2);
|
||||
lm3 = LERP(t_lm3);
|
||||
#endif
|
||||
#endif
|
||||
vec3 w = LERP(t_vertex);
|
||||
|
||||
vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];
|
||||
vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];
|
||||
vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];
|
||||
w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);
|
||||
|
||||
#if defined(PCF) || defined(SPOT) || defined(CUBE)
|
||||
//for texture projections/shadowmapping on dlights
|
||||
vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
|
||||
#endif
|
||||
|
||||
//FIXME: we should be recalcing these here, instead of just lerping them
|
||||
#ifdef REFLECTCUBEMASK
|
||||
invsurface = LERP(t_invsurface);
|
||||
#endif
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
|
||||
eyevector = LERP(t_eyevector);
|
||||
#endif
|
||||
|
||||
gl_Position = m_modelviewprojection * vec4(w,1.0);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef FRAGMENT_SHADER
|
||||
|
||||
//samplers
|
||||
|
|
|
@ -1,5 +1,10 @@
|
|||
!!ver 100 150
|
||||
!!permu TESS
|
||||
!!permu FRAMEBLEND
|
||||
!!permu SKELETAL
|
||||
!!cvardf r_tessellation=0
|
||||
|
||||
#include "sys/defs.h"
|
||||
|
||||
//standard shader used for drawing shadowmap depth.
|
||||
//also used for masking off portals and other things that want depth and no colour.
|
||||
|
@ -8,12 +13,80 @@
|
|||
|
||||
#ifdef VERTEX_SHADER
|
||||
#include "sys/skeletal.h"
|
||||
#ifdef TESS
|
||||
varying vec3 vertex;
|
||||
varying vec3 normal;
|
||||
#endif
|
||||
void main ()
|
||||
{
|
||||
#ifdef TESS
|
||||
skeletaltransform_n(normal);
|
||||
vertex = v_position;
|
||||
#else
|
||||
gl_Position = skeletaltransform();
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#if defined(TESS_CONTROL_SHADER)
|
||||
layout(vertices = 3) out;
|
||||
|
||||
in vec3 vertex[];
|
||||
out vec3 t_vertex[];
|
||||
in vec3 normal[];
|
||||
out vec3 t_normal[];
|
||||
|
||||
void main()
|
||||
{
|
||||
//the control shader needs to pass stuff through
|
||||
#define id gl_InvocationID
|
||||
t_vertex[id] = vertex[id];
|
||||
t_normal[id] = normal[id];
|
||||
gl_TessLevelOuter[0] = float(r_tessellation)+1.0;
|
||||
gl_TessLevelOuter[1] = float(r_tessellation)+1.0;
|
||||
gl_TessLevelOuter[2] = float(r_tessellation)+1.0;
|
||||
gl_TessLevelInner[0] = float(r_tessellation)+1.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#if defined(TESS_EVALUATION_SHADER)
|
||||
layout(triangles) in;
|
||||
|
||||
in vec3 t_vertex[];
|
||||
in vec3 t_normal[];
|
||||
|
||||
#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])
|
||||
void main()
|
||||
{
|
||||
#define factor 1.0
|
||||
vec3 w = LERP(t_vertex);
|
||||
|
||||
vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];
|
||||
vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];
|
||||
vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];
|
||||
w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);
|
||||
|
||||
gl_Position = m_modelviewprojection * vec4(w,1.0);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef FRAGMENT_SHADER
|
||||
void main ()
|
||||
{
|
||||
|
|
|
@ -1,3 +1,5 @@
|
|||
!!ver 100 150
|
||||
!!permu TESS
|
||||
!!permu BUMP
|
||||
!!permu FRAMEBLEND
|
||||
!!permu SKELETAL
|
||||
|
@ -6,7 +8,9 @@
|
|||
!!permu REFLECTCUBEMASK
|
||||
!!cvarf r_glsl_offsetmapping_scale
|
||||
!!cvardf r_glsl_pcf
|
||||
!!cvardf r_tessellation=0
|
||||
|
||||
#include "sys/defs.h"
|
||||
|
||||
#ifndef USE_ARB_SHADOW
|
||||
//fall back on regular samplers if we must
|
||||
|
@ -48,31 +52,26 @@
|
|||
#undef OFFSETMAPPING
|
||||
#endif
|
||||
|
||||
|
||||
varying vec2 tcbase;
|
||||
varying vec3 lightvector;
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
|
||||
varying vec3 eyevector;
|
||||
#endif
|
||||
#ifdef REFLECTCUBEMASK
|
||||
varying mat3 invsurface;
|
||||
uniform mat4 m_model;
|
||||
#endif
|
||||
#if defined(PCF) || defined(CUBE) || defined(SPOT)
|
||||
varying vec4 vtexprojcoord;
|
||||
#if !defined(TESS_CONTROL_SHADER)
|
||||
varying vec2 tcbase;
|
||||
varying vec3 lightvector;
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
|
||||
varying vec3 eyevector;
|
||||
#endif
|
||||
#ifdef REFLECTCUBEMASK
|
||||
varying mat3 invsurface;
|
||||
#endif
|
||||
#if defined(PCF) || defined(CUBE) || defined(SPOT)
|
||||
varying vec4 vtexprojcoord;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef VERTEX_SHADER
|
||||
#if defined(PCF) || defined(CUBE) || defined(SPOT)
|
||||
uniform mat4 l_cubematrix;
|
||||
#ifdef TESS
|
||||
varying vec3 vertex, normal;
|
||||
#endif
|
||||
#include "sys/skeletal.h"
|
||||
uniform vec3 l_lightposition;
|
||||
attribute vec2 v_texcoord;
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
|
||||
uniform vec3 e_eyepos;
|
||||
#endif
|
||||
void main ()
|
||||
{
|
||||
vec3 n, s, t, w;
|
||||
|
@ -103,57 +102,114 @@ void main ()
|
|||
//for texture projections/shadowmapping on dlights
|
||||
vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
|
||||
#endif
|
||||
|
||||
#ifdef TESS
|
||||
vertex = w;
|
||||
normal = n;
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#if defined(TESS_CONTROL_SHADER)
|
||||
layout(vertices = 3) out;
|
||||
|
||||
in vec3 vertex[];
|
||||
out vec3 t_vertex[];
|
||||
in vec3 normal[];
|
||||
out vec3 t_normal[];
|
||||
in vec2 tcbase[];
|
||||
out vec2 t_tcbase[];
|
||||
in vec3 lightvector[];
|
||||
out vec3 t_lightvector[];
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
|
||||
in vec3 eyevector[];
|
||||
out vec3 t_eyevector[];
|
||||
#endif
|
||||
void main()
|
||||
{
|
||||
//the control shader needs to pass stuff through
|
||||
#define id gl_InvocationID
|
||||
t_vertex[id] = vertex[id];
|
||||
t_normal[id] = normal[id];
|
||||
t_tcbase[id] = tcbase[id];
|
||||
t_lightvector[id] = lightvector[id];
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
|
||||
t_eyevector[id] = eyevector[id];
|
||||
#endif
|
||||
|
||||
gl_TessLevelOuter[0] = float(r_tessellation)+1.0;
|
||||
gl_TessLevelOuter[1] = float(r_tessellation)+1.0;
|
||||
gl_TessLevelOuter[2] = float(r_tessellation)+1.0;
|
||||
gl_TessLevelInner[0] = float(r_tessellation)+1.0;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#if defined(TESS_EVALUATION_SHADER)
|
||||
layout(triangles) in;
|
||||
|
||||
in vec3 t_vertex[];
|
||||
in vec3 t_normal[];
|
||||
in vec2 t_tcbase[];
|
||||
in vec3 t_lightvector[];
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
|
||||
in vec3 t_eyevector[];
|
||||
#endif
|
||||
|
||||
#define LERP(a) (gl_TessCoord.x*a[0] + gl_TessCoord.y*a[1] + gl_TessCoord.z*a[2])
|
||||
void main()
|
||||
{
|
||||
#define factor 1.0
|
||||
tcbase = LERP(t_tcbase);
|
||||
vec3 w = LERP(t_vertex);
|
||||
|
||||
vec3 t0 = w - dot(w-t_vertex[0],t_normal[0])*t_normal[0];
|
||||
vec3 t1 = w - dot(w-t_vertex[1],t_normal[1])*t_normal[1];
|
||||
vec3 t2 = w - dot(w-t_vertex[2],t_normal[2])*t_normal[2];
|
||||
w = w*(1.0-factor) + factor*(gl_TessCoord.x*t0+gl_TessCoord.y*t1+gl_TessCoord.z*t2);
|
||||
|
||||
#if defined(PCF) || defined(SPOT) || defined(CUBE)
|
||||
//for texture projections/shadowmapping on dlights
|
||||
vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
|
||||
#endif
|
||||
|
||||
//FIXME: we should be recalcing these here, instead of just lerping them
|
||||
lightvector = LERP(t_lightvector);
|
||||
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
|
||||
eyevector = LERP(t_eyevector);
|
||||
#endif
|
||||
|
||||
gl_Position = m_modelviewprojection * vec4(w,1.0);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef FRAGMENT_SHADER
|
||||
|
||||
#include "sys/fog.h"
|
||||
uniform sampler2D s_diffuse; //diffuse
|
||||
|
||||
#if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
|
||||
uniform sampler2D s_normalmap; //normalmap
|
||||
#endif
|
||||
#ifdef SPECULAR
|
||||
uniform sampler2D s_specular; //specular
|
||||
#endif
|
||||
#ifdef CUBE
|
||||
uniform samplerCube s_projectionmap; //projected cubemap
|
||||
#endif
|
||||
#ifdef PCF
|
||||
#ifdef CUBESHADOW
|
||||
uniform samplerCubeShadow s_shadowmap; //shadowmap
|
||||
#else
|
||||
#if 0//def GL_ARB_texture_gather
|
||||
uniform sampler2D s_shadowmap;
|
||||
#else
|
||||
uniform sampler2DShadow s_shadowmap;
|
||||
#endif
|
||||
#endif
|
||||
#endif
|
||||
#ifdef LOWER
|
||||
uniform sampler2D s_lower; //pants colours
|
||||
uniform vec3 e_lowercolour;
|
||||
#endif
|
||||
#ifdef UPPER
|
||||
uniform sampler2D s_upper; //shirt colours
|
||||
uniform vec3 e_uppercolour;
|
||||
#endif
|
||||
|
||||
#ifdef REFLECTCUBEMASK
|
||||
uniform sampler2D s_reflectmask;
|
||||
uniform samplerCube s_reflectcube;
|
||||
#endif
|
||||
|
||||
|
||||
uniform float l_lightradius;
|
||||
uniform vec3 l_lightcolour;
|
||||
uniform vec3 l_lightcolourscale;
|
||||
#ifdef PCF
|
||||
uniform vec4 l_shadowmapproj; //light projection matrix info
|
||||
uniform vec2 l_shadowmapscale; //xy are the texture scale, z is 1, w is the scale.
|
||||
vec3 ShadowmapCoord(void)
|
||||
{
|
||||
#ifdef SPOT
|
||||
|
@ -222,7 +278,7 @@ float ShadowmapFilter(void)
|
|||
#else
|
||||
#ifdef USE_ARB_SHADOW
|
||||
//with arb_shadow, we can benefit from hardware acclerated pcf, for smoother shadows
|
||||
#define dosamp(x,y) shadow2D(s_shadowmap, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)).r
|
||||
#define dosamp(x,y) shadow2D(s_shadowmap, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx))
|
||||
#else
|
||||
//this will probably be a bit blocky.
|
||||
#define dosamp(x,y) float(texture2D(s_shadowmap, shadowcoord.xy + (vec2(x,y)*l_shadowmapscale.xy)).r >= shadowcoord.z)
|
||||
|
|
Loading…
Reference in a new issue