2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
47 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
49 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
50 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
51 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
52 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
53 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
54 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
55 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
56 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
57 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
58 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
59 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
60 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
61 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
62 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
63 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
64 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
65 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
66 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
67 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
68 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
69 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
70 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
71 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
72 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
73 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
74 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
75 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
78 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
79 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
80 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
81 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
82 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
83 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
84 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
86 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
87 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
88 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
89 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
90 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
91 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
92 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
93 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
95 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
97 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
98 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
99 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
100 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
101 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
102 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
103 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
104 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
105 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
106 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
107 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
109 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
110 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
111 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
112 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
113 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
115 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
116 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
117 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
118 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
120 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
121 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
122 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
123 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
124 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
125 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
126 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
128 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
129 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
130 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
131 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
133 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
135 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
137 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
139 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
140 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
141 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
142 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
143 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
144 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
145 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
147 extern cvar_t v_glslgamma;
149 extern qboolean v_flipped_state;
151 static struct r_bloomstate_s
156 int bloomwidth, bloomheight;
158 int screentexturewidth, screentextureheight;
159 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
161 int bloomtexturewidth, bloomtextureheight;
162 rtexture_t *texture_bloom;
164 // arrays for rendering the screen passes
165 float screentexcoord2f[8];
166 float bloomtexcoord2f[8];
167 float offsettexcoord2f[8];
169 r_viewport_t viewport;
173 r_waterstate_t r_waterstate;
175 /// shadow volume bsp struct with automatically growing nodes buffer
178 rtexture_t *r_texture_blanknormalmap;
179 rtexture_t *r_texture_white;
180 rtexture_t *r_texture_grey128;
181 rtexture_t *r_texture_black;
182 rtexture_t *r_texture_notexture;
183 rtexture_t *r_texture_whitecube;
184 rtexture_t *r_texture_normalizationcube;
185 rtexture_t *r_texture_fogattenuation;
186 rtexture_t *r_texture_gammaramps;
187 unsigned int r_texture_gammaramps_serial;
188 //rtexture_t *r_texture_fogintensity;
190 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
191 unsigned int r_numqueries;
192 unsigned int r_maxqueries;
194 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
195 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
197 /// vertex coordinates for a quad that covers the screen exactly
198 const float r_screenvertex3f[12] =
206 extern void R_DrawModelShadows(void);
208 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
211 for (i = 0;i < verts;i++)
222 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
225 for (i = 0;i < verts;i++)
235 // FIXME: move this to client?
238 if (gamemode == GAME_NEHAHRA)
240 Cvar_Set("gl_fogenable", "0");
241 Cvar_Set("gl_fogdensity", "0.2");
242 Cvar_Set("gl_fogred", "0.3");
243 Cvar_Set("gl_foggreen", "0.3");
244 Cvar_Set("gl_fogblue", "0.3");
246 r_refdef.fog_density = 0;
247 r_refdef.fog_red = 0;
248 r_refdef.fog_green = 0;
249 r_refdef.fog_blue = 0;
250 r_refdef.fog_alpha = 1;
251 r_refdef.fog_start = 0;
252 r_refdef.fog_end = 0;
255 float FogForDistance(vec_t dist)
257 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
258 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
261 float FogPoint_World(const vec3_t p)
263 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
266 float FogPoint_Model(const vec3_t p)
268 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
271 static void R_BuildBlankTextures(void)
273 unsigned char data[4];
274 data[2] = 128; // normal X
275 data[1] = 128; // normal Y
276 data[0] = 255; // normal Z
277 data[3] = 128; // height
278 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 static void R_BuildNoTexture(void)
299 unsigned char pix[16][16][4];
300 // this makes a light grey/dark grey checkerboard texture
301 for (y = 0;y < 16;y++)
303 for (x = 0;x < 16;x++)
305 if ((y < 8) ^ (x < 8))
321 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
324 static void R_BuildWhiteCube(void)
326 unsigned char data[6*1*1*4];
327 memset(data, 255, sizeof(data));
328 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
331 static void R_BuildNormalizationCube(void)
335 vec_t s, t, intensity;
337 unsigned char data[6][NORMSIZE][NORMSIZE][4];
338 for (side = 0;side < 6;side++)
340 for (y = 0;y < NORMSIZE;y++)
342 for (x = 0;x < NORMSIZE;x++)
344 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
345 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
380 intensity = 127.0f / sqrt(DotProduct(v, v));
381 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
382 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
383 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
384 data[side][y][x][3] = 255;
388 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
391 static void R_BuildFogTexture(void)
395 unsigned char data1[FOGWIDTH][4];
396 //unsigned char data2[FOGWIDTH][4];
399 r_refdef.fogmasktable_start = r_refdef.fog_start;
400 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
401 r_refdef.fogmasktable_range = r_refdef.fogrange;
402 r_refdef.fogmasktable_density = r_refdef.fog_density;
404 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
405 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
407 d = (x * r - r_refdef.fogmasktable_start);
408 if(developer.integer >= 100)
409 Con_Printf("%f ", d);
411 if (r_fog_exp2.integer)
412 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
414 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
415 if(developer.integer >= 100)
416 Con_Printf(" : %f ", alpha);
417 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
418 if(developer.integer >= 100)
419 Con_Printf(" = %f\n", alpha);
420 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
423 for (x = 0;x < FOGWIDTH;x++)
425 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
430 //data2[x][0] = 255 - b;
431 //data2[x][1] = 255 - b;
432 //data2[x][2] = 255 - b;
435 if (r_texture_fogattenuation)
437 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
438 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
442 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
443 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
447 static const char *builtinshaderstring =
448 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
449 "// written by Forest 'LordHavoc' Hale\n"
451 "// enable various extensions depending on permutation:\n"
453 "#ifdef USESHADOWMAPRECT\n"
454 "# extension GL_ARB_texture_rectangle : enable\n"
457 "#ifdef USESHADOWMAP2D\n"
458 "# ifdef GL_EXT_gpu_shader4\n"
459 "# extension GL_EXT_gpu_shader4 : enable\n"
461 "# ifdef GL_ARB_texture_gather\n"
462 "# extension GL_ARB_texture_gather : enable\n"
463 "# define USETEXTUREGATHER\n"
465 "# ifdef GL_AMD_texture_texture4\n"
466 "# extension GL_AMD_texture_texture4 : enable\n"
467 "# define USETEXTUREGATHER\n"
468 "# define textureGather texture4\n"
473 "#ifdef USESHADOWMAPCUBE\n"
474 "# extension GL_EXT_gpu_shader4 : enable\n"
477 "#ifdef USESHADOWSAMPLER\n"
478 "# extension GL_ARB_shadow : enable\n"
481 "// common definitions between vertex shader and fragment shader:\n"
483 "//#ifdef __GLSL_CG_DATA_TYPES\n"
484 "//# define myhalf half\n"
485 "//# define myhalf2 half2\n"
486 "//# define myhalf3half3\n"
487 "//# define myhalf4 half4\n"
489 "# define myhalf float\n"
490 "# define myhalf2 vec2\n"
491 "# define myhalf3 vec3\n"
492 "# define myhalf4 vec4\n"
495 "#ifdef MODE_DEPTH_OR_SHADOW\n"
497 "# ifdef VERTEX_SHADER\n"
500 " gl_Position = ftransform();\n"
505 "#ifdef MODE_SHOWDEPTH\n"
506 "# ifdef VERTEX_SHADER\n"
509 " gl_Position = ftransform();\n"
510 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
513 "# ifdef FRAGMENT_SHADER\n"
516 " gl_FragColor = gl_Color;\n"
520 "#else // !MODE_SHOWDEPTH\n"
522 "#ifdef MODE_POSTPROCESS\n"
523 "# ifdef VERTEX_SHADER\n"
526 " gl_FrontColor = gl_Color;\n"
527 " gl_Position = ftransform();\n"
528 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
530 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
534 "# ifdef FRAGMENT_SHADER\n"
536 "uniform sampler2D Texture_First;\n"
538 "uniform sampler2D Texture_Second;\n"
540 "#ifdef USEGAMMARAMPS\n"
541 "uniform sampler2D Texture_GammaRamps;\n"
543 "#ifdef USESATURATION\n"
544 "uniform float Saturation;\n"
546 "#ifdef USEVIEWTINT\n"
547 "uniform vec4 TintColor;\n"
549 "//uncomment these if you want to use them:\n"
550 "uniform vec4 UserVec1;\n"
551 "// uniform vec4 UserVec2;\n"
552 "// uniform vec4 UserVec3;\n"
553 "// uniform vec4 UserVec4;\n"
554 "// uniform float ClientTime;\n"
555 "uniform vec2 PixelSize;\n"
558 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
560 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
562 "#ifdef USEVIEWTINT\n"
563 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
566 "#ifdef USEPOSTPROCESSING\n"
567 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
568 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
569 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
570 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
571 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
572 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
573 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
574 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
577 "#ifdef USESATURATION\n"
578 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
579 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
580 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
581 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
584 "#ifdef USEGAMMARAMPS\n"
585 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
586 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
587 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
594 "#ifdef MODE_GENERIC\n"
595 "# ifdef VERTEX_SHADER\n"
598 " gl_FrontColor = gl_Color;\n"
599 "# ifdef USEDIFFUSE\n"
600 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
602 "# ifdef USESPECULAR\n"
603 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
605 " gl_Position = ftransform();\n"
608 "# ifdef FRAGMENT_SHADER\n"
610 "# ifdef USEDIFFUSE\n"
611 "uniform sampler2D Texture_First;\n"
613 "# ifdef USESPECULAR\n"
614 "uniform sampler2D Texture_Second;\n"
619 " gl_FragColor = gl_Color;\n"
620 "# ifdef USEDIFFUSE\n"
621 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
624 "# ifdef USESPECULAR\n"
625 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
627 "# ifdef USECOLORMAPPING\n"
628 " gl_FragColor *= tex2;\n"
631 " gl_FragColor += tex2;\n"
633 "# ifdef USEVERTEXTEXTUREBLEND\n"
634 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
639 "#else // !MODE_GENERIC\n"
641 "varying vec2 TexCoord;\n"
642 "#ifdef USEVERTEXTEXTUREBLEND\n"
643 "varying vec2 TexCoord2;\n"
645 "varying vec2 TexCoordLightmap;\n"
647 "#ifdef MODE_LIGHTSOURCE\n"
648 "varying vec3 CubeVector;\n"
651 "#ifdef MODE_LIGHTSOURCE\n"
652 "varying vec3 LightVector;\n"
654 "#ifdef MODE_LIGHTDIRECTION\n"
655 "varying vec3 LightVector;\n"
658 "varying vec3 EyeVector;\n"
660 "varying vec3 EyeVectorModelSpace;\n"
663 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
664 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
665 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
667 "#ifdef MODE_WATER\n"
668 "varying vec4 ModelViewProjectionPosition;\n"
670 "#ifdef MODE_REFRACTION\n"
671 "varying vec4 ModelViewProjectionPosition;\n"
673 "#ifdef USEREFLECTION\n"
674 "varying vec4 ModelViewProjectionPosition;\n"
681 "// vertex shader specific:\n"
682 "#ifdef VERTEX_SHADER\n"
684 "uniform vec3 LightPosition;\n"
685 "uniform vec3 EyePosition;\n"
686 "uniform vec3 LightDir;\n"
688 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
692 " gl_FrontColor = gl_Color;\n"
693 " // copy the surface texcoord\n"
694 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
695 "#ifdef USEVERTEXTEXTUREBLEND\n"
696 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
698 "#ifndef MODE_LIGHTSOURCE\n"
699 "# ifndef MODE_LIGHTDIRECTION\n"
700 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
704 "#ifdef MODE_LIGHTSOURCE\n"
705 " // transform vertex position into light attenuation/cubemap space\n"
706 " // (-1 to +1 across the light box)\n"
707 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
709 " // transform unnormalized light direction into tangent space\n"
710 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
711 " // normalize it per pixel)\n"
712 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
713 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
714 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
715 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
718 "#ifdef MODE_LIGHTDIRECTION\n"
719 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
720 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
721 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
724 " // transform unnormalized eye direction into tangent space\n"
726 " vec3 EyeVectorModelSpace;\n"
728 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
729 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
730 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
731 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
733 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
734 " VectorS = gl_MultiTexCoord1.xyz;\n"
735 " VectorT = gl_MultiTexCoord2.xyz;\n"
736 " VectorR = gl_MultiTexCoord3.xyz;\n"
739 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
740 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
741 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
742 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
745 "// transform vertex to camera space, using ftransform to match non-VS\n"
747 " gl_Position = ftransform();\n"
749 "#ifdef MODE_WATER\n"
750 " ModelViewProjectionPosition = gl_Position;\n"
752 "#ifdef MODE_REFRACTION\n"
753 " ModelViewProjectionPosition = gl_Position;\n"
755 "#ifdef USEREFLECTION\n"
756 " ModelViewProjectionPosition = gl_Position;\n"
760 "#endif // VERTEX_SHADER\n"
765 "// fragment shader specific:\n"
766 "#ifdef FRAGMENT_SHADER\n"
768 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
769 "uniform sampler2D Texture_Normal;\n"
770 "uniform sampler2D Texture_Color;\n"
771 "uniform sampler2D Texture_Gloss;\n"
772 "uniform sampler2D Texture_Glow;\n"
773 "uniform sampler2D Texture_SecondaryNormal;\n"
774 "uniform sampler2D Texture_SecondaryColor;\n"
775 "uniform sampler2D Texture_SecondaryGloss;\n"
776 "uniform sampler2D Texture_SecondaryGlow;\n"
777 "uniform sampler2D Texture_Pants;\n"
778 "uniform sampler2D Texture_Shirt;\n"
779 "uniform sampler2D Texture_FogMask;\n"
780 "uniform sampler2D Texture_Lightmap;\n"
781 "uniform sampler2D Texture_Deluxemap;\n"
782 "uniform sampler2D Texture_Refraction;\n"
783 "uniform sampler2D Texture_Reflection;\n"
784 "uniform sampler2D Texture_Attenuation;\n"
785 "uniform samplerCube Texture_Cube;\n"
787 "#define showshadowmap 0\n"
789 "#ifdef USESHADOWMAPRECT\n"
790 "# ifdef USESHADOWSAMPLER\n"
791 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
793 "uniform sampler2DRect Texture_ShadowMapRect;\n"
797 "#ifdef USESHADOWMAP2D\n"
798 "# ifdef USESHADOWSAMPLER\n"
799 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
801 "uniform sampler2D Texture_ShadowMap2D;\n"
805 "#ifdef USESHADOWMAPVSDCT\n"
806 "uniform samplerCube Texture_CubeProjection;\n"
809 "#ifdef USESHADOWMAPCUBE\n"
810 "# ifdef USESHADOWSAMPLER\n"
811 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
813 "uniform samplerCube Texture_ShadowMapCube;\n"
817 "uniform myhalf3 LightColor;\n"
818 "uniform myhalf3 AmbientColor;\n"
819 "uniform myhalf3 DiffuseColor;\n"
820 "uniform myhalf3 SpecularColor;\n"
821 "uniform myhalf3 Color_Pants;\n"
822 "uniform myhalf3 Color_Shirt;\n"
823 "uniform myhalf3 FogColor;\n"
825 "uniform myhalf4 TintColor;\n"
828 "//#ifdef MODE_WATER\n"
829 "uniform vec4 DistortScaleRefractReflect;\n"
830 "uniform vec4 ScreenScaleRefractReflect;\n"
831 "uniform vec4 ScreenCenterRefractReflect;\n"
832 "uniform myhalf4 RefractColor;\n"
833 "uniform myhalf4 ReflectColor;\n"
834 "uniform myhalf ReflectFactor;\n"
835 "uniform myhalf ReflectOffset;\n"
837 "//# ifdef MODE_REFRACTION\n"
838 "//uniform vec4 DistortScaleRefractReflect;\n"
839 "//uniform vec4 ScreenScaleRefractReflect;\n"
840 "//uniform vec4 ScreenCenterRefractReflect;\n"
841 "//uniform myhalf4 RefractColor;\n"
842 "//# ifdef USEREFLECTION\n"
843 "//uniform myhalf4 ReflectColor;\n"
846 "//# ifdef USEREFLECTION\n"
847 "//uniform vec4 DistortScaleRefractReflect;\n"
848 "//uniform vec4 ScreenScaleRefractReflect;\n"
849 "//uniform vec4 ScreenCenterRefractReflect;\n"
850 "//uniform myhalf4 ReflectColor;\n"
855 "uniform myhalf GlowScale;\n"
856 "uniform myhalf SceneBrightness;\n"
858 "uniform float OffsetMapping_Scale;\n"
859 "uniform float OffsetMapping_Bias;\n"
860 "uniform float FogRangeRecip;\n"
862 "uniform myhalf AmbientScale;\n"
863 "uniform myhalf DiffuseScale;\n"
864 "uniform myhalf SpecularScale;\n"
865 "uniform myhalf SpecularPower;\n"
867 "#ifdef USEOFFSETMAPPING\n"
868 "vec2 OffsetMapping(vec2 TexCoord)\n"
870 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
871 " // 14 sample relief mapping: linear search and then binary search\n"
872 " // this basically steps forward a small amount repeatedly until it finds\n"
873 " // itself inside solid, then jitters forward and back using decreasing\n"
874 " // amounts to find the impact\n"
875 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
876 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
877 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
878 " vec3 RT = vec3(TexCoord, 1);\n"
879 " OffsetVector *= 0.1;\n"
880 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
881 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
882 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
883 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
884 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
885 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
886 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
887 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
888 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
889 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
890 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
891 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
892 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
893 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
896 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
897 " // this basically moves forward the full distance, and then backs up based\n"
898 " // on height of samples\n"
899 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
900 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
901 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
902 " TexCoord += OffsetVector;\n"
903 " OffsetVector *= 0.333;\n"
904 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
905 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
906 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
907 " return TexCoord;\n"
910 "#endif // USEOFFSETMAPPING\n"
912 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
913 "uniform vec4 ShadowMap_TextureScale;\n"
914 "uniform vec4 ShadowMap_Parameters;\n"
917 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
918 "vec3 GetShadowMapTC2D(vec3 dir)\n"
920 " vec3 adir = abs(dir);\n"
921 "# ifndef USESHADOWMAPVSDCT\n"
925 " if (adir.x > adir.y)\n"
927 " if (adir.x > adir.z) // X\n"
931 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
937 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
942 " if (adir.y > adir.z) // Y\n"
946 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
952 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
956 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
957 " stc.xy += offset * ShadowMap_Parameters.y;\n"
958 " stc.z += ShadowMap_Parameters.z;\n"
959 "# ifndef USESHADOWMAPRECT\n"
960 " stc.xy *= ShadowMap_TextureScale.xy;\n"
964 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
965 " float ma = max(max(adir.x, adir.y), adir.z);\n"
966 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
967 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
968 " stc.z += ShadowMap_Parameters.z;\n"
969 "# ifndef USESHADOWMAPRECT\n"
970 " stc.xy *= ShadowMap_TextureScale.xy;\n"
975 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
977 "#ifdef USESHADOWMAPCUBE\n"
978 "vec4 GetShadowMapTCCube(vec3 dir)\n"
980 " vec3 adir = abs(dir);\n"
981 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
985 "#if !showshadowmap\n"
986 "# ifdef USESHADOWMAPRECT\n"
987 "float ShadowMapCompare(vec3 dir)\n"
989 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
991 "# ifdef USESHADOWSAMPLER\n"
993 "# ifdef USESHADOWMAPPCF\n"
994 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
995 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
997 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1002 "# ifdef USESHADOWMAPPCF\n"
1003 "# if USESHADOWMAPPCF > 1\n"
1004 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1005 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1006 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1007 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1008 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1009 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1010 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1011 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1013 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1014 " vec2 offset = fract(shadowmaptc.xy);\n"
1015 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1016 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1017 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1018 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1019 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1022 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1030 "# ifdef USESHADOWMAP2D\n"
1031 "float ShadowMapCompare(vec3 dir)\n"
1033 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1036 "# ifdef USESHADOWSAMPLER\n"
1037 "# ifdef USESHADOWMAPPCF\n"
1038 "# ifdef GL_EXT_gpu_shader4\n"
1039 "# define texval(x, y) shadow2DOffset(Texture_ShadowMap2D, shadowmaptc, ivec2(x, y)).r\n"
1041 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy, shadowmaptc.z)).r \n"
1043 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1045 " f = shadow2D(Texture_ShadowMap2D, shadowmaptc).r;\n"
1048 "# ifdef USESHADOWMAPPCF\n"
1049 "# ifdef USETEXTUREGATHER\n"
1050 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
1051 " vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, -1.0))*ShadowMap_TextureScale.xy));\n"
1052 " vec4 group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, -1.0))*ShadowMap_TextureScale.xy));\n"
1053 " vec4 group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, 1.0))*ShadowMap_TextureScale.xy));\n"
1054 " vec4 group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, 1.0))*ShadowMap_TextureScale.xy));\n"
1055 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1056 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1057 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1059 "# if USESHADOWMAPPCF > 1\n"
1060 "# ifdef GL_EXT_gpu_shader4\n"
1061 " vec2 center = shadowmaptc.xy - 0.5*ShadowMap_TextureScale.xy, offset = fract(center*ShadowMap_TextureScale.zw);\n"
1062 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1064 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
1065 "# define texval(x, y) texture2D(Texture_ShadowMap2D, (center + vec2(x, y))*ShadowMap_TextureScale.xy).r \n"
1067 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1068 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1069 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1070 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1071 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1072 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1074 "# ifdef GL_EXT_gpu_shader4\n"
1075 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, shadowmaptc.xy, ivec2(x, y)).r\n"
1077 "# define texval(x, y) texture2D(Texture_ShadowMap2D, shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy).r \n"
1079 " vec2 offset = fract(shadowmaptc.xy*ShadowMap_TextureScale.zw);\n"
1080 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1081 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1082 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1083 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1084 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1088 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
1095 "# ifdef USESHADOWMAPCUBE\n"
1096 "float ShadowMapCompare(vec3 dir)\n"
1098 " // apply depth texture cubemap as light filter\n"
1099 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1101 "# ifdef USESHADOWSAMPLER\n"
1102 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1104 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1111 "#ifdef MODE_WATER\n"
1116 "#ifdef USEOFFSETMAPPING\n"
1117 " // apply offsetmapping\n"
1118 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1119 "#define TexCoord TexCoordOffset\n"
1122 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1123 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1124 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1125 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1126 " // FIXME temporary hack to detect the case that the reflection\n"
1127 " // gets blackened at edges due to leaving the area that contains actual\n"
1129 " // Remove this 'ack once we have a better way to stop this thing from\n"
1131 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1132 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1133 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1134 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1135 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1136 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1137 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1138 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1139 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1140 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1141 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1142 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1145 "#else // !MODE_WATER\n"
1146 "#ifdef MODE_REFRACTION\n"
1148 "// refraction pass\n"
1151 "#ifdef USEOFFSETMAPPING\n"
1152 " // apply offsetmapping\n"
1153 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1154 "#define TexCoord TexCoordOffset\n"
1157 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1158 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1159 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1160 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1161 " // FIXME temporary hack to detect the case that the reflection\n"
1162 " // gets blackened at edges due to leaving the area that contains actual\n"
1164 " // Remove this 'ack once we have a better way to stop this thing from\n"
1166 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1167 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1168 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1169 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1170 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1171 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1174 "#else // !MODE_REFRACTION\n"
1177 "#ifdef USEOFFSETMAPPING\n"
1178 " // apply offsetmapping\n"
1179 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1180 "#define TexCoord TexCoordOffset\n"
1183 " // combine the diffuse textures (base, pants, shirt)\n"
1184 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1185 "#ifdef USECOLORMAPPING\n"
1186 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1188 "#ifdef USEVERTEXTEXTUREBLEND\n"
1189 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1190 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1191 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1192 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1194 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1197 "#ifdef USEDIFFUSE\n"
1198 " // get the surface normal and the gloss color\n"
1199 "# ifdef USEVERTEXTEXTUREBLEND\n"
1200 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1201 "# ifdef USESPECULAR\n"
1202 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1205 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1206 "# ifdef USESPECULAR\n"
1207 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1214 "#ifdef MODE_LIGHTSOURCE\n"
1215 " // light source\n"
1217 " // calculate surface normal, light normal, and specular normal\n"
1218 " // compute color intensity for the two textures (colormap and glossmap)\n"
1219 " // scale by light color and attenuation as efficiently as possible\n"
1220 " // (do as much scalar math as possible rather than vector math)\n"
1221 "# ifdef USEDIFFUSE\n"
1222 " // get the light normal\n"
1223 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1225 "# ifdef USESPECULAR\n"
1226 "# ifndef USEEXACTSPECULARMATH\n"
1227 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1230 " // calculate directional shading\n"
1231 "# ifdef USEEXACTSPECULARMATH\n"
1232 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1234 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1237 "# ifdef USEDIFFUSE\n"
1238 " // calculate directional shading\n"
1239 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1241 " // calculate directionless shading\n"
1242 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1246 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1247 "#if !showshadowmap\n"
1248 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1252 "# ifdef USECUBEFILTER\n"
1253 " // apply light cubemap filter\n"
1254 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1255 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1257 "#endif // MODE_LIGHTSOURCE\n"
1262 "#ifdef MODE_LIGHTDIRECTION\n"
1263 " // directional model lighting\n"
1264 "# ifdef USEDIFFUSE\n"
1265 " // get the light normal\n"
1266 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1268 "# ifdef USESPECULAR\n"
1269 " // calculate directional shading\n"
1270 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1271 "# ifdef USEEXACTSPECULARMATH\n"
1272 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1274 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1275 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1278 "# ifdef USEDIFFUSE\n"
1280 " // calculate directional shading\n"
1281 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1283 " color.rgb *= AmbientColor;\n"
1286 "#endif // MODE_LIGHTDIRECTION\n"
1291 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1292 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1294 " // get the light normal\n"
1295 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1296 " myhalf3 diffusenormal;\n"
1297 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1298 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1299 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1300 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1301 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1302 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1303 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1304 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1305 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1306 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1307 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1308 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1309 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1310 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1311 "# ifdef USESPECULAR\n"
1312 "# ifdef USEEXACTSPECULARMATH\n"
1313 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1315 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1316 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1320 " // apply lightmap color\n"
1321 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1322 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1327 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1328 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1330 " // get the light normal\n"
1331 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1332 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1333 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1334 "# ifdef USESPECULAR\n"
1335 "# ifdef USEEXACTSPECULARMATH\n"
1336 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1338 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1339 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1343 " // apply lightmap color\n"
1344 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1345 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1350 "#ifdef MODE_LIGHTMAP\n"
1351 " // apply lightmap color\n"
1352 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1353 "#endif // MODE_LIGHTMAP\n"
1358 "#ifdef MODE_VERTEXCOLOR\n"
1359 " // apply lightmap color\n"
1360 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1361 "#endif // MODE_VERTEXCOLOR\n"
1366 "#ifdef MODE_FLATCOLOR\n"
1367 "#endif // MODE_FLATCOLOR\n"
1375 " color *= TintColor;\n"
1378 "#ifdef USEVERTEXTEXTUREBLEND\n"
1379 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1381 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1385 " color.rgb *= SceneBrightness;\n"
1387 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1389 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1392 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1393 "#ifdef USEREFLECTION\n"
1394 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1395 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1396 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1397 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1398 " // FIXME temporary hack to detect the case that the reflection\n"
1399 " // gets blackened at edges due to leaving the area that contains actual\n"
1401 " // Remove this 'ack once we have a better way to stop this thing from\n"
1403 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1404 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1405 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1406 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1407 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1408 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1411 " gl_FragColor = vec4(color);\n"
1413 "#if showshadowmap\n"
1414 "# ifdef USESHADOWMAPRECT\n"
1415 "# ifdef USESHADOWSAMPLER\n"
1416 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1418 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1421 "# ifdef USESHADOWMAP2D\n"
1422 "# ifdef USESHADOWSAMPLER\n"
1423 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1425 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1429 "# ifdef USESHADOWMAPCUBE\n"
1430 "# ifdef USESHADOWSAMPLER\n"
1431 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1433 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1438 "#endif // !MODE_REFRACTION\n"
1439 "#endif // !MODE_WATER\n"
1441 "#endif // FRAGMENT_SHADER\n"
1443 "#endif // !MODE_GENERIC\n"
1444 "#endif // !MODE_POSTPROCESS\n"
1445 "#endif // !MODE_SHOWDEPTH\n"
1446 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1449 typedef struct shaderpermutationinfo_s
1451 const char *pretext;
1454 shaderpermutationinfo_t;
1456 typedef struct shadermodeinfo_s
1458 const char *vertexfilename;
1459 const char *geometryfilename;
1460 const char *fragmentfilename;
1461 const char *pretext;
1466 typedef enum shaderpermutation_e
1468 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1469 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1470 SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1471 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1472 SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1473 SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1474 SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1475 SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1476 SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1477 SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1478 SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1479 SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1480 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1481 SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1482 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1483 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1484 SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1485 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1486 SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1487 SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1488 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<15, //< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1489 SHADERPERMUTATION_SHADOWSAMPLER = 1<<16, //< (lightsource) use hardware shadowmap test
1490 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<17, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1491 SHADERPERMUTATION_LIMIT = 1<<18, ///< size of permutations array
1492 SHADERPERMUTATION_COUNT = 18 ///< size of shaderpermutationinfo array
1494 shaderpermutation_t;
1496 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1497 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1499 {"#define USEDIFFUSE\n", " diffuse"},
1500 {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1501 {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1502 {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1503 {"#define USECUBEFILTER\n", " cubefilter"},
1504 {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1505 {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1506 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1507 {"#define USEREFLECTION\n", " reflection"},
1508 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1509 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1510 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1511 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1512 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1513 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1514 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1515 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1516 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1519 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1520 typedef enum shadermode_e
1522 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1523 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1524 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1525 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1526 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1527 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1528 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1529 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1530 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1531 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1532 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1533 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1534 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1539 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1540 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1542 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1543 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1544 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1545 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1546 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1547 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1548 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1549 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1550 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1551 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1552 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1553 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1554 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1557 struct r_glsl_permutation_s;
1558 typedef struct r_glsl_permutation_s
1560 /// hash lookup data
1561 struct r_glsl_permutation_s *hashnext;
1563 unsigned int permutation;
1565 /// indicates if we have tried compiling this permutation already
1567 /// 0 if compilation failed
1569 /// locations of detected uniforms in program object, or -1 if not found
1570 int loc_Texture_First;
1571 int loc_Texture_Second;
1572 int loc_Texture_GammaRamps;
1573 int loc_Texture_Normal;
1574 int loc_Texture_Color;
1575 int loc_Texture_Gloss;
1576 int loc_Texture_Glow;
1577 int loc_Texture_SecondaryNormal;
1578 int loc_Texture_SecondaryColor;
1579 int loc_Texture_SecondaryGloss;
1580 int loc_Texture_SecondaryGlow;
1581 int loc_Texture_Pants;
1582 int loc_Texture_Shirt;
1583 int loc_Texture_FogMask;
1584 int loc_Texture_Lightmap;
1585 int loc_Texture_Deluxemap;
1586 int loc_Texture_Attenuation;
1587 int loc_Texture_Cube;
1588 int loc_Texture_Refraction;
1589 int loc_Texture_Reflection;
1590 int loc_Texture_ShadowMapRect;
1591 int loc_Texture_ShadowMapCube;
1592 int loc_Texture_ShadowMap2D;
1593 int loc_Texture_CubeProjection;
1595 int loc_LightPosition;
1596 int loc_EyePosition;
1597 int loc_Color_Pants;
1598 int loc_Color_Shirt;
1599 int loc_FogRangeRecip;
1600 int loc_AmbientScale;
1601 int loc_DiffuseScale;
1602 int loc_SpecularScale;
1603 int loc_SpecularPower;
1605 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1606 int loc_OffsetMapping_Scale;
1608 int loc_AmbientColor;
1609 int loc_DiffuseColor;
1610 int loc_SpecularColor;
1612 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1613 int loc_GammaCoeff; ///< 1 / gamma
1614 int loc_DistortScaleRefractReflect;
1615 int loc_ScreenScaleRefractReflect;
1616 int loc_ScreenCenterRefractReflect;
1617 int loc_RefractColor;
1618 int loc_ReflectColor;
1619 int loc_ReflectFactor;
1620 int loc_ReflectOffset;
1628 int loc_ShadowMap_TextureScale;
1629 int loc_ShadowMap_Parameters;
1631 r_glsl_permutation_t;
1633 #define SHADERPERMUTATION_HASHSIZE 4096
1635 /// information about each possible shader permutation
1636 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1637 /// currently selected permutation
1638 r_glsl_permutation_t *r_glsl_permutation;
1639 /// storage for permutations linked in the hash table
1640 memexpandablearray_t r_glsl_permutationarray;
1642 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1644 //unsigned int hashdepth = 0;
1645 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1646 r_glsl_permutation_t *p;
1647 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1649 if (p->mode == mode && p->permutation == permutation)
1651 //if (hashdepth > 10)
1652 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1657 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1659 p->permutation = permutation;
1660 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1661 r_glsl_permutationhash[mode][hashindex] = p;
1662 //if (hashdepth > 10)
1663 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1667 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1670 if (!filename || !filename[0])
1672 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1675 if (printfromdisknotice)
1676 Con_DPrint("from disk... ");
1677 return shaderstring;
1679 else if (!strcmp(filename, "glsl/default.glsl"))
1681 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1682 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1684 return shaderstring;
1687 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1690 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1691 int vertstrings_count = 0;
1692 int geomstrings_count = 0;
1693 int fragstrings_count = 0;
1694 char *vertexstring, *geometrystring, *fragmentstring;
1695 const char *vertstrings_list[32+3];
1696 const char *geomstrings_list[32+3];
1697 const char *fragstrings_list[32+3];
1698 char permutationname[256];
1705 permutationname[0] = 0;
1706 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1707 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1708 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1710 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1712 // the first pretext is which type of shader to compile as
1713 // (later these will all be bound together as a program object)
1714 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1715 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1716 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1718 // the second pretext is the mode (for example a light source)
1719 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1720 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1721 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1722 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1724 // now add all the permutation pretexts
1725 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1727 if (permutation & (1<<i))
1729 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1730 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1731 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1732 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1736 // keep line numbers correct
1737 vertstrings_list[vertstrings_count++] = "\n";
1738 geomstrings_list[geomstrings_count++] = "\n";
1739 fragstrings_list[fragstrings_count++] = "\n";
1743 // now append the shader text itself
1744 vertstrings_list[vertstrings_count++] = vertexstring;
1745 geomstrings_list[geomstrings_count++] = geometrystring;
1746 fragstrings_list[fragstrings_count++] = fragmentstring;
1748 // if any sources were NULL, clear the respective list
1750 vertstrings_count = 0;
1751 if (!geometrystring)
1752 geomstrings_count = 0;
1753 if (!fragmentstring)
1754 fragstrings_count = 0;
1756 // compile the shader program
1757 if (vertstrings_count + geomstrings_count + fragstrings_count)
1758 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1762 qglUseProgramObjectARB(p->program);CHECKGLERROR
1763 // look up all the uniform variable names we care about, so we don't
1764 // have to look them up every time we set them
1765 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1766 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1767 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1768 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1769 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1770 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1771 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1772 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1773 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1774 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1775 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1776 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1777 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1778 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1779 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1780 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1781 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1782 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1783 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1784 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1785 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1786 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1787 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1788 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1789 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1790 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1791 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1792 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1793 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1794 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1795 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1796 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1797 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1798 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1799 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1800 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1801 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1802 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1803 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1804 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1805 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1806 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1807 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1808 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1809 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1810 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1811 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1812 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1813 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1814 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1815 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1816 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1817 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1818 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1819 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1820 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1821 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1822 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1823 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1824 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1825 // initialize the samplers to refer to the texture units we use
1826 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1827 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1828 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1829 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1830 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1831 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1832 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1833 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1834 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1835 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1836 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1837 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1838 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1839 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1840 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1841 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1842 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1843 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1844 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1845 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1846 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1847 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1848 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1849 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1851 if (developer.integer)
1852 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1855 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1859 Mem_Free(vertexstring);
1861 Mem_Free(geometrystring);
1863 Mem_Free(fragmentstring);
1866 void R_GLSL_Restart_f(void)
1868 unsigned int i, limit;
1869 r_glsl_permutation_t *p;
1870 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1871 for (i = 0;i < limit;i++)
1873 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1875 GL_Backend_FreeProgram(p->program);
1876 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1879 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1882 void R_GLSL_DumpShader_f(void)
1886 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1889 Con_Printf("failed to write to glsl/default.glsl\n");
1893 FS_Print(file, "/* The engine may define the following macros:\n");
1894 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1895 for (i = 0;i < SHADERMODE_COUNT;i++)
1896 FS_Print(file, shadermodeinfo[i].pretext);
1897 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1898 FS_Print(file, shaderpermutationinfo[i].pretext);
1899 FS_Print(file, "*/\n");
1900 FS_Print(file, builtinshaderstring);
1903 Con_Printf("glsl/default.glsl written\n");
1906 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1908 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1909 if (r_glsl_permutation != perm)
1911 r_glsl_permutation = perm;
1912 if (!r_glsl_permutation->program)
1914 if (!r_glsl_permutation->compiled)
1915 R_GLSL_CompilePermutation(perm, mode, permutation);
1916 if (!r_glsl_permutation->program)
1918 // remove features until we find a valid permutation
1920 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1922 // reduce i more quickly whenever it would not remove any bits
1923 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1924 if (!(permutation & j))
1927 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1928 if (!r_glsl_permutation->compiled)
1929 R_GLSL_CompilePermutation(perm, mode, permutation);
1930 if (r_glsl_permutation->program)
1933 if (i >= SHADERPERMUTATION_COUNT)
1935 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1936 Cvar_SetValueQuick(&r_glsl, 0);
1937 R_GLSL_Restart_f(); // unload shaders
1938 return; // no bit left to clear
1943 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1947 void R_SetupGenericShader(qboolean usetexture)
1949 if (gl_support_fragment_shader)
1951 if (r_glsl.integer && r_glsl_usegeneric.integer)
1952 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1953 else if (r_glsl_permutation)
1955 r_glsl_permutation = NULL;
1956 qglUseProgramObjectARB(0);CHECKGLERROR
1961 void R_SetupGenericTwoTextureShader(int texturemode)
1963 if (gl_support_fragment_shader)
1965 if (r_glsl.integer && r_glsl_usegeneric.integer)
1966 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1967 else if (r_glsl_permutation)
1969 r_glsl_permutation = NULL;
1970 qglUseProgramObjectARB(0);CHECKGLERROR
1973 if (!r_glsl_permutation)
1975 if (texturemode == GL_DECAL && gl_combine.integer)
1976 texturemode = GL_INTERPOLATE_ARB;
1977 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1981 void R_SetupDepthOrShadowShader(void)
1983 if (gl_support_fragment_shader)
1985 if (r_glsl.integer && r_glsl_usegeneric.integer)
1986 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1987 else if (r_glsl_permutation)
1989 r_glsl_permutation = NULL;
1990 qglUseProgramObjectARB(0);CHECKGLERROR
1995 void R_SetupShowDepthShader(void)
1997 if (gl_support_fragment_shader)
1999 if (r_glsl.integer && r_glsl_usegeneric.integer)
2000 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2001 else if (r_glsl_permutation)
2003 r_glsl_permutation = NULL;
2004 qglUseProgramObjectARB(0);CHECKGLERROR
2009 extern rtexture_t *r_shadow_attenuationgradienttexture;
2010 extern rtexture_t *r_shadow_attenuation2dtexture;
2011 extern rtexture_t *r_shadow_attenuation3dtexture;
2012 extern qboolean r_shadow_usingshadowmaprect;
2013 extern qboolean r_shadow_usingshadowmapcube;
2014 extern qboolean r_shadow_usingshadowmap2d;
2015 extern float r_shadow_shadowmap_texturescale[4];
2016 extern float r_shadow_shadowmap_parameters[4];
2017 extern qboolean r_shadow_shadowmapvsdct;
2018 extern qboolean r_shadow_shadowmapsampler;
2019 extern int r_shadow_shadowmappcf;
2020 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2022 // select a permutation of the lighting shader appropriate to this
2023 // combination of texture, entity, light source, and fogging, only use the
2024 // minimum features necessary to avoid wasting rendering time in the
2025 // fragment shader on features that are not being used
2026 unsigned int permutation = 0;
2027 unsigned int mode = 0;
2028 // TODO: implement geometry-shader based shadow volumes someday
2029 if (r_glsl_offsetmapping.integer)
2031 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2032 if (r_glsl_offsetmapping_reliefmapping.integer)
2033 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2035 if (rsurfacepass == RSURFPASS_BACKGROUND)
2037 // distorted background
2038 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2039 mode = SHADERMODE_WATER;
2041 mode = SHADERMODE_REFRACTION;
2043 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2046 mode = SHADERMODE_LIGHTSOURCE;
2047 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2048 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2049 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2050 permutation |= SHADERPERMUTATION_CUBEFILTER;
2051 if (diffusescale > 0)
2052 permutation |= SHADERPERMUTATION_DIFFUSE;
2053 if (specularscale > 0)
2054 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2055 if (r_refdef.fogenabled)
2056 permutation |= SHADERPERMUTATION_FOG;
2057 if (rsurface.texture->colormapping)
2058 permutation |= SHADERPERMUTATION_COLORMAPPING;
2059 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2061 if (r_shadow_usingshadowmaprect)
2062 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2063 if (r_shadow_usingshadowmap2d)
2064 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2065 if (r_shadow_usingshadowmapcube)
2066 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2067 else if(r_shadow_shadowmapvsdct)
2068 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2070 if (r_shadow_shadowmapsampler)
2071 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2072 if (r_shadow_shadowmappcf > 1)
2073 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2074 else if (r_shadow_shadowmappcf)
2075 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2078 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2080 // unshaded geometry (fullbright or ambient model lighting)
2081 mode = SHADERMODE_FLATCOLOR;
2082 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2083 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2084 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2085 permutation |= SHADERPERMUTATION_GLOW;
2086 if (r_refdef.fogenabled)
2087 permutation |= SHADERPERMUTATION_FOG;
2088 if (rsurface.texture->colormapping)
2089 permutation |= SHADERPERMUTATION_COLORMAPPING;
2090 if (r_glsl_offsetmapping.integer)
2092 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2093 if (r_glsl_offsetmapping_reliefmapping.integer)
2094 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2096 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2097 permutation |= SHADERPERMUTATION_REFLECTION;
2099 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2101 // directional model lighting
2102 mode = SHADERMODE_LIGHTDIRECTION;
2103 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2104 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2105 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2106 permutation |= SHADERPERMUTATION_GLOW;
2107 permutation |= SHADERPERMUTATION_DIFFUSE;
2108 if (specularscale > 0)
2109 permutation |= SHADERPERMUTATION_SPECULAR;
2110 if (r_refdef.fogenabled)
2111 permutation |= SHADERPERMUTATION_FOG;
2112 if (rsurface.texture->colormapping)
2113 permutation |= SHADERPERMUTATION_COLORMAPPING;
2114 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2115 permutation |= SHADERPERMUTATION_REFLECTION;
2117 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2119 // ambient model lighting
2120 mode = SHADERMODE_LIGHTDIRECTION;
2121 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2122 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2123 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2124 permutation |= SHADERPERMUTATION_GLOW;
2125 if (r_refdef.fogenabled)
2126 permutation |= SHADERPERMUTATION_FOG;
2127 if (rsurface.texture->colormapping)
2128 permutation |= SHADERPERMUTATION_COLORMAPPING;
2129 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2130 permutation |= SHADERPERMUTATION_REFLECTION;
2135 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2137 // deluxemapping (light direction texture)
2138 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2139 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2141 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2142 permutation |= SHADERPERMUTATION_DIFFUSE;
2143 if (specularscale > 0)
2144 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2146 else if (r_glsl_deluxemapping.integer >= 2)
2148 // fake deluxemapping (uniform light direction in tangentspace)
2149 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2150 permutation |= SHADERPERMUTATION_DIFFUSE;
2151 if (specularscale > 0)
2152 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2154 else if (rsurface.uselightmaptexture)
2156 // ordinary lightmapping (q1bsp, q3bsp)
2157 mode = SHADERMODE_LIGHTMAP;
2161 // ordinary vertex coloring (q3bsp)
2162 mode = SHADERMODE_VERTEXCOLOR;
2164 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2165 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2166 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2167 permutation |= SHADERPERMUTATION_GLOW;
2168 if (r_refdef.fogenabled)
2169 permutation |= SHADERPERMUTATION_FOG;
2170 if (rsurface.texture->colormapping)
2171 permutation |= SHADERPERMUTATION_COLORMAPPING;
2172 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2173 permutation |= SHADERPERMUTATION_REFLECTION;
2175 if(permutation & SHADERPERMUTATION_SPECULAR)
2176 if(r_shadow_glossexact.integer)
2177 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2178 R_SetupShader_SetPermutation(mode, permutation);
2179 if (mode == SHADERMODE_LIGHTSOURCE)
2181 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2182 if (permutation & SHADERPERMUTATION_DIFFUSE)
2184 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2185 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2186 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2187 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2191 // ambient only is simpler
2192 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2193 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2194 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2195 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2197 // additive passes are only darkened by fog, not tinted
2198 if (r_glsl_permutation->loc_FogColor >= 0)
2199 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2200 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1], r_shadow_shadowmap_texturescale[2], r_shadow_shadowmap_texturescale[3]);
2201 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2205 if (mode == SHADERMODE_LIGHTDIRECTION)
2207 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
2208 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
2209 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2210 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2214 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2215 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2216 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2218 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2219 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
2220 // additive passes are only darkened by fog, not tinted
2221 if (r_glsl_permutation->loc_FogColor >= 0)
2223 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2224 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2226 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2228 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2229 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2230 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2231 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2232 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2233 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2234 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2236 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2237 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2238 if (r_glsl_permutation->loc_Color_Pants >= 0)
2240 if (rsurface.texture->currentskinframe->pants)
2241 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2243 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2245 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2247 if (rsurface.texture->currentskinframe->shirt)
2248 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2250 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2252 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2253 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2255 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2259 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2261 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2265 #define SKINFRAME_HASH 1024
2269 int loadsequence; // incremented each level change
2270 memexpandablearray_t array;
2271 skinframe_t *hash[SKINFRAME_HASH];
2274 r_skinframe_t r_skinframe;
2276 void R_SkinFrame_PrepareForPurge(void)
2278 r_skinframe.loadsequence++;
2279 // wrap it without hitting zero
2280 if (r_skinframe.loadsequence >= 200)
2281 r_skinframe.loadsequence = 1;
2284 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2288 // mark the skinframe as used for the purging code
2289 skinframe->loadsequence = r_skinframe.loadsequence;
2292 void R_SkinFrame_Purge(void)
2296 for (i = 0;i < SKINFRAME_HASH;i++)
2298 for (s = r_skinframe.hash[i];s;s = s->next)
2300 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2302 if (s->merged == s->base)
2304 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2305 R_PurgeTexture(s->stain );s->stain = NULL;
2306 R_PurgeTexture(s->merged);s->merged = NULL;
2307 R_PurgeTexture(s->base );s->base = NULL;
2308 R_PurgeTexture(s->pants );s->pants = NULL;
2309 R_PurgeTexture(s->shirt );s->shirt = NULL;
2310 R_PurgeTexture(s->nmap );s->nmap = NULL;
2311 R_PurgeTexture(s->gloss );s->gloss = NULL;
2312 R_PurgeTexture(s->glow );s->glow = NULL;
2313 R_PurgeTexture(s->fog );s->fog = NULL;
2314 s->loadsequence = 0;
2320 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2322 char basename[MAX_QPATH];
2324 Image_StripImageExtension(name, basename, sizeof(basename));
2326 if( last == NULL ) {
2328 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2329 item = r_skinframe.hash[hashindex];
2334 // linearly search through the hash bucket
2335 for( ; item ; item = item->next ) {
2336 if( !strcmp( item->basename, basename ) ) {
2343 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2347 char basename[MAX_QPATH];
2349 Image_StripImageExtension(name, basename, sizeof(basename));
2351 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2352 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2353 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2357 rtexture_t *dyntexture;
2358 // check whether its a dynamic texture
2359 dyntexture = CL_GetDynTexture( basename );
2360 if (!add && !dyntexture)
2362 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2363 memset(item, 0, sizeof(*item));
2364 strlcpy(item->basename, basename, sizeof(item->basename));
2365 item->base = dyntexture; // either NULL or dyntexture handle
2366 item->textureflags = textureflags;
2367 item->comparewidth = comparewidth;
2368 item->compareheight = compareheight;
2369 item->comparecrc = comparecrc;
2370 item->next = r_skinframe.hash[hashindex];
2371 r_skinframe.hash[hashindex] = item;
2373 else if( item->base == NULL )
2375 rtexture_t *dyntexture;
2376 // check whether its a dynamic texture
2377 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
2378 dyntexture = CL_GetDynTexture( basename );
2379 item->base = dyntexture; // either NULL or dyntexture handle
2382 R_SkinFrame_MarkUsed(item);
2386 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2388 unsigned long long avgcolor[5], wsum; \
2396 for(pix = 0; pix < cnt; ++pix) \
2399 for(comp = 0; comp < 3; ++comp) \
2401 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2404 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2406 for(comp = 0; comp < 3; ++comp) \
2407 avgcolor[comp] += getpixel * w; \
2410 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2411 avgcolor[4] += getpixel; \
2413 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2415 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2416 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2417 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2418 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2421 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2423 // FIXME: it should be possible to disable loading various layers using
2424 // cvars, to prevent wasted loading time and memory usage if the user does
2426 qboolean loadnormalmap = true;
2427 qboolean loadgloss = true;
2428 qboolean loadpantsandshirt = true;
2429 qboolean loadglow = true;
2431 unsigned char *pixels;
2432 unsigned char *bumppixels;
2433 unsigned char *basepixels = NULL;
2434 int basepixels_width;
2435 int basepixels_height;
2436 skinframe_t *skinframe;
2440 if (cls.state == ca_dedicated)
2443 // return an existing skinframe if already loaded
2444 // if loading of the first image fails, don't make a new skinframe as it
2445 // would cause all future lookups of this to be missing
2446 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2447 if (skinframe && skinframe->base)
2450 basepixels = loadimagepixelsbgra(name, complain, true);
2451 if (basepixels == NULL)
2454 if (developer_loading.integer)
2455 Con_Printf("loading skin \"%s\"\n", name);
2457 // we've got some pixels to store, so really allocate this new texture now
2459 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2460 skinframe->stain = NULL;
2461 skinframe->merged = NULL;
2462 skinframe->base = r_texture_notexture;
2463 skinframe->pants = NULL;
2464 skinframe->shirt = NULL;
2465 skinframe->nmap = r_texture_blanknormalmap;
2466 skinframe->gloss = NULL;
2467 skinframe->glow = NULL;
2468 skinframe->fog = NULL;
2470 basepixels_width = image_width;
2471 basepixels_height = image_height;
2472 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2474 if (textureflags & TEXF_ALPHA)
2476 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2477 if (basepixels[j] < 255)
2479 if (j < basepixels_width * basepixels_height * 4)
2481 // has transparent pixels
2483 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2484 for (j = 0;j < image_width * image_height * 4;j += 4)
2489 pixels[j+3] = basepixels[j+3];
2491 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2496 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2497 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2499 // _norm is the name used by tenebrae and has been adopted as standard
2502 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2504 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2508 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2510 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2511 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2512 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2514 Mem_Free(bumppixels);
2516 else if (r_shadow_bumpscale_basetexture.value > 0)
2518 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2519 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2520 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2524 // _luma is supported for tenebrae compatibility
2525 // (I think it's a very stupid name, but oh well)
2526 // _glow is the preferred name
2527 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2528 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2529 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2530 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2533 Mem_Free(basepixels);
2538 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2541 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2544 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
2549 for (i = 0;i < width*height;i++)
2550 if (((unsigned char *)&palette[in[i]])[3] > 0)
2552 if (i == width*height)
2555 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2558 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2559 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2562 unsigned char *temp1, *temp2;
2563 skinframe_t *skinframe;
2565 if (cls.state == ca_dedicated)
2568 // if already loaded just return it, otherwise make a new skinframe
2569 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2570 if (skinframe && skinframe->base)
2573 skinframe->stain = NULL;
2574 skinframe->merged = NULL;
2575 skinframe->base = r_texture_notexture;
2576 skinframe->pants = NULL;
2577 skinframe->shirt = NULL;
2578 skinframe->nmap = r_texture_blanknormalmap;
2579 skinframe->gloss = NULL;
2580 skinframe->glow = NULL;
2581 skinframe->fog = NULL;
2583 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2587 if (developer_loading.integer)
2588 Con_Printf("loading 32bit skin \"%s\"\n", name);
2590 if (r_shadow_bumpscale_basetexture.value > 0)
2592 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2593 temp2 = temp1 + width * height * 4;
2594 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2595 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2598 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2599 if (textureflags & TEXF_ALPHA)
2601 for (i = 3;i < width * height * 4;i += 4)
2602 if (skindata[i] < 255)
2604 if (i < width * height * 4)
2606 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2607 memcpy(fogpixels, skindata, width * height * 4);
2608 for (i = 0;i < width * height * 4;i += 4)
2609 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2610 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2611 Mem_Free(fogpixels);
2615 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2616 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2621 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2624 unsigned char *temp1, *temp2;
2625 unsigned int *palette;
2626 skinframe_t *skinframe;
2628 if (cls.state == ca_dedicated)
2631 // if already loaded just return it, otherwise make a new skinframe
2632 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2633 if (skinframe && skinframe->base)
2636 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2638 skinframe->stain = NULL;
2639 skinframe->merged = NULL;
2640 skinframe->base = r_texture_notexture;
2641 skinframe->pants = NULL;
2642 skinframe->shirt = NULL;
2643 skinframe->nmap = r_texture_blanknormalmap;
2644 skinframe->gloss = NULL;
2645 skinframe->glow = NULL;
2646 skinframe->fog = NULL;
2648 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2652 if (developer_loading.integer)
2653 Con_Printf("loading quake skin \"%s\"\n", name);
2655 if (r_shadow_bumpscale_basetexture.value > 0)
2657 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2658 temp2 = temp1 + width * height * 4;
2659 // use either a custom palette or the quake palette
2660 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2661 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2662 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2665 // use either a custom palette, or the quake palette
2666 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2667 if (loadglowtexture)
2668 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2669 if (loadpantsandshirt)
2671 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2672 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2674 if (skinframe->pants || skinframe->shirt)
2675 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2676 if (textureflags & TEXF_ALPHA)
2678 for (i = 0;i < width * height;i++)
2679 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2681 if (i < width * height)
2682 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2685 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2686 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2691 skinframe_t *R_SkinFrame_LoadMissing(void)
2693 skinframe_t *skinframe;
2695 if (cls.state == ca_dedicated)
2698 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2699 skinframe->stain = NULL;
2700 skinframe->merged = NULL;
2701 skinframe->base = r_texture_notexture;
2702 skinframe->pants = NULL;
2703 skinframe->shirt = NULL;
2704 skinframe->nmap = r_texture_blanknormalmap;
2705 skinframe->gloss = NULL;
2706 skinframe->glow = NULL;
2707 skinframe->fog = NULL;
2709 skinframe->avgcolor[0] = rand() / RAND_MAX;
2710 skinframe->avgcolor[1] = rand() / RAND_MAX;
2711 skinframe->avgcolor[2] = rand() / RAND_MAX;
2712 skinframe->avgcolor[3] = 1;
2717 void gl_main_start(void)
2721 memset(r_queries, 0, sizeof(r_queries));
2723 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2724 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2726 // set up r_skinframe loading system for textures
2727 memset(&r_skinframe, 0, sizeof(r_skinframe));
2728 r_skinframe.loadsequence = 1;
2729 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2731 r_main_texturepool = R_AllocTexturePool();
2732 R_BuildBlankTextures();
2734 if (gl_texturecubemap)
2737 R_BuildNormalizationCube();
2739 r_texture_fogattenuation = NULL;
2740 r_texture_gammaramps = NULL;
2741 //r_texture_fogintensity = NULL;
2742 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2743 memset(&r_waterstate, 0, sizeof(r_waterstate));
2744 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2745 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2746 memset(&r_svbsp, 0, sizeof (r_svbsp));
2748 r_refdef.fogmasktable_density = 0;
2751 extern rtexture_t *loadingscreentexture;
2752 void gl_main_shutdown(void)
2755 qglDeleteQueriesARB(r_maxqueries, r_queries);
2759 memset(r_queries, 0, sizeof(r_queries));
2761 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2762 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2764 // clear out the r_skinframe state
2765 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2766 memset(&r_skinframe, 0, sizeof(r_skinframe));
2769 Mem_Free(r_svbsp.nodes);
2770 memset(&r_svbsp, 0, sizeof (r_svbsp));
2771 R_FreeTexturePool(&r_main_texturepool);
2772 loadingscreentexture = NULL;
2773 r_texture_blanknormalmap = NULL;
2774 r_texture_white = NULL;
2775 r_texture_grey128 = NULL;
2776 r_texture_black = NULL;
2777 r_texture_whitecube = NULL;
2778 r_texture_normalizationcube = NULL;
2779 r_texture_fogattenuation = NULL;
2780 r_texture_gammaramps = NULL;
2781 //r_texture_fogintensity = NULL;
2782 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2783 memset(&r_waterstate, 0, sizeof(r_waterstate));
2787 extern void CL_ParseEntityLump(char *entitystring);
2788 void gl_main_newmap(void)
2790 // FIXME: move this code to client
2792 char *entities, entname[MAX_QPATH];
2795 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2796 l = (int)strlen(entname) - 4;
2797 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2799 memcpy(entname + l, ".ent", 5);
2800 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2802 CL_ParseEntityLump(entities);
2807 if (cl.worldmodel->brush.entities)
2808 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2812 void GL_Main_Init(void)
2814 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2816 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2817 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2818 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2819 if (gamemode == GAME_NEHAHRA)
2821 Cvar_RegisterVariable (&gl_fogenable);
2822 Cvar_RegisterVariable (&gl_fogdensity);
2823 Cvar_RegisterVariable (&gl_fogred);
2824 Cvar_RegisterVariable (&gl_foggreen);
2825 Cvar_RegisterVariable (&gl_fogblue);
2826 Cvar_RegisterVariable (&gl_fogstart);
2827 Cvar_RegisterVariable (&gl_fogend);
2828 Cvar_RegisterVariable (&gl_skyclip);
2830 Cvar_RegisterVariable(&r_motionblur);
2831 Cvar_RegisterVariable(&r_motionblur_maxblur);
2832 Cvar_RegisterVariable(&r_motionblur_bmin);
2833 Cvar_RegisterVariable(&r_motionblur_vmin);
2834 Cvar_RegisterVariable(&r_motionblur_vmax);
2835 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2836 Cvar_RegisterVariable(&r_motionblur_randomize);
2837 Cvar_RegisterVariable(&r_damageblur);
2838 Cvar_RegisterVariable(&r_animcache);
2839 Cvar_RegisterVariable(&r_depthfirst);
2840 Cvar_RegisterVariable(&r_useinfinitefarclip);
2841 Cvar_RegisterVariable(&r_nearclip);
2842 Cvar_RegisterVariable(&r_showbboxes);
2843 Cvar_RegisterVariable(&r_showsurfaces);
2844 Cvar_RegisterVariable(&r_showtris);
2845 Cvar_RegisterVariable(&r_shownormals);
2846 Cvar_RegisterVariable(&r_showlighting);
2847 Cvar_RegisterVariable(&r_showshadowvolumes);
2848 Cvar_RegisterVariable(&r_showcollisionbrushes);
2849 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2850 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2851 Cvar_RegisterVariable(&r_showdisabledepthtest);
2852 Cvar_RegisterVariable(&r_drawportals);
2853 Cvar_RegisterVariable(&r_drawentities);
2854 Cvar_RegisterVariable(&r_cullentities_trace);
2855 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2856 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2857 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2858 Cvar_RegisterVariable(&r_drawviewmodel);
2859 Cvar_RegisterVariable(&r_speeds);
2860 Cvar_RegisterVariable(&r_fullbrights);
2861 Cvar_RegisterVariable(&r_wateralpha);
2862 Cvar_RegisterVariable(&r_dynamic);
2863 Cvar_RegisterVariable(&r_fullbright);
2864 Cvar_RegisterVariable(&r_shadows);
2865 Cvar_RegisterVariable(&r_shadows_darken);
2866 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2867 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2868 Cvar_RegisterVariable(&r_shadows_throwdistance);
2869 Cvar_RegisterVariable(&r_shadows_throwdirection);
2870 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2871 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2872 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2873 Cvar_RegisterVariable(&r_fog_exp2);
2874 Cvar_RegisterVariable(&r_drawfog);
2875 Cvar_RegisterVariable(&r_textureunits);
2876 Cvar_RegisterVariable(&r_glsl);
2877 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2878 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2879 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2880 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2881 Cvar_RegisterVariable(&r_glsl_postprocess);
2882 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2883 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2884 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2885 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2886 Cvar_RegisterVariable(&r_glsl_usegeneric);
2887 Cvar_RegisterVariable(&r_water);
2888 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2889 Cvar_RegisterVariable(&r_water_clippingplanebias);
2890 Cvar_RegisterVariable(&r_water_refractdistort);
2891 Cvar_RegisterVariable(&r_water_reflectdistort);
2892 Cvar_RegisterVariable(&r_lerpsprites);
2893 Cvar_RegisterVariable(&r_lerpmodels);
2894 Cvar_RegisterVariable(&r_lerplightstyles);
2895 Cvar_RegisterVariable(&r_waterscroll);
2896 Cvar_RegisterVariable(&r_bloom);
2897 Cvar_RegisterVariable(&r_bloom_colorscale);
2898 Cvar_RegisterVariable(&r_bloom_brighten);
2899 Cvar_RegisterVariable(&r_bloom_blur);
2900 Cvar_RegisterVariable(&r_bloom_resolution);
2901 Cvar_RegisterVariable(&r_bloom_colorexponent);
2902 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2903 Cvar_RegisterVariable(&r_hdr);
2904 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2905 Cvar_RegisterVariable(&r_hdr_glowintensity);
2906 Cvar_RegisterVariable(&r_hdr_range);
2907 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2908 Cvar_RegisterVariable(&developer_texturelogging);
2909 Cvar_RegisterVariable(&gl_lightmaps);
2910 Cvar_RegisterVariable(&r_test);
2911 Cvar_RegisterVariable(&r_batchmode);
2912 Cvar_RegisterVariable(&r_glsl_saturation);
2913 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2914 Cvar_SetValue("r_fullbrights", 0);
2915 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2917 Cvar_RegisterVariable(&r_track_sprites);
2918 Cvar_RegisterVariable(&r_track_sprites_flags);
2919 Cvar_RegisterVariable(&r_track_sprites_scalew);
2920 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2923 extern void R_Textures_Init(void);
2924 extern void GL_Draw_Init(void);
2925 extern void GL_Main_Init(void);
2926 extern void R_Shadow_Init(void);
2927 extern void R_Sky_Init(void);
2928 extern void GL_Surf_Init(void);
2929 extern void R_Particles_Init(void);
2930 extern void R_Explosion_Init(void);
2931 extern void gl_backend_init(void);
2932 extern void Sbar_Init(void);
2933 extern void R_LightningBeams_Init(void);
2934 extern void Mod_RenderInit(void);
2936 void Render_Init(void)
2948 R_LightningBeams_Init();
2957 extern char *ENGINE_EXTENSIONS;
2960 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2961 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2962 gl_version = (const char *)qglGetString(GL_VERSION);
2963 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2967 if (!gl_platformextensions)
2968 gl_platformextensions = "";
2970 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2971 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2972 Con_Printf("GL_VERSION: %s\n", gl_version);
2973 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2974 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2976 VID_CheckExtensions();
2978 // LordHavoc: report supported extensions
2979 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2981 // clear to black (loading plaque will be seen over this)
2983 qglClearColor(0,0,0,1);CHECKGLERROR
2984 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2987 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2991 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2993 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2996 p = r_refdef.view.frustum + i;
3001 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3005 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3009 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3013 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3017 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3021 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3025 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3029 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3037 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3041 for (i = 0;i < numplanes;i++)
3048 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3052 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3056 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3060 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3064 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3068 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3072 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3076 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3084 //==================================================================================
3086 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3089 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3090 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3091 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3094 typedef struct r_animcache_entity_s
3101 qboolean wantnormals;
3102 qboolean wanttangents;
3104 r_animcache_entity_t;
3106 typedef struct r_animcache_s
3108 r_animcache_entity_t entity[MAX_EDICTS*2];
3114 static r_animcache_t r_animcachestate;
3116 void R_AnimCache_Free(void)
3119 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3121 r_animcachestate.entity[idx].maxvertices = 0;
3122 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3123 r_animcachestate.entity[idx].vertex3f = NULL;
3124 r_animcachestate.entity[idx].normal3f = NULL;
3125 r_animcachestate.entity[idx].svector3f = NULL;
3126 r_animcachestate.entity[idx].tvector3f = NULL;
3128 r_animcachestate.currentindex = 0;
3129 r_animcachestate.maxindex = 0;
3132 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3136 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3138 if (cache->maxvertices >= numvertices)
3141 // Release existing memory
3142 if (cache->vertex3f)
3143 Mem_Free(cache->vertex3f);
3145 // Pad by 1024 verts
3146 cache->maxvertices = (numvertices + 1023) & ~1023;
3147 arraySize = cache->maxvertices * 3;
3149 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3150 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3151 r_animcachestate.entity[cacheIdx].vertex3f = base;
3152 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3153 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3154 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3156 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3159 void R_AnimCache_NewFrame(void)
3163 if (r_animcache.integer && r_drawentities.integer)
3164 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3165 else if (r_animcachestate.maxindex)
3168 r_animcachestate.currentindex = 0;
3170 for (i = 0;i < r_refdef.scene.numentities;i++)
3171 r_refdef.scene.entities[i]->animcacheindex = -1;
3174 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3176 dp_model_t *model = ent->model;
3177 r_animcache_entity_t *c;
3178 // see if it's already cached this frame
3179 if (ent->animcacheindex >= 0)
3181 // add normals/tangents if needed
3182 c = r_animcachestate.entity + ent->animcacheindex;
3184 wantnormals = false;
3185 if (c->wanttangents)
3186 wanttangents = false;
3187 if (wantnormals || wanttangents)
3188 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3192 // see if this ent is worth caching
3193 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3195 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3197 // assign it a cache entry and make sure the arrays are big enough
3198 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3199 ent->animcacheindex = r_animcachestate.currentindex++;
3200 c = r_animcachestate.entity + ent->animcacheindex;
3201 c->wantnormals = wantnormals;
3202 c->wanttangents = wanttangents;
3203 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3208 void R_AnimCache_CacheVisibleEntities(void)
3211 qboolean wantnormals;
3212 qboolean wanttangents;
3214 if (!r_animcachestate.maxindex)
3217 wantnormals = !r_showsurfaces.integer;
3218 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3220 // TODO: thread this?
3222 for (i = 0;i < r_refdef.scene.numentities;i++)
3224 if (!r_refdef.viewcache.entityvisible[i])
3226 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3230 //==================================================================================
3232 static void R_View_UpdateEntityLighting (void)
3235 entity_render_t *ent;
3236 vec3_t tempdiffusenormal;
3238 for (i = 0;i < r_refdef.scene.numentities;i++)
3240 ent = r_refdef.scene.entities[i];
3242 // skip unseen models
3243 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3247 if (ent->model && ent->model->brush.num_leafs)
3249 // TODO: use modellight for r_ambient settings on world?
3250 VectorSet(ent->modellight_ambient, 0, 0, 0);
3251 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3252 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3256 // fetch the lighting from the worldmodel data
3257 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3258 VectorClear(ent->modellight_diffuse);
3259 VectorClear(tempdiffusenormal);
3260 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3263 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3264 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3267 VectorSet(ent->modellight_ambient, 1, 1, 1);
3269 // move the light direction into modelspace coordinates for lighting code
3270 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3271 if(VectorLength2(ent->modellight_lightdir) == 0)
3272 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3273 VectorNormalize(ent->modellight_lightdir);
3277 static void R_View_UpdateEntityVisible (void)
3280 entity_render_t *ent;
3282 if (!r_drawentities.integer)
3285 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3286 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3288 // worldmodel can check visibility
3289 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3290 for (i = 0;i < r_refdef.scene.numentities;i++)
3292 ent = r_refdef.scene.entities[i];
3293 if (!(ent->flags & renderimask))
3294 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3295 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3296 r_refdef.viewcache.entityvisible[i] = true;
3298 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3300 for (i = 0;i < r_refdef.scene.numentities;i++)
3302 ent = r_refdef.scene.entities[i];
3303 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
3305 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
3306 ent->last_trace_visibility = realtime;
3307 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3308 r_refdef.viewcache.entityvisible[i] = 0;
3315 // no worldmodel or it can't check visibility
3316 for (i = 0;i < r_refdef.scene.numentities;i++)
3318 ent = r_refdef.scene.entities[i];
3319 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
3324 /// only used if skyrendermasked, and normally returns false
3325 int R_DrawBrushModelsSky (void)
3328 entity_render_t *ent;
3330 if (!r_drawentities.integer)
3334 for (i = 0;i < r_refdef.scene.numentities;i++)
3336 if (!r_refdef.viewcache.entityvisible[i])
3338 ent = r_refdef.scene.entities[i];
3339 if (!ent->model || !ent->model->DrawSky)
3341 ent->model->DrawSky(ent);
3347 static void R_DrawNoModel(entity_render_t *ent);
3348 static void R_DrawModels(void)
3351 entity_render_t *ent;
3353 if (!r_drawentities.integer)
3356 for (i = 0;i < r_refdef.scene.numentities;i++)
3358 if (!r_refdef.viewcache.entityvisible[i])
3360 ent = r_refdef.scene.entities[i];
3361 r_refdef.stats.entities++;
3362 if (ent->model && ent->model->Draw != NULL)
3363 ent->model->Draw(ent);
3369 static void R_DrawModelsDepth(void)
3372 entity_render_t *ent;
3374 if (!r_drawentities.integer)
3377 for (i = 0;i < r_refdef.scene.numentities;i++)
3379 if (!r_refdef.viewcache.entityvisible[i])
3381 ent = r_refdef.scene.entities[i];
3382 if (ent->model && ent->model->DrawDepth != NULL)
3383 ent->model->DrawDepth(ent);
3387 static void R_DrawModelsDebug(void)
3390 entity_render_t *ent;
3392 if (!r_drawentities.integer)
3395 for (i = 0;i < r_refdef.scene.numentities;i++)
3397 if (!r_refdef.viewcache.entityvisible[i])
3399 ent = r_refdef.scene.entities[i];
3400 if (ent->model && ent->model->DrawDebug != NULL)
3401 ent->model->DrawDebug(ent);
3405 static void R_DrawModelsAddWaterPlanes(void)
3408 entity_render_t *ent;
3410 if (!r_drawentities.integer)
3413 for (i = 0;i < r_refdef.scene.numentities;i++)
3415 if (!r_refdef.viewcache.entityvisible[i])
3417 ent = r_refdef.scene.entities[i];
3418 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3419 ent->model->DrawAddWaterPlanes(ent);
3423 static void R_View_SetFrustum(void)
3426 double slopex, slopey;
3427 vec3_t forward, left, up, origin;
3429 // we can't trust r_refdef.view.forward and friends in reflected scenes
3430 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3433 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3434 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3435 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3436 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3437 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3438 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3439 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3440 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3441 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3442 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3443 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3444 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3448 zNear = r_refdef.nearclip;
3449 nudge = 1.0 - 1.0 / (1<<23);
3450 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3451 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3452 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3453 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3454 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3455 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3456 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3457 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3463 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3464 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3465 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3466 r_refdef.view.frustum[0].dist = m[15] - m[12];
3468 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3469 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3470 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3471 r_refdef.view.frustum[1].dist = m[15] + m[12];
3473 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3474 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3475 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3476 r_refdef.view.frustum[2].dist = m[15] - m[13];
3478 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3479 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3480 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3481 r_refdef.view.frustum[3].dist = m[15] + m[13];
3483 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3484 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3485 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3486 r_refdef.view.frustum[4].dist = m[15] - m[14];
3488 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3489 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3490 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3491 r_refdef.view.frustum[5].dist = m[15] + m[14];
3494 if (r_refdef.view.useperspective)
3496 slopex = 1.0 / r_refdef.view.frustum_x;
3497 slopey = 1.0 / r_refdef.view.frustum_y;
3498 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3499 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3500 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3501 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3502 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3504 // Leaving those out was a mistake, those were in the old code, and they
3505 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3506 // I couldn't reproduce it after adding those normalizations. --blub
3507 VectorNormalize(r_refdef.view.frustum[0].normal);
3508 VectorNormalize(r_refdef.view.frustum[1].normal);
3509 VectorNormalize(r_refdef.view.frustum[2].normal);
3510 VectorNormalize(r_refdef.view.frustum[3].normal);
3512 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3513 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3514 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3515 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3516 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3518 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3519 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3520 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3521 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3522 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3526 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3527 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3528 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3529 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3530 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3531 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3532 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3533 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3534 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3535 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3537 r_refdef.view.numfrustumplanes = 5;
3539 if (r_refdef.view.useclipplane)
3541 r_refdef.view.numfrustumplanes = 6;
3542 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3545 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3546 PlaneClassify(r_refdef.view.frustum + i);
3548 // LordHavoc: note to all quake engine coders, Quake had a special case
3549 // for 90 degrees which assumed a square view (wrong), so I removed it,
3550 // Quake2 has it disabled as well.
3552 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3553 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3554 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3555 //PlaneClassify(&frustum[0]);
3557 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3558 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3559 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3560 //PlaneClassify(&frustum[1]);
3562 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3563 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3564 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3565 //PlaneClassify(&frustum[2]);
3567 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3568 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3569 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3570 //PlaneClassify(&frustum[3]);
3573 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3574 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3575 //PlaneClassify(&frustum[4]);
3578 void R_View_Update(void)
3580 R_View_SetFrustum();
3581 R_View_WorldVisibility(r_refdef.view.useclipplane);
3582 R_View_UpdateEntityVisible();
3583 R_View_UpdateEntityLighting();
3586 void R_SetupView(qboolean allowwaterclippingplane)
3588 const double *customclipplane = NULL;
3590 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3592 // LordHavoc: couldn't figure out how to make this approach the
3593 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3594 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3595 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3596 dist = r_refdef.view.clipplane.dist;
3597 plane[0] = r_refdef.view.clipplane.normal[0];
3598 plane[1] = r_refdef.view.clipplane.normal[1];
3599 plane[2] = r_refdef.view.clipplane.normal[2];
3601 customclipplane = plane;
3604 if (!r_refdef.view.useperspective)
3605 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3606 else if (gl_stencil && r_useinfinitefarclip.integer)
3607 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3609 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3610 R_SetViewport(&r_refdef.view.viewport);
3613 void R_ResetViewRendering2D(void)
3615 r_viewport_t viewport;
3618 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3619 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3620 R_SetViewport(&viewport);
3621 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3622 GL_Color(1, 1, 1, 1);
3623 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3624 GL_BlendFunc(GL_ONE, GL_ZERO);
3625 GL_AlphaTest(false);
3626 GL_ScissorTest(false);
3627 GL_DepthMask(false);
3628 GL_DepthRange(0, 1);
3629 GL_DepthTest(false);
3630 R_Mesh_Matrix(&identitymatrix);
3631 R_Mesh_ResetTextureState();
3632 GL_PolygonOffset(0, 0);
3633 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3634 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3635 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3636 qglStencilMask(~0);CHECKGLERROR
3637 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3638 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3639 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3640 R_SetupGenericShader(true);
3643 void R_ResetViewRendering3D(void)
3648 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3649 GL_Color(1, 1, 1, 1);
3650 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3651 GL_BlendFunc(GL_ONE, GL_ZERO);
3652 GL_AlphaTest(false);
3653 GL_ScissorTest(true);
3655 GL_DepthRange(0, 1);
3657 R_Mesh_Matrix(&identitymatrix);
3658 R_Mesh_ResetTextureState();
3659 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3660 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3661 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3662 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3663 qglStencilMask(~0);CHECKGLERROR
3664 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3665 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3666 GL_CullFace(r_refdef.view.cullface_back);
3667 R_SetupGenericShader(true);
3670 void R_RenderScene(void);
3671 void R_RenderWaterPlanes(void);
3673 static void R_Water_StartFrame(void)
3676 int waterwidth, waterheight, texturewidth, textureheight;
3677 r_waterstate_waterplane_t *p;
3679 // set waterwidth and waterheight to the water resolution that will be
3680 // used (often less than the screen resolution for faster rendering)
3681 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3682 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3684 // calculate desired texture sizes
3685 // can't use water if the card does not support the texture size
3686 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3687 texturewidth = textureheight = waterwidth = waterheight = 0;
3688 else if (gl_support_arb_texture_non_power_of_two)
3690 texturewidth = waterwidth;
3691 textureheight = waterheight;
3695 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3696 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3699 // allocate textures as needed
3700 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3702 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3703 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3705 if (p->texture_refraction)
3706 R_FreeTexture(p->texture_refraction);
3707 p->texture_refraction = NULL;
3708 if (p->texture_reflection)
3709 R_FreeTexture(p->texture_reflection);
3710 p->texture_reflection = NULL;
3712 memset(&r_waterstate, 0, sizeof(r_waterstate));
3713 r_waterstate.texturewidth = texturewidth;
3714 r_waterstate.textureheight = textureheight;
3717 // when doing a reduced render (HDR) we want to use a smaller area
3718 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3719 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3721 if (r_waterstate.waterwidth)
3723 r_waterstate.enabled = true;
3725 // set up variables that will be used in shader setup
3726 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3727 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3728 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
3729 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
3732 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3733 r_waterstate.numwaterplanes = 0;
3736 void R_Water_AddWaterPlane(msurface_t *surface)
3738 int triangleindex, planeindex;
3744 r_waterstate_waterplane_t *p;
3745 texture_t *t = R_GetCurrentTexture(surface->texture);
3746 // just use the first triangle with a valid normal for any decisions
3747 VectorClear(normal);
3748 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3750 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3751 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3752 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3753 TriangleNormal(vert[0], vert[1], vert[2], normal);
3754 if (VectorLength2(normal) >= 0.001)
3758 VectorCopy(normal, plane.normal);
3759 VectorNormalize(plane.normal);
3760 plane.dist = DotProduct(vert[0], plane.normal);
3761 PlaneClassify(&plane);
3762 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3764 // skip backfaces (except if nocullface is set)
3765 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3767 VectorNegate(plane.normal, plane.normal);
3769 PlaneClassify(&plane);
3773 // find a matching plane if there is one
3774 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3775 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3777 if (planeindex >= r_waterstate.maxwaterplanes)
3778 return; // nothing we can do, out of planes
3780 // if this triangle does not fit any known plane rendered this frame, add one
3781 if (planeindex >= r_waterstate.numwaterplanes)
3783 // store the new plane
3784 r_waterstate.numwaterplanes++;
3786 // clear materialflags and pvs
3787 p->materialflags = 0;
3788 p->pvsvalid = false;
3790 // merge this surface's materialflags into the waterplane
3791 p->materialflags |= t->currentmaterialflags;
3792 // merge this surface's PVS into the waterplane
3793 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3794 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3795 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3797 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3802 static void R_Water_ProcessPlanes(void)
3804 r_refdef_view_t originalview;
3805 r_refdef_view_t myview;
3807 r_waterstate_waterplane_t *p;
3809 originalview = r_refdef.view;
3811 // make sure enough textures are allocated
3812 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3814 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3816 if (!p->texture_refraction)
3817 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3818 if (!p->texture_refraction)
3822 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3824 if (!p->texture_reflection)
3825 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3826 if (!p->texture_reflection)
3832 r_refdef.view = originalview;
3833 r_refdef.view.showdebug = false;
3834 r_refdef.view.width = r_waterstate.waterwidth;
3835 r_refdef.view.height = r_waterstate.waterheight;
3836 r_refdef.view.useclipplane = true;
3837 myview = r_refdef.view;
3838 r_waterstate.renderingscene = true;
3839 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3841 // render the normal view scene and copy into texture
3842 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
3843 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3845 r_refdef.view = myview;
3846 r_refdef.view.clipplane = p->plane;
3847 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3848 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3849 PlaneClassify(&r_refdef.view.clipplane);
3851 R_ResetViewRendering3D();
3852 R_ClearScreen(r_refdef.fogenabled);
3856 // copy view into the screen texture
3857 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3858 GL_ActiveTexture(0);
3860 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3863 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3865 r_refdef.view = myview;
3866 // render reflected scene and copy into texture
3867 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3868 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3869 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3870 r_refdef.view.clipplane = p->plane;
3871 // reverse the cullface settings for this render
3872 r_refdef.view.cullface_front = GL_FRONT;
3873 r_refdef.view.cullface_back = GL_BACK;
3874 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3876 r_refdef.view.usecustompvs = true;
3878 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3880 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3883 R_ResetViewRendering3D();
3884 R_ClearScreen(r_refdef.fogenabled);
3888 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3889 GL_ActiveTexture(0);
3891 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3894 r_waterstate.renderingscene = false;
3895 r_refdef.view = originalview;
3896 R_ResetViewRendering3D();
3897 R_ClearScreen(r_refdef.fogenabled);
3901 r_refdef.view = originalview;
3902 r_waterstate.renderingscene = false;
3903 Cvar_SetValueQuick(&r_water, 0);
3904 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3908 void R_Bloom_StartFrame(void)
3910 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3912 // set bloomwidth and bloomheight to the bloom resolution that will be
3913 // used (often less than the screen resolution for faster rendering)
3914 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3915 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3916 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3917 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3918 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3920 // calculate desired texture sizes
3921 if (gl_support_arb_texture_non_power_of_two)
3923 screentexturewidth = r_refdef.view.width;
3924 screentextureheight = r_refdef.view.height;
3925 bloomtexturewidth = r_bloomstate.bloomwidth;
3926 bloomtextureheight = r_bloomstate.bloomheight;
3930 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3931 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3932 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3933 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3936 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3938 Cvar_SetValueQuick(&r_hdr, 0);
3939 Cvar_SetValueQuick(&r_bloom, 0);
3940 Cvar_SetValueQuick(&r_motionblur, 0);
3941 Cvar_SetValueQuick(&r_damageblur, 0);
3944 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
3945 screentexturewidth = screentextureheight = 0;
3946 if (!r_hdr.integer && !r_bloom.integer)
3947 bloomtexturewidth = bloomtextureheight = 0;
3949 // allocate textures as needed
3950 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3952 if (r_bloomstate.texture_screen)
3953 R_FreeTexture(r_bloomstate.texture_screen);
3954 r_bloomstate.texture_screen = NULL;
3955 r_bloomstate.screentexturewidth = screentexturewidth;
3956 r_bloomstate.screentextureheight = screentextureheight;
3957 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3958 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3960 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3962 if (r_bloomstate.texture_bloom)
3963 R_FreeTexture(r_bloomstate.texture_bloom);
3964 r_bloomstate.texture_bloom = NULL;
3965 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3966 r_bloomstate.bloomtextureheight = bloomtextureheight;
3967 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3968 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3971 // when doing a reduced render (HDR) we want to use a smaller area
3972 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3973 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3974 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3975 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3976 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3978 // set up a texcoord array for the full resolution screen image
3979 // (we have to keep this around to copy back during final render)
3980 r_bloomstate.screentexcoord2f[0] = 0;
3981 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3982 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3983 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3984 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3985 r_bloomstate.screentexcoord2f[5] = 0;
3986 r_bloomstate.screentexcoord2f[6] = 0;
3987 r_bloomstate.screentexcoord2f[7] = 0;
3989 // set up a texcoord array for the reduced resolution bloom image
3990 // (which will be additive blended over the screen image)
3991 r_bloomstate.bloomtexcoord2f[0] = 0;
3992 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3993 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3994 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3995 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3996 r_bloomstate.bloomtexcoord2f[5] = 0;
3997 r_bloomstate.bloomtexcoord2f[6] = 0;
3998 r_bloomstate.bloomtexcoord2f[7] = 0;
4000 if (r_hdr.integer || r_bloom.integer)
4002 r_bloomstate.enabled = true;
4003 r_bloomstate.hdr = r_hdr.integer != 0;
4006 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4009 void R_Bloom_CopyBloomTexture(float colorscale)
4011 r_refdef.stats.bloom++;
4013 // scale down screen texture to the bloom texture size
4015 R_SetViewport(&r_bloomstate.viewport);
4016 GL_BlendFunc(GL_ONE, GL_ZERO);
4017 GL_Color(colorscale, colorscale, colorscale, 1);
4018 // TODO: optimize with multitexture or GLSL
4019 R_SetupGenericShader(true);
4020 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4021 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4022 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4023 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4025 // we now have a bloom image in the framebuffer
4026 // copy it into the bloom image texture for later processing
4027 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4028 GL_ActiveTexture(0);
4030 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4031 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4034 void R_Bloom_CopyHDRTexture(void)
4036 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4037 GL_ActiveTexture(0);
4039 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4040 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4043 void R_Bloom_MakeTexture(void)
4046 float xoffset, yoffset, r, brighten;
4048 r_refdef.stats.bloom++;
4050 R_ResetViewRendering2D();
4051 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4052 R_Mesh_ColorPointer(NULL, 0, 0);
4053 R_SetupGenericShader(true);
4055 // we have a bloom image in the framebuffer
4057 R_SetViewport(&r_bloomstate.viewport);
4059 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4062 r = bound(0, r_bloom_colorexponent.value / x, 1);
4063 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4064 GL_Color(r, r, r, 1);
4065 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4066 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4067 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4068 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4070 // copy the vertically blurred bloom view to a texture
4071 GL_ActiveTexture(0);
4073 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4074 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4077 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4078 brighten = r_bloom_brighten.value;
4080 brighten *= r_hdr_range.value;
4081 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4082 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4084 for (dir = 0;dir < 2;dir++)
4086 // blend on at multiple vertical offsets to achieve a vertical blur
4087 // TODO: do offset blends using GLSL
4088 GL_BlendFunc(GL_ONE, GL_ZERO);
4089 for (x = -range;x <= range;x++)
4091 if (!dir){xoffset = 0;yoffset = x;}
4092 else {xoffset = x;yoffset = 0;}
4093 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4094 yoffset /= (float)r_bloomstate.bloomtextureheight;
4095 // compute a texcoord array with the specified x and y offset
4096 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4097 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4098 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4099 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4100 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4101 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4102 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4103 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4104 // this r value looks like a 'dot' particle, fading sharply to
4105 // black at the edges
4106 // (probably not realistic but looks good enough)
4107 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4108 //r = (dir ? 1.0f : brighten)/(range*2+1);
4109 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
4110 GL_Color(r, r, r, 1);
4111 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4112 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4113 GL_BlendFunc(GL_ONE, GL_ONE);
4116 // copy the vertically blurred bloom view to a texture
4117 GL_ActiveTexture(0);
4119 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4120 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4123 // apply subtract last
4124 // (just like it would be in a GLSL shader)
4125 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4127 GL_BlendFunc(GL_ONE, GL_ZERO);
4128 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4129 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4130 GL_Color(1, 1, 1, 1);
4131 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4132 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4134 GL_BlendFunc(GL_ONE, GL_ONE);
4135 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4136 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4137 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4138 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4139 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4140 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4141 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4143 // copy the darkened bloom view to a texture
4144 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4145 GL_ActiveTexture(0);
4147 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4148 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4152 void R_HDR_RenderBloomTexture(void)
4154 int oldwidth, oldheight;
4155 float oldcolorscale;
4157 oldcolorscale = r_refdef.view.colorscale;
4158 oldwidth = r_refdef.view.width;
4159 oldheight = r_refdef.view.height;
4160 r_refdef.view.width = r_bloomstate.bloomwidth;
4161 r_refdef.view.height = r_bloomstate.bloomheight;
4163 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4164 // TODO: add exposure compensation features
4165 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4167 r_refdef.view.showdebug = false;
4168 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4170 R_ResetViewRendering3D();
4172 R_ClearScreen(r_refdef.fogenabled);
4173 if (r_timereport_active)
4174 R_TimeReport("HDRclear");
4177 if (r_timereport_active)
4178 R_TimeReport("visibility");
4180 // only do secondary renders with HDR if r_hdr is 2 or higher
4181 r_waterstate.numwaterplanes = 0;
4182 if (r_waterstate.enabled && r_hdr.integer >= 2)
4183 R_RenderWaterPlanes();
4185 r_refdef.view.showdebug = true;
4187 r_waterstate.numwaterplanes = 0;
4189 R_ResetViewRendering2D();
4191 R_Bloom_CopyHDRTexture();
4192 R_Bloom_MakeTexture();
4194 // restore the view settings
4195 r_refdef.view.width = oldwidth;
4196 r_refdef.view.height = oldheight;
4197 r_refdef.view.colorscale = oldcolorscale;
4199 R_ResetViewRendering3D();
4201 R_ClearScreen(r_refdef.fogenabled);
4202 if (r_timereport_active)
4203 R_TimeReport("viewclear");
4206 static void R_BlendView(void)
4208 if (r_bloomstate.texture_screen)
4210 // make sure the buffer is available
4211 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4213 R_ResetViewRendering2D();
4214 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4215 R_Mesh_ColorPointer(NULL, 0, 0);
4216 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4217 GL_ActiveTexture(0);CHECKGLERROR
4219 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4221 // declare variables
4223 static float avgspeed;
4225 speed = VectorLength(cl.movement_velocity);
4227 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4228 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4230 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4231 speed = bound(0, speed, 1);
4232 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4234 // calculate values into a standard alpha
4235 cl.motionbluralpha = 1 - exp(-
4237 (r_motionblur.value * speed / 80)
4239 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4242 max(0.0001, cl.time - cl.oldtime) // fps independent
4245 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4246 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4248 if (cl.motionbluralpha > 0)
4250 R_SetupGenericShader(true);
4251 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4252 GL_Color(1, 1, 1, cl.motionbluralpha);
4253 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4254 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4255 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4256 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4260 // copy view into the screen texture
4261 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4262 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4265 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4267 unsigned int permutation =
4268 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4269 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4270 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4271 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4272 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4274 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4276 // render simple bloom effect
4277 // copy the screen and shrink it and darken it for the bloom process
4278 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4279 // make the bloom texture
4280 R_Bloom_MakeTexture();
4283 R_ResetViewRendering2D();
4284 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4285 R_Mesh_ColorPointer(NULL, 0, 0);
4286 GL_Color(1, 1, 1, 1);
4287 GL_BlendFunc(GL_ONE, GL_ZERO);
4288 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4289 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4290 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4291 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4292 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4293 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4294 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4295 if (r_glsl_permutation->loc_TintColor >= 0)
4296 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4297 if (r_glsl_permutation->loc_ClientTime >= 0)
4298 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4299 if (r_glsl_permutation->loc_PixelSize >= 0)
4300 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4301 if (r_glsl_permutation->loc_UserVec1 >= 0)
4303 float a=0, b=0, c=0, d=0;
4304 #if _MSC_VER >= 1400
4305 #define sscanf sscanf_s
4307 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4308 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4310 if (r_glsl_permutation->loc_UserVec2 >= 0)
4312 float a=0, b=0, c=0, d=0;
4313 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4314 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4316 if (r_glsl_permutation->loc_UserVec3 >= 0)
4318 float a=0, b=0, c=0, d=0;
4319 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4320 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4322 if (r_glsl_permutation->loc_UserVec4 >= 0)
4324 float a=0, b=0, c=0, d=0;
4325 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4326 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4328 if (r_glsl_permutation->loc_Saturation >= 0)
4329 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4330 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4331 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4337 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4339 // render high dynamic range bloom effect
4340 // the bloom texture was made earlier this render, so we just need to
4341 // blend it onto the screen...
4342 R_ResetViewRendering2D();
4343 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4344 R_Mesh_ColorPointer(NULL, 0, 0);
4345 R_SetupGenericShader(true);
4346 GL_Color(1, 1, 1, 1);
4347 GL_BlendFunc(GL_ONE, GL_ONE);
4348 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4349 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4350 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4351 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4353 else if (r_bloomstate.texture_bloom)
4355 // render simple bloom effect
4356 // copy the screen and shrink it and darken it for the bloom process
4357 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4358 // make the bloom texture
4359 R_Bloom_MakeTexture();
4360 // put the original screen image back in place and blend the bloom
4362 R_ResetViewRendering2D();
4363 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4364 R_Mesh_ColorPointer(NULL, 0, 0);
4365 GL_Color(1, 1, 1, 1);
4366 GL_BlendFunc(GL_ONE, GL_ZERO);
4367 // do both in one pass if possible
4368 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4369 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4370 if (r_textureunits.integer >= 2 && gl_combine.integer)
4372 R_SetupGenericTwoTextureShader(GL_ADD);
4373 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4374 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4378 R_SetupGenericShader(true);
4379 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4380 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4381 // now blend on the bloom texture
4382 GL_BlendFunc(GL_ONE, GL_ONE);
4383 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4384 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4386 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4387 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4389 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4391 // apply a color tint to the whole view
4392 R_ResetViewRendering2D();
4393 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4394 R_Mesh_ColorPointer(NULL, 0, 0);
4395 R_SetupGenericShader(false);
4396 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4397 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4398 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4402 matrix4x4_t r_waterscrollmatrix;
4404 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4406 if (r_refdef.fog_density)
4408 r_refdef.fogcolor[0] = r_refdef.fog_red;
4409 r_refdef.fogcolor[1] = r_refdef.fog_green;
4410 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4414 VectorCopy(r_refdef.fogcolor, fogvec);
4415 // color.rgb *= ContrastBoost * SceneBrightness;
4416 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4417 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4418 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4419 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4424 void R_UpdateVariables(void)
4428 r_refdef.scene.ambient = r_ambient.value;
4430 r_refdef.farclip = 4096;
4431 if (r_refdef.scene.worldmodel)
4432 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4433 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4435 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4436 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4437 r_refdef.polygonfactor = 0;
4438 r_refdef.polygonoffset = 0;
4439 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4440 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4442 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4443 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4444 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4445 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4446 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4447 if (r_showsurfaces.integer)
4449 r_refdef.scene.rtworld = false;
4450 r_refdef.scene.rtworldshadows = false;
4451 r_refdef.scene.rtdlight = false;
4452 r_refdef.scene.rtdlightshadows = false;
4453 r_refdef.lightmapintensity = 0;
4456 if (gamemode == GAME_NEHAHRA)
4458 if (gl_fogenable.integer)
4460 r_refdef.oldgl_fogenable = true;
4461 r_refdef.fog_density = gl_fogdensity.value;
4462 r_refdef.fog_red = gl_fogred.value;
4463 r_refdef.fog_green = gl_foggreen.value;
4464 r_refdef.fog_blue = gl_fogblue.value;
4465 r_refdef.fog_alpha = 1;
4466 r_refdef.fog_start = 0;
4467 r_refdef.fog_end = gl_skyclip.value;
4469 else if (r_refdef.oldgl_fogenable)
4471 r_refdef.oldgl_fogenable = false;
4472 r_refdef.fog_density = 0;
4473 r_refdef.fog_red = 0;
4474 r_refdef.fog_green = 0;
4475 r_refdef.fog_blue = 0;
4476 r_refdef.fog_alpha = 0;
4477 r_refdef.fog_start = 0;
4478 r_refdef.fog_end = 0;
4482 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4483 r_refdef.fog_start = max(0, r_refdef.fog_start);
4484 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4486 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4488 if (r_refdef.fog_density && r_drawfog.integer)
4490 r_refdef.fogenabled = true;
4491 // this is the point where the fog reaches 0.9986 alpha, which we
4492 // consider a good enough cutoff point for the texture
4493 // (0.9986 * 256 == 255.6)
4494 if (r_fog_exp2.integer)
4495 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4497 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4498 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4499 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4500 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4501 // fog color was already set
4502 // update the fog texture
4503 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
4504 R_BuildFogTexture();
4507 r_refdef.fogenabled = false;
4509 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4511 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4513 // build GLSL gamma texture
4514 #define RAMPWIDTH 256
4515 unsigned short ramp[RAMPWIDTH * 3];
4516 unsigned char rampbgr[RAMPWIDTH][4];
4519 r_texture_gammaramps_serial = vid_gammatables_serial;
4521 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4522 for(i = 0; i < RAMPWIDTH; ++i)
4524 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4525 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4526 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4529 if (r_texture_gammaramps)
4531 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4535 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4541 // remove GLSL gamma texture
4545 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4546 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4552 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4553 if( scenetype != r_currentscenetype ) {
4554 // store the old scenetype
4555 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4556 r_currentscenetype = scenetype;
4557 // move in the new scene
4558 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4567 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4569 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4570 if( scenetype == r_currentscenetype ) {
4571 return &r_refdef.scene;
4573 return &r_scenes_store[ scenetype ];
4582 void R_RenderView(void)
4584 if (r_timereport_active)
4585 R_TimeReport("start");
4586 r_frame++; // used only by R_GetCurrentTexture
4587 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4589 R_AnimCache_NewFrame();
4591 if (r_refdef.view.isoverlay)
4593 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4594 GL_Clear( GL_DEPTH_BUFFER_BIT );
4595 R_TimeReport("depthclear");
4597 r_refdef.view.showdebug = false;
4599 r_waterstate.enabled = false;
4600 r_waterstate.numwaterplanes = 0;
4608 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4609 return; //Host_Error ("R_RenderView: NULL worldmodel");
4611 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4613 // break apart the view matrix into vectors for various purposes
4614 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4615 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4616 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4617 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4618 // make an inverted copy of the view matrix for tracking sprites
4619 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4621 R_Shadow_UpdateWorldLightSelection();
4623 R_Bloom_StartFrame();
4624 R_Water_StartFrame();
4627 if (r_timereport_active)
4628 R_TimeReport("viewsetup");
4630 R_ResetViewRendering3D();
4632 if (r_refdef.view.clear || r_refdef.fogenabled)
4634 R_ClearScreen(r_refdef.fogenabled);
4635 if (r_timereport_active)
4636 R_TimeReport("viewclear");
4638 r_refdef.view.clear = true;
4640 // this produces a bloom texture to be used in R_BlendView() later
4642 R_HDR_RenderBloomTexture();
4644 r_refdef.view.showdebug = true;
4647 if (r_timereport_active)
4648 R_TimeReport("visibility");
4650 r_waterstate.numwaterplanes = 0;
4651 if (r_waterstate.enabled)
4652 R_RenderWaterPlanes();
4655 r_waterstate.numwaterplanes = 0;
4658 if (r_timereport_active)
4659 R_TimeReport("blendview");
4661 GL_Scissor(0, 0, vid.width, vid.height);
4662 GL_ScissorTest(false);
4666 void R_RenderWaterPlanes(void)
4668 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4670 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4671 if (r_timereport_active)
4672 R_TimeReport("waterworld");
4675 // don't let sound skip if going slow
4676 if (r_refdef.scene.extraupdate)
4679 R_DrawModelsAddWaterPlanes();
4680 if (r_timereport_active)
4681 R_TimeReport("watermodels");
4683 if (r_waterstate.numwaterplanes)
4685 R_Water_ProcessPlanes();
4686 if (r_timereport_active)
4687 R_TimeReport("waterscenes");
4691 extern void R_DrawLightningBeams (void);
4692 extern void VM_CL_AddPolygonsToMeshQueue (void);
4693 extern void R_DrawPortals (void);
4694 extern cvar_t cl_locs_show;
4695 static void R_DrawLocs(void);
4696 static void R_DrawEntityBBoxes(void);
4697 void R_RenderScene(void)
4699 r_refdef.stats.renders++;
4703 // don't let sound skip if going slow
4704 if (r_refdef.scene.extraupdate)
4707 R_MeshQueue_BeginScene();
4711 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
4713 if (cl.csqc_vidvars.drawworld)
4715 // don't let sound skip if going slow
4716 if (r_refdef.scene.extraupdate)
4719 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4721 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4722 if (r_timereport_active)
4723 R_TimeReport("worldsky");
4726 if (R_DrawBrushModelsSky() && r_timereport_active)
4727 R_TimeReport("bmodelsky");
4730 R_AnimCache_CacheVisibleEntities();
4732 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4734 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4735 if (r_timereport_active)
4736 R_TimeReport("worlddepth");
4738 if (r_depthfirst.integer >= 2)
4740 R_DrawModelsDepth();
4741 if (r_timereport_active)
4742 R_TimeReport("modeldepth");
4745 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4747 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4748 if (r_timereport_active)
4749 R_TimeReport("world");
4752 // don't let sound skip if going slow
4753 if (r_refdef.scene.extraupdate)
4757 if (r_timereport_active)
4758 R_TimeReport("models");
4760 // don't let sound skip if going slow
4761 if (r_refdef.scene.extraupdate)
4764 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4766 R_DrawModelShadows();
4767 R_ResetViewRendering3D();
4768 // don't let sound skip if going slow
4769 if (r_refdef.scene.extraupdate)
4773 R_ShadowVolumeLighting(false);
4774 if (r_timereport_active)
4775 R_TimeReport("rtlights");
4777 // don't let sound skip if going slow
4778 if (r_refdef.scene.extraupdate)
4781 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4783 R_DrawModelShadows();
4784 R_ResetViewRendering3D();
4785 // don't let sound skip if going slow
4786 if (r_refdef.scene.extraupdate)
4790 if (cl.csqc_vidvars.drawworld)
4792 R_DrawLightningBeams();
4793 if (r_timereport_active)
4794 R_TimeReport("lightning");
4797 if (r_timereport_active)
4798 R_TimeReport("decals");
4801 if (r_timereport_active)
4802 R_TimeReport("particles");
4805 if (r_timereport_active)
4806 R_TimeReport("explosions");
4809 R_SetupGenericShader(true);
4810 VM_CL_AddPolygonsToMeshQueue();
4812 if (r_refdef.view.showdebug)
4814 if (cl_locs_show.integer)
4817 if (r_timereport_active)
4818 R_TimeReport("showlocs");
4821 if (r_drawportals.integer)
4824 if (r_timereport_active)
4825 R_TimeReport("portals");
4828 if (r_showbboxes.value > 0)
4830 R_DrawEntityBBoxes();
4831 if (r_timereport_active)
4832 R_TimeReport("bboxes");
4836 R_SetupGenericShader(true);
4837 R_MeshQueue_RenderTransparent();
4838 if (r_timereport_active)
4839 R_TimeReport("drawtrans");
4841 R_SetupGenericShader(true);
4843 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
4845 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4846 if (r_timereport_active)
4847 R_TimeReport("worlddebug");
4848 R_DrawModelsDebug();
4849 if (r_timereport_active)
4850 R_TimeReport("modeldebug");
4853 R_SetupGenericShader(true);
4855 if (cl.csqc_vidvars.drawworld)
4858 if (r_timereport_active)
4859 R_TimeReport("coronas");
4862 // don't let sound skip if going slow
4863 if (r_refdef.scene.extraupdate)
4866 R_ResetViewRendering2D();
4869 static const unsigned short bboxelements[36] =
4879 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4882 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4883 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4884 GL_DepthMask(false);
4885 GL_DepthRange(0, 1);
4886 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4887 R_Mesh_Matrix(&identitymatrix);
4888 R_Mesh_ResetTextureState();
4890 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4891 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4892 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4893 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4894 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4895 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4896 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4897 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4898 R_FillColors(color4f, 8, cr, cg, cb, ca);
4899 if (r_refdef.fogenabled)
4901 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4903 f1 = FogPoint_World(v);
4905 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4906 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4907 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4910 R_Mesh_VertexPointer(vertex3f, 0, 0);
4911 R_Mesh_ColorPointer(color4f, 0, 0);
4912 R_Mesh_ResetTextureState();
4913 R_SetupGenericShader(false);
4914 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4917 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4921 prvm_edict_t *edict;
4922 prvm_prog_t *prog_save = prog;
4924 // this function draws bounding boxes of server entities
4928 GL_CullFace(GL_NONE);
4929 R_SetupGenericShader(false);
4933 for (i = 0;i < numsurfaces;i++)
4935 edict = PRVM_EDICT_NUM(surfacelist[i]);
4936 switch ((int)edict->fields.server->solid)
4938 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4939 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4940 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4941 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4942 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4943 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4945 color[3] *= r_showbboxes.value;
4946 color[3] = bound(0, color[3], 1);
4947 GL_DepthTest(!r_showdisabledepthtest.integer);
4948 GL_CullFace(r_refdef.view.cullface_front);
4949 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4955 static void R_DrawEntityBBoxes(void)
4958 prvm_edict_t *edict;
4960 prvm_prog_t *prog_save = prog;
4962 // this function draws bounding boxes of server entities
4968 for (i = 0;i < prog->num_edicts;i++)
4970 edict = PRVM_EDICT_NUM(i);
4971 if (edict->priv.server->free)
4973 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4974 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4976 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4978 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4979 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4985 unsigned short nomodelelements[24] =
4997 float nomodelvertex3f[6*3] =
5007 float nomodelcolor4f[6*4] =
5009 0.0f, 0.0f, 0.5f, 1.0f,
5010 0.0f, 0.0f, 0.5f, 1.0f,
5011 0.0f, 0.5f, 0.0f, 1.0f,
5012 0.0f, 0.5f, 0.0f, 1.0f,
5013 0.5f, 0.0f, 0.0f, 1.0f,
5014 0.5f, 0.0f, 0.0f, 1.0f
5017 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5022 // this is only called once per entity so numsurfaces is always 1, and
5023 // surfacelist is always {0}, so this code does not handle batches
5024 R_Mesh_Matrix(&ent->matrix);
5026 if (ent->flags & EF_ADDITIVE)
5028 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5029 GL_DepthMask(false);
5031 else if (ent->alpha < 1)
5033 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5034 GL_DepthMask(false);
5038 GL_BlendFunc(GL_ONE, GL_ZERO);
5041 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5042 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5043 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5044 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5045 R_SetupGenericShader(false);
5046 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5047 if (r_refdef.fogenabled)
5050 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5051 R_Mesh_ColorPointer(color4f, 0, 0);
5052 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5053 f1 = FogPoint_World(org);
5055 for (i = 0, c = color4f;i < 6;i++, c += 4)
5057 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5058 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5059 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5063 else if (ent->alpha != 1)
5065 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5066 R_Mesh_ColorPointer(color4f, 0, 0);
5067 for (i = 0, c = color4f;i < 6;i++, c += 4)
5071 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5072 R_Mesh_ResetTextureState();
5073 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5076 void R_DrawNoModel(entity_render_t *ent)
5079 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5080 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5081 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5083 // R_DrawNoModelCallback(ent, 0);
5086 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5088 vec3_t right1, right2, diff, normal;
5090 VectorSubtract (org2, org1, normal);
5092 // calculate 'right' vector for start
5093 VectorSubtract (r_refdef.view.origin, org1, diff);
5094 CrossProduct (normal, diff, right1);
5095 VectorNormalize (right1);
5097 // calculate 'right' vector for end
5098 VectorSubtract (r_refdef.view.origin, org2, diff);
5099 CrossProduct (normal, diff, right2);
5100 VectorNormalize (right2);
5102 vert[ 0] = org1[0] + width * right1[0];
5103 vert[ 1] = org1[1] + width * right1[1];
5104 vert[ 2] = org1[2] + width * right1[2];
5105 vert[ 3] = org1[0] - width * right1[0];
5106 vert[ 4] = org1[1] - width * right1[1];
5107 vert[ 5] = org1[2] - width * right1[2];
5108 vert[ 6] = org2[0] - width * right2[0];
5109 vert[ 7] = org2[1] - width * right2[1];
5110 vert[ 8] = org2[2] - width * right2[2];
5111 vert[ 9] = org2[0] + width * right2[0];
5112 vert[10] = org2[1] + width * right2[1];
5113 vert[11] = org2[2] + width * right2[2];
5116 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5118 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
5120 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5124 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5125 fog = FogPoint_World(origin);
5127 R_Mesh_Matrix(&identitymatrix);
5128 GL_BlendFunc(blendfunc1, blendfunc2);
5130 GL_CullFace(GL_NONE);
5132 GL_DepthMask(false);
5133 GL_DepthRange(0, depthshort ? 0.0625 : 1);
5134 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5135 GL_DepthTest(!depthdisable);
5137 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5138 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5139 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5140 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5141 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5142 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5143 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5144 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5145 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5146 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5147 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5148 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5150 R_Mesh_VertexPointer(vertex3f, 0, 0);
5151 R_Mesh_ColorPointer(NULL, 0, 0);
5152 R_Mesh_ResetTextureState();
5153 R_SetupGenericShader(true);
5154 R_Mesh_TexBind(0, R_GetTexture(texture));
5155 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5156 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5157 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5158 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5160 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5162 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5163 GL_BlendFunc(blendfunc1, GL_ONE);
5165 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5166 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5170 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5175 VectorSet(v, x, y, z);
5176 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5177 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5179 if (i == mesh->numvertices)
5181 if (mesh->numvertices < mesh->maxvertices)
5183 VectorCopy(v, vertex3f);
5184 mesh->numvertices++;
5186 return mesh->numvertices;
5192 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5196 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5197 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5198 e = mesh->element3i + mesh->numtriangles * 3;
5199 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5201 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5202 if (mesh->numtriangles < mesh->maxtriangles)
5207 mesh->numtriangles++;
5209 element[1] = element[2];
5213 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5217 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5218 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5219 e = mesh->element3i + mesh->numtriangles * 3;
5220 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5222 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5223 if (mesh->numtriangles < mesh->maxtriangles)
5228 mesh->numtriangles++;
5230 element[1] = element[2];
5234 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5235 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5237 int planenum, planenum2;
5240 mplane_t *plane, *plane2;
5242 double temppoints[2][256*3];
5243 // figure out how large a bounding box we need to properly compute this brush
5245 for (w = 0;w < numplanes;w++)
5246 maxdist = max(maxdist, planes[w].dist);
5247 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5248 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5249 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5253 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5254 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5256 if (planenum2 == planenum)
5258 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
5261 if (tempnumpoints < 3)
5263 // generate elements forming a triangle fan for this polygon
5264 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5268 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
5270 texturelayer_t *layer;
5271 layer = t->currentlayers + t->currentnumlayers++;
5273 layer->depthmask = depthmask;
5274 layer->blendfunc1 = blendfunc1;
5275 layer->blendfunc2 = blendfunc2;
5276 layer->texture = texture;
5277 layer->texmatrix = *matrix;
5278 layer->color[0] = r * r_refdef.view.colorscale;
5279 layer->color[1] = g * r_refdef.view.colorscale;
5280 layer->color[2] = b * r_refdef.view.colorscale;
5281 layer->color[3] = a;
5284 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5287 index = parms[2] + r_refdef.scene.time * parms[3];
5288 index -= floor(index);
5292 case Q3WAVEFUNC_NONE:
5293 case Q3WAVEFUNC_NOISE:
5294 case Q3WAVEFUNC_COUNT:
5297 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5298 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5299 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5300 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5301 case Q3WAVEFUNC_TRIANGLE:
5303 f = index - floor(index);
5314 return (float)(parms[0] + parms[1] * f);
5317 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5322 matrix4x4_t matrix, temp;
5323 switch(tcmod->tcmod)
5327 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5328 matrix = r_waterscrollmatrix;
5330 matrix = identitymatrix;
5332 case Q3TCMOD_ENTITYTRANSLATE:
5333 // this is used in Q3 to allow the gamecode to control texcoord
5334 // scrolling on the entity, which is not supported in darkplaces yet.
5335 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5337 case Q3TCMOD_ROTATE:
5338 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5339 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5340 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5343 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5345 case Q3TCMOD_SCROLL:
5346 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5348 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5349 w = (int) tcmod->parms[0];
5350 h = (int) tcmod->parms[1];
5351 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5353 idx = (int) floor(f * w * h);
5354 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5356 case Q3TCMOD_STRETCH:
5357 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5358 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5360 case Q3TCMOD_TRANSFORM:
5361 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5362 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5363 VectorSet(tcmat + 6, 0 , 0 , 1);
5364 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5365 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5367 case Q3TCMOD_TURBULENT:
5368 // this is handled in the RSurf_PrepareVertices function
5369 matrix = identitymatrix;
5373 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5376 texture_t *R_GetCurrentTexture(texture_t *t)
5379 const entity_render_t *ent = rsurface.entity;
5380 dp_model_t *model = ent->model;
5381 q3shaderinfo_layer_tcmod_t *tcmod;
5383 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5384 return t->currentframe;
5385 t->update_lastrenderframe = r_frame;
5386 t->update_lastrenderentity = (void *)ent;
5388 // switch to an alternate material if this is a q1bsp animated material
5390 texture_t *texture = t;
5391 int s = ent->skinnum;
5392 if ((unsigned int)s >= (unsigned int)model->numskins)
5394 if (model->skinscenes)
5396 if (model->skinscenes[s].framecount > 1)
5397 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5399 s = model->skinscenes[s].firstframe;
5402 t = t + s * model->num_surfaces;
5405 // use an alternate animation if the entity's frame is not 0,
5406 // and only if the texture has an alternate animation
5407 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5408 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5410 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5412 texture->currentframe = t;
5415 // update currentskinframe to be a qw skin or animation frame
5416 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
5418 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5420 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5421 if (developer_loading.integer)
5422 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5423 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
5425 t->currentskinframe = r_qwskincache_skinframe[i];
5426 if (t->currentskinframe == NULL)
5427 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5429 else if (t->numskinframes >= 2)
5430 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5431 if (t->backgroundnumskinframes >= 2)
5432 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5434 t->currentmaterialflags = t->basematerialflags;
5435 t->currentalpha = ent->alpha;
5436 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5437 t->currentalpha *= r_wateralpha.value;
5438 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5439 t->currentalpha *= t->r_water_wateralpha;
5440 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5441 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5442 if (!(ent->flags & RENDER_LIGHT))
5443 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5444 else if (rsurface.modeltexcoordlightmap2f == NULL)
5446 // pick a model lighting mode
5447 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5448 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5450 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5452 if (ent->effects & EF_ADDITIVE)
5453 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5454 else if (t->currentalpha < 1)
5455 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5456 if (ent->effects & EF_DOUBLESIDED)
5457 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5458 if (ent->effects & EF_NODEPTHTEST)
5459 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5460 if (ent->flags & RENDER_VIEWMODEL)
5461 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5462 if (t->backgroundnumskinframes)
5463 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5464 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5466 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5467 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5470 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5472 // there is no tcmod
5473 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5475 t->currenttexmatrix = r_waterscrollmatrix;
5476 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5480 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5481 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5484 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5485 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5486 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5487 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5489 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5490 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5491 t->glosstexture = r_texture_black;
5492 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5493 t->backgroundglosstexture = r_texture_black;
5494 t->specularpower = r_shadow_glossexponent.value;
5495 // TODO: store reference values for these in the texture?
5496 t->specularscale = 0;
5497 if (r_shadow_gloss.integer > 0)
5499 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5501 if (r_shadow_glossintensity.value > 0)
5503 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5504 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5505 t->specularscale = r_shadow_glossintensity.value;
5508 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5510 t->glosstexture = r_texture_white;
5511 t->backgroundglosstexture = r_texture_white;
5512 t->specularscale = r_shadow_gloss2intensity.value;
5516 // lightmaps mode looks bad with dlights using actual texturing, so turn
5517 // off the colormap and glossmap, but leave the normalmap on as it still
5518 // accurately represents the shading involved
5519 if (gl_lightmaps.integer)
5521 t->basetexture = r_texture_grey128;
5522 t->backgroundbasetexture = NULL;
5523 t->specularscale = 0;
5524 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5527 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5528 VectorClear(t->dlightcolor);
5529 t->currentnumlayers = 0;
5530 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5533 int blendfunc1, blendfunc2;
5535 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5537 blendfunc1 = GL_SRC_ALPHA;
5538 blendfunc2 = GL_ONE;
5540 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5542 blendfunc1 = GL_SRC_ALPHA;
5543 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5545 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5547 blendfunc1 = t->customblendfunc[0];
5548 blendfunc2 = t->customblendfunc[1];
5552 blendfunc1 = GL_ONE;
5553 blendfunc2 = GL_ZERO;
5555 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5556 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5557 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5558 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5560 // fullbright is not affected by r_refdef.lightmapintensity
5561 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5562 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5563 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5564 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5565 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5569 vec3_t ambientcolor;
5571 // set the color tint used for lights affecting this surface
5572 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5574 // q3bsp has no lightmap updates, so the lightstylevalue that
5575 // would normally be baked into the lightmap must be
5576 // applied to the color
5577 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5578 if (ent->model->type == mod_brushq3)
5579 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5580 colorscale *= r_refdef.lightmapintensity;
5581 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5582 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5583 // basic lit geometry
5584 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5585 // add pants/shirt if needed
5586 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5587 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5588 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5589 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5590 // now add ambient passes if needed
5591 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5593 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
5594 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5595 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5596 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5597 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5600 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5601 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
5602 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5604 // if this is opaque use alpha blend which will darken the earlier
5607 // if this is an alpha blended material, all the earlier passes
5608 // were darkened by fog already, so we only need to add the fog
5609 // color ontop through the fog mask texture
5611 // if this is an additive blended material, all the earlier passes
5612 // were darkened by fog already, and we should not add fog color
5613 // (because the background was not darkened, there is no fog color
5614 // that was lost behind it).
5615 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
5619 return t->currentframe;
5622 rsurfacestate_t rsurface;
5624 void R_Mesh_ResizeArrays(int newvertices)
5627 if (rsurface.array_size >= newvertices)
5629 if (rsurface.array_modelvertex3f)
5630 Mem_Free(rsurface.array_modelvertex3f);
5631 rsurface.array_size = (newvertices + 1023) & ~1023;
5632 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5633 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5634 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5635 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5636 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5637 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5638 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5639 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5640 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5641 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5642 rsurface.array_color4f = base + rsurface.array_size * 27;
5643 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5646 void RSurf_ActiveWorldEntity(void)
5648 dp_model_t *model = r_refdef.scene.worldmodel;
5649 //if (rsurface.entity == r_refdef.scene.worldentity)
5651 rsurface.entity = r_refdef.scene.worldentity;
5652 if (rsurface.array_size < model->surfmesh.num_vertices)
5653 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5654 rsurface.matrix = identitymatrix;
5655 rsurface.inversematrix = identitymatrix;
5656 R_Mesh_Matrix(&identitymatrix);
5657 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5658 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5659 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5660 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5661 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5662 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5663 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5664 rsurface.frameblend[0].lerp = 1;
5665 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5666 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5667 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5668 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5669 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5670 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5671 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5672 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5673 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5674 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5675 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5676 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5677 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5678 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5679 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5680 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5681 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5682 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5683 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5684 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5685 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5686 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5687 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5688 rsurface.modelelement3i = model->surfmesh.data_element3i;
5689 rsurface.modelelement3s = model->surfmesh.data_element3s;
5690 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5691 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5692 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5693 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5694 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5695 rsurface.modelsurfaces = model->data_surfaces;
5696 rsurface.generatedvertex = false;
5697 rsurface.vertex3f = rsurface.modelvertex3f;
5698 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5699 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5700 rsurface.svector3f = rsurface.modelsvector3f;
5701 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5702 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5703 rsurface.tvector3f = rsurface.modeltvector3f;
5704 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5705 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5706 rsurface.normal3f = rsurface.modelnormal3f;
5707 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5708 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5709 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5712 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5714 dp_model_t *model = ent->model;
5715 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5717 rsurface.entity = (entity_render_t *)ent;
5718 if (rsurface.array_size < model->surfmesh.num_vertices)
5719 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5720 rsurface.matrix = ent->matrix;
5721 rsurface.inversematrix = ent->inversematrix;
5722 R_Mesh_Matrix(&rsurface.matrix);
5723 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5724 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5725 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5726 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5727 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5728 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5729 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5730 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5731 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5732 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5733 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5734 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5735 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5736 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5737 if (ent->model->brush.submodel)
5739 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5740 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5742 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5744 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5746 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5747 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5748 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5749 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5751 else if (wanttangents)
5753 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5754 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5755 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5756 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5757 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5759 else if (wantnormals)
5761 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5762 rsurface.modelsvector3f = NULL;
5763 rsurface.modeltvector3f = NULL;
5764 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5765 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5769 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5770 rsurface.modelsvector3f = NULL;
5771 rsurface.modeltvector3f = NULL;
5772 rsurface.modelnormal3f = NULL;
5773 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5775 rsurface.modelvertex3f_bufferobject = 0;
5776 rsurface.modelvertex3f_bufferoffset = 0;
5777 rsurface.modelsvector3f_bufferobject = 0;
5778 rsurface.modelsvector3f_bufferoffset = 0;
5779 rsurface.modeltvector3f_bufferobject = 0;
5780 rsurface.modeltvector3f_bufferoffset = 0;
5781 rsurface.modelnormal3f_bufferobject = 0;
5782 rsurface.modelnormal3f_bufferoffset = 0;
5783 rsurface.generatedvertex = true;
5787 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5788 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5789 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5790 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5791 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5792 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5793 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5794 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5795 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5796 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5797 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5798 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5799 rsurface.generatedvertex = false;
5801 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5802 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5803 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5804 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5805 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5806 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5807 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5808 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5809 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5810 rsurface.modelelement3i = model->surfmesh.data_element3i;
5811 rsurface.modelelement3s = model->surfmesh.data_element3s;
5812 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5813 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5814 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5815 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5816 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5817 rsurface.modelsurfaces = model->data_surfaces;
5818 rsurface.vertex3f = rsurface.modelvertex3f;
5819 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5820 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5821 rsurface.svector3f = rsurface.modelsvector3f;
5822 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5823 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5824 rsurface.tvector3f = rsurface.modeltvector3f;
5825 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5826 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5827 rsurface.normal3f = rsurface.modelnormal3f;
5828 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5829 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5830 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5833 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5834 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5837 int texturesurfaceindex;
5842 const float *v1, *in_tc;
5844 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5846 q3shaderinfo_deform_t *deform;
5847 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
5848 if (rsurface.generatedvertex)
5850 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5851 generatenormals = true;
5852 for (i = 0;i < Q3MAXDEFORMS;i++)
5854 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5856 generatetangents = true;
5857 generatenormals = true;
5859 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5860 generatenormals = true;
5862 if (generatenormals && !rsurface.modelnormal3f)
5864 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5865 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5866 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5867 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5869 if (generatetangents && !rsurface.modelsvector3f)
5871 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5872 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5873 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5874 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5875 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5876 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5877 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
5880 rsurface.vertex3f = rsurface.modelvertex3f;
5881 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5882 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5883 rsurface.svector3f = rsurface.modelsvector3f;
5884 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5885 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5886 rsurface.tvector3f = rsurface.modeltvector3f;
5887 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5888 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5889 rsurface.normal3f = rsurface.modelnormal3f;
5890 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5891 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5892 // if vertices are deformed (sprite flares and things in maps, possibly
5893 // water waves, bulges and other deformations), generate them into
5894 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5895 // (may be static model data or generated data for an animated model, or
5896 // the previous deform pass)
5897 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5899 switch (deform->deform)
5902 case Q3DEFORM_PROJECTIONSHADOW:
5903 case Q3DEFORM_TEXT0:
5904 case Q3DEFORM_TEXT1:
5905 case Q3DEFORM_TEXT2:
5906 case Q3DEFORM_TEXT3:
5907 case Q3DEFORM_TEXT4:
5908 case Q3DEFORM_TEXT5:
5909 case Q3DEFORM_TEXT6:
5910 case Q3DEFORM_TEXT7:
5913 case Q3DEFORM_AUTOSPRITE:
5914 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5915 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5916 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5917 VectorNormalize(newforward);
5918 VectorNormalize(newright);
5919 VectorNormalize(newup);
5920 // make deformed versions of only the model vertices used by the specified surfaces
5921 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5923 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5924 // a single autosprite surface can contain multiple sprites...
5925 for (j = 0;j < surface->num_vertices - 3;j += 4)
5927 VectorClear(center);
5928 for (i = 0;i < 4;i++)
5929 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5930 VectorScale(center, 0.25f, center);
5931 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5932 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5933 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5934 for (i = 0;i < 4;i++)
5936 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5937 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5940 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
5941 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
5943 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5944 rsurface.vertex3f_bufferobject = 0;
5945 rsurface.vertex3f_bufferoffset = 0;
5946 rsurface.svector3f = rsurface.array_deformedsvector3f;
5947 rsurface.svector3f_bufferobject = 0;
5948 rsurface.svector3f_bufferoffset = 0;
5949 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5950 rsurface.tvector3f_bufferobject = 0;
5951 rsurface.tvector3f_bufferoffset = 0;
5952 rsurface.normal3f = rsurface.array_deformednormal3f;
5953 rsurface.normal3f_bufferobject = 0;
5954 rsurface.normal3f_bufferoffset = 0;
5956 case Q3DEFORM_AUTOSPRITE2:
5957 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5958 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5959 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5960 VectorNormalize(newforward);
5961 VectorNormalize(newright);
5962 VectorNormalize(newup);
5963 // make deformed versions of only the model vertices used by the specified surfaces
5964 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5966 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5967 const float *v1, *v2;
5977 memset(shortest, 0, sizeof(shortest));
5978 // a single autosprite surface can contain multiple sprites...
5979 for (j = 0;j < surface->num_vertices - 3;j += 4)
5981 VectorClear(center);
5982 for (i = 0;i < 4;i++)
5983 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5984 VectorScale(center, 0.25f, center);
5985 // find the two shortest edges, then use them to define the
5986 // axis vectors for rotating around the central axis
5987 for (i = 0;i < 6;i++)
5989 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5990 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5992 Debug_PolygonBegin(NULL, 0);
5993 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5994 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5995 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5998 l = VectorDistance2(v1, v2);
5999 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6001 l += (1.0f / 1024.0f);
6002 if (shortest[0].length2 > l || i == 0)
6004 shortest[1] = shortest[0];
6005 shortest[0].length2 = l;
6006 shortest[0].v1 = v1;
6007 shortest[0].v2 = v2;
6009 else if (shortest[1].length2 > l || i == 1)
6011 shortest[1].length2 = l;
6012 shortest[1].v1 = v1;
6013 shortest[1].v2 = v2;
6016 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6017 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6019 Debug_PolygonBegin(NULL, 0);
6020 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6021 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
6022 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6025 // this calculates the right vector from the shortest edge
6026 // and the up vector from the edge midpoints
6027 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6028 VectorNormalize(right);
6029 VectorSubtract(end, start, up);
6030 VectorNormalize(up);
6031 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6032 VectorSubtract(rsurface.modelorg, center, forward);
6033 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6034 VectorNegate(forward, forward);
6035 VectorReflect(forward, 0, up, forward);
6036 VectorNormalize(forward);
6037 CrossProduct(up, forward, newright);
6038 VectorNormalize(newright);
6040 Debug_PolygonBegin(NULL, 0);
6041 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
6042 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6043 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6047 Debug_PolygonBegin(NULL, 0);
6048 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6049 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6050 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6053 // rotate the quad around the up axis vector, this is made
6054 // especially easy by the fact we know the quad is flat,
6055 // so we only have to subtract the center position and
6056 // measure distance along the right vector, and then
6057 // multiply that by the newright vector and add back the
6059 // we also need to subtract the old position to undo the
6060 // displacement from the center, which we do with a
6061 // DotProduct, the subtraction/addition of center is also
6062 // optimized into DotProducts here
6063 l = DotProduct(right, center);
6064 for (i = 0;i < 4;i++)
6066 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6067 f = DotProduct(right, v1) - l;
6068 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6071 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6072 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6074 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6075 rsurface.vertex3f_bufferobject = 0;
6076 rsurface.vertex3f_bufferoffset = 0;
6077 rsurface.svector3f = rsurface.array_deformedsvector3f;
6078 rsurface.svector3f_bufferobject = 0;
6079 rsurface.svector3f_bufferoffset = 0;
6080 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6081 rsurface.tvector3f_bufferobject = 0;
6082 rsurface.tvector3f_bufferoffset = 0;
6083 rsurface.normal3f = rsurface.array_deformednormal3f;
6084 rsurface.normal3f_bufferobject = 0;
6085 rsurface.normal3f_bufferoffset = 0;
6087 case Q3DEFORM_NORMAL:
6088 // deform the normals to make reflections wavey
6089 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6091 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6092 for (j = 0;j < surface->num_vertices;j++)
6095 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6096 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6097 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6098 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6099 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6100 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6101 VectorNormalize(normal);
6103 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6105 rsurface.svector3f = rsurface.array_deformedsvector3f;
6106 rsurface.svector3f_bufferobject = 0;
6107 rsurface.svector3f_bufferoffset = 0;
6108 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6109 rsurface.tvector3f_bufferobject = 0;
6110 rsurface.tvector3f_bufferoffset = 0;
6111 rsurface.normal3f = rsurface.array_deformednormal3f;
6112 rsurface.normal3f_bufferobject = 0;
6113 rsurface.normal3f_bufferoffset = 0;
6116 // deform vertex array to make wavey water and flags and such
6117 waveparms[0] = deform->waveparms[0];
6118 waveparms[1] = deform->waveparms[1];
6119 waveparms[2] = deform->waveparms[2];
6120 waveparms[3] = deform->waveparms[3];
6121 // this is how a divisor of vertex influence on deformation
6122 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6123 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6124 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6126 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6127 for (j = 0;j < surface->num_vertices;j++)
6129 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6130 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6131 // if the wavefunc depends on time, evaluate it per-vertex
6134 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6135 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6137 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6140 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6141 rsurface.vertex3f_bufferobject = 0;
6142 rsurface.vertex3f_bufferoffset = 0;
6144 case Q3DEFORM_BULGE:
6145 // deform vertex array to make the surface have moving bulges
6146 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6148 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6149 for (j = 0;j < surface->num_vertices;j++)
6151 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6152 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6155 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6156 rsurface.vertex3f_bufferobject = 0;
6157 rsurface.vertex3f_bufferoffset = 0;
6160 // deform vertex array
6161 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6162 VectorScale(deform->parms, scale, waveparms);
6163 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6165 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6166 for (j = 0;j < surface->num_vertices;j++)
6167 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6169 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6170 rsurface.vertex3f_bufferobject = 0;
6171 rsurface.vertex3f_bufferoffset = 0;
6175 // generate texcoords based on the chosen texcoord source
6176 switch(rsurface.texture->tcgen.tcgen)
6179 case Q3TCGEN_TEXTURE:
6180 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6181 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6182 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6184 case Q3TCGEN_LIGHTMAP:
6185 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6186 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6187 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6189 case Q3TCGEN_VECTOR:
6190 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6192 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6193 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
6195 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6196 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6199 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6200 rsurface.texcoordtexture2f_bufferobject = 0;
6201 rsurface.texcoordtexture2f_bufferoffset = 0;
6203 case Q3TCGEN_ENVIRONMENT:
6204 // make environment reflections using a spheremap
6205 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6207 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6208 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6209 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6210 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6211 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6213 // identical to Q3A's method, but executed in worldspace so
6214 // carried models can be shiny too
6216 float viewer[3], d, reflected[3], worldreflected[3];
6218 VectorSubtract(rsurface.modelorg, vertex, viewer);
6219 // VectorNormalize(viewer);
6221 d = DotProduct(normal, viewer);
6223 reflected[0] = normal[0]*2*d - viewer[0];
6224 reflected[1] = normal[1]*2*d - viewer[1];
6225 reflected[2] = normal[2]*2*d - viewer[2];
6226 // note: this is proportinal to viewer, so we can normalize later
6228 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6229 VectorNormalize(worldreflected);
6231 // note: this sphere map only uses world x and z!
6232 // so positive and negative y will LOOK THE SAME.
6233 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6234 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6237 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6238 rsurface.texcoordtexture2f_bufferobject = 0;
6239 rsurface.texcoordtexture2f_bufferoffset = 0;
6242 // the only tcmod that needs software vertex processing is turbulent, so
6243 // check for it here and apply the changes if needed
6244 // and we only support that as the first one
6245 // (handling a mixture of turbulent and other tcmods would be problematic
6246 // without punting it entirely to a software path)
6247 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6249 amplitude = rsurface.texture->tcmods[0].parms[1];
6250 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6251 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6253 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6254 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
6256 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6257 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6260 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6261 rsurface.texcoordtexture2f_bufferobject = 0;
6262 rsurface.texcoordtexture2f_bufferoffset = 0;
6264 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6265 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6266 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6267 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6270 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6273 const msurface_t *surface = texturesurfacelist[0];
6274 const msurface_t *surface2;
6279 // TODO: lock all array ranges before render, rather than on each surface
6280 if (texturenumsurfaces == 1)
6282 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6283 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6285 else if (r_batchmode.integer == 2)
6287 #define MAXBATCHTRIANGLES 4096
6288 int batchtriangles = 0;
6289 int batchelements[MAXBATCHTRIANGLES*3];
6290 for (i = 0;i < texturenumsurfaces;i = j)
6292 surface = texturesurfacelist[i];
6294 if (surface->num_triangles > MAXBATCHTRIANGLES)
6296 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6299 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6300 batchtriangles = surface->num_triangles;
6301 firstvertex = surface->num_firstvertex;
6302 endvertex = surface->num_firstvertex + surface->num_vertices;
6303 for (;j < texturenumsurfaces;j++)
6305 surface2 = texturesurfacelist[j];
6306 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6308 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6309 batchtriangles += surface2->num_triangles;
6310 firstvertex = min(firstvertex, surface2->num_firstvertex);
6311 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6313 surface2 = texturesurfacelist[j-1];
6314 numvertices = endvertex - firstvertex;
6315 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6318 else if (r_batchmode.integer == 1)
6320 for (i = 0;i < texturenumsurfaces;i = j)
6322 surface = texturesurfacelist[i];
6323 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6324 if (texturesurfacelist[j] != surface2)
6326 surface2 = texturesurfacelist[j-1];
6327 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6328 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6329 GL_LockArrays(surface->num_firstvertex, numvertices);
6330 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6335 for (i = 0;i < texturenumsurfaces;i++)
6337 surface = texturesurfacelist[i];
6338 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6339 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6344 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6346 int i, planeindex, vertexindex;
6350 r_waterstate_waterplane_t *p, *bestp;
6351 msurface_t *surface;
6352 if (r_waterstate.renderingscene)
6354 for (i = 0;i < texturenumsurfaces;i++)
6356 surface = texturesurfacelist[i];
6357 if (lightmaptexunit >= 0)
6358 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6359 if (deluxemaptexunit >= 0)
6360 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6361 // pick the closest matching water plane
6364 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6367 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6369 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6370 d += fabs(PlaneDiff(vert, &p->plane));
6372 if (bestd > d || !bestp)
6380 if (refractiontexunit >= 0)
6381 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6382 if (reflectiontexunit >= 0)
6383 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6387 if (refractiontexunit >= 0)
6388 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6389 if (reflectiontexunit >= 0)
6390 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6392 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6393 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6397 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6401 const msurface_t *surface = texturesurfacelist[0];
6402 const msurface_t *surface2;
6407 // TODO: lock all array ranges before render, rather than on each surface
6408 if (texturenumsurfaces == 1)
6410 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6411 if (deluxemaptexunit >= 0)
6412 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6413 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6414 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6416 else if (r_batchmode.integer == 2)
6418 #define MAXBATCHTRIANGLES 4096
6419 int batchtriangles = 0;
6420 int batchelements[MAXBATCHTRIANGLES*3];
6421 for (i = 0;i < texturenumsurfaces;i = j)
6423 surface = texturesurfacelist[i];
6424 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6425 if (deluxemaptexunit >= 0)
6426 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6428 if (surface->num_triangles > MAXBATCHTRIANGLES)
6430 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6433 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6434 batchtriangles = surface->num_triangles;
6435 firstvertex = surface->num_firstvertex;
6436 endvertex = surface->num_firstvertex + surface->num_vertices;
6437 for (;j < texturenumsurfaces;j++)
6439 surface2 = texturesurfacelist[j];
6440 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6442 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6443 batchtriangles += surface2->num_triangles;
6444 firstvertex = min(firstvertex, surface2->num_firstvertex);
6445 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6447 surface2 = texturesurfacelist[j-1];
6448 numvertices = endvertex - firstvertex;
6449 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6452 else if (r_batchmode.integer == 1)
6455 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6456 for (i = 0;i < texturenumsurfaces;i = j)
6458 surface = texturesurfacelist[i];
6459 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6460 if (texturesurfacelist[j] != surface2)
6462 Con_Printf(" %i", j - i);
6465 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6467 for (i = 0;i < texturenumsurfaces;i = j)
6469 surface = texturesurfacelist[i];
6470 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6471 if (deluxemaptexunit >= 0)
6472 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6473 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6474 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6477 Con_Printf(" %i", j - i);
6479 surface2 = texturesurfacelist[j-1];
6480 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6481 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6482 GL_LockArrays(surface->num_firstvertex, numvertices);
6483 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6491 for (i = 0;i < texturenumsurfaces;i++)
6493 surface = texturesurfacelist[i];
6494 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6495 if (deluxemaptexunit >= 0)
6496 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6497 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6498 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6503 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6506 int texturesurfaceindex;
6507 if (r_showsurfaces.integer == 2)
6509 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6511 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6512 for (j = 0;j < surface->num_triangles;j++)
6514 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6515 GL_Color(f, f, f, 1);
6516 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6522 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6524 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6525 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6526 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
6527 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6528 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6533 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6535 int texturesurfaceindex;
6538 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6540 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6541 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
6549 rsurface.lightmapcolor4f = rsurface.array_color4f;
6550 rsurface.lightmapcolor4f_bufferobject = 0;
6551 rsurface.lightmapcolor4f_bufferoffset = 0;
6554 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6556 int texturesurfaceindex;
6560 if (rsurface.lightmapcolor4f)
6562 // generate color arrays for the surfaces in this list
6563 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6565 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6566 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
6568 f = FogPoint_Model(v);
6578 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6580 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6581 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
6583 f = FogPoint_Model(v);
6591 rsurface.lightmapcolor4f = rsurface.array_color4f;
6592 rsurface.lightmapcolor4f_bufferobject = 0;
6593 rsurface.lightmapcolor4f_bufferoffset = 0;
6596 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6598 int texturesurfaceindex;
6602 if (!rsurface.lightmapcolor4f)
6604 // generate color arrays for the surfaces in this list
6605 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6607 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6608 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
6610 f = FogPoint_Model(v);
6611 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6612 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6613 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6617 rsurface.lightmapcolor4f = rsurface.array_color4f;
6618 rsurface.lightmapcolor4f_bufferobject = 0;
6619 rsurface.lightmapcolor4f_bufferoffset = 0;
6622 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6624 int texturesurfaceindex;
6627 if (!rsurface.lightmapcolor4f)
6629 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6631 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6632 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
6640 rsurface.lightmapcolor4f = rsurface.array_color4f;
6641 rsurface.lightmapcolor4f_bufferobject = 0;
6642 rsurface.lightmapcolor4f_bufferoffset = 0;
6645 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6647 int texturesurfaceindex;
6650 if (!rsurface.lightmapcolor4f)
6652 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6654 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6655 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
6657 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6658 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6659 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6663 rsurface.lightmapcolor4f = rsurface.array_color4f;
6664 rsurface.lightmapcolor4f_bufferobject = 0;
6665 rsurface.lightmapcolor4f_bufferoffset = 0;
6668 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6671 rsurface.lightmapcolor4f = NULL;
6672 rsurface.lightmapcolor4f_bufferobject = 0;
6673 rsurface.lightmapcolor4f_bufferoffset = 0;
6674 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6675 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6676 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6677 GL_Color(r, g, b, a);
6678 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6681 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6683 // TODO: optimize applyfog && applycolor case
6684 // just apply fog if necessary, and tint the fog color array if necessary
6685 rsurface.lightmapcolor4f = NULL;
6686 rsurface.lightmapcolor4f_bufferobject = 0;
6687 rsurface.lightmapcolor4f_bufferoffset = 0;
6688 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6689 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6690 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6691 GL_Color(r, g, b, a);
6692 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6695 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6697 int texturesurfaceindex;
6701 if (texturesurfacelist[0]->lightmapinfo)
6703 // generate color arrays for the surfaces in this list
6704 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6706 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6707 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6709 if (surface->lightmapinfo->samples)
6711 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6712 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6713 VectorScale(lm, scale, c);
6714 if (surface->lightmapinfo->styles[1] != 255)
6716 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6718 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6719 VectorMA(c, scale, lm, c);
6720 if (surface->lightmapinfo->styles[2] != 255)
6723 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6724 VectorMA(c, scale, lm, c);
6725 if (surface->lightmapinfo->styles[3] != 255)
6728 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6729 VectorMA(c, scale, lm, c);
6739 rsurface.lightmapcolor4f = rsurface.array_color4f;
6740 rsurface.lightmapcolor4f_bufferobject = 0;
6741 rsurface.lightmapcolor4f_bufferoffset = 0;
6745 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6746 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6747 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6749 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6750 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6751 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6752 GL_Color(r, g, b, a);
6753 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6756 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6758 int texturesurfaceindex;
6761 float *v, *c, *c2, alpha;
6762 vec3_t ambientcolor;
6763 vec3_t diffusecolor;
6767 VectorCopy(rsurface.modellight_lightdir, lightdir);
6768 f = 0.5f * r_refdef.lightmapintensity;
6769 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6770 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6771 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6772 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6773 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6774 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6776 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6778 // generate color arrays for the surfaces in this list
6779 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6781 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6782 int numverts = surface->num_vertices;
6783 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6784 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6785 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6786 // q3-style directional shading
6787 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6789 if ((f = DotProduct(c2, lightdir)) > 0)
6790 VectorMA(ambientcolor, f, diffusecolor, c);
6792 VectorCopy(ambientcolor, c);
6800 rsurface.lightmapcolor4f = rsurface.array_color4f;
6801 rsurface.lightmapcolor4f_bufferobject = 0;
6802 rsurface.lightmapcolor4f_bufferoffset = 0;
6803 *applycolor = false;
6807 *r = ambientcolor[0];
6808 *g = ambientcolor[1];
6809 *b = ambientcolor[2];
6810 rsurface.lightmapcolor4f = NULL;
6811 rsurface.lightmapcolor4f_bufferobject = 0;
6812 rsurface.lightmapcolor4f_bufferoffset = 0;
6816 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6818 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6819 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6820 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6821 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6822 GL_Color(r, g, b, a);
6823 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6826 void RSurf_SetupDepthAndCulling(void)
6828 // submodels are biased to avoid z-fighting with world surfaces that they
6829 // may be exactly overlapping (avoids z-fighting artifacts on certain
6830 // doors and things in Quake maps)
6831 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6832 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6833 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6834 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6837 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6839 // transparent sky would be ridiculous
6840 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6842 R_SetupGenericShader(false);
6845 skyrendernow = false;
6846 // we have to force off the water clipping plane while rendering sky
6850 // restore entity matrix
6851 R_Mesh_Matrix(&rsurface.matrix);
6853 RSurf_SetupDepthAndCulling();
6855 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6856 // skymasking on them, and Quake3 never did sky masking (unlike
6857 // software Quake and software Quake2), so disable the sky masking
6858 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6859 // and skymasking also looks very bad when noclipping outside the
6860 // level, so don't use it then either.
6861 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6863 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6864 R_Mesh_ColorPointer(NULL, 0, 0);
6865 R_Mesh_ResetTextureState();
6866 if (skyrendermasked)
6868 R_SetupDepthOrShadowShader();
6869 // depth-only (masking)
6870 GL_ColorMask(0,0,0,0);
6871 // just to make sure that braindead drivers don't draw
6872 // anything despite that colormask...
6873 GL_BlendFunc(GL_ZERO, GL_ONE);
6877 R_SetupGenericShader(false);
6879 GL_BlendFunc(GL_ONE, GL_ZERO);
6881 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6882 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6883 if (skyrendermasked)
6884 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6886 R_Mesh_ResetTextureState();
6887 GL_Color(1, 1, 1, 1);
6890 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6892 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6895 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6896 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6897 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6898 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6899 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6900 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6901 if (rsurface.texture->backgroundcurrentskinframe)
6903 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6904 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6905 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6906 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6908 if(rsurface.texture->colormapping)
6910 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6911 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6913 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6914 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6915 R_Mesh_ColorPointer(NULL, 0, 0);
6917 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6919 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6921 // render background
6922 GL_BlendFunc(GL_ONE, GL_ZERO);
6924 GL_AlphaTest(false);
6926 GL_Color(1, 1, 1, 1);
6927 R_Mesh_ColorPointer(NULL, 0, 0);
6929 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6930 if (r_glsl_permutation)
6932 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6933 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6934 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6935 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6936 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6937 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6938 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6940 GL_LockArrays(0, 0);
6942 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6943 GL_DepthMask(false);
6944 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6945 R_Mesh_ColorPointer(NULL, 0, 0);
6947 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6948 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6949 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6952 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6953 if (!r_glsl_permutation)
6956 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6957 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6958 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6959 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6960 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6961 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6963 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6965 GL_BlendFunc(GL_ONE, GL_ZERO);
6967 GL_AlphaTest(false);
6971 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6972 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6973 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6976 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6978 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6979 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6981 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6985 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6986 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6988 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6990 GL_LockArrays(0, 0);
6993 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6995 // OpenGL 1.3 path - anything not completely ancient
6996 int texturesurfaceindex;
6997 qboolean applycolor;
7001 const texturelayer_t *layer;
7002 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7004 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7007 int layertexrgbscale;
7008 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7010 if (layerindex == 0)
7014 GL_AlphaTest(false);
7015 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7018 GL_DepthMask(layer->depthmask && writedepth);
7019 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7020 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7022 layertexrgbscale = 4;
7023 VectorScale(layer->color, 0.25f, layercolor);
7025 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7027 layertexrgbscale = 2;
7028 VectorScale(layer->color, 0.5f, layercolor);
7032 layertexrgbscale = 1;
7033 VectorScale(layer->color, 1.0f, layercolor);
7035 layercolor[3] = layer->color[3];
7036 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7037 R_Mesh_ColorPointer(NULL, 0, 0);
7038 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7039 switch (layer->type)
7041 case TEXTURELAYERTYPE_LITTEXTURE:
7042 memset(&m, 0, sizeof(m));
7043 m.tex[0] = R_GetTexture(r_texture_white);
7044 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7045 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7046 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7047 m.tex[1] = R_GetTexture(layer->texture);
7048 m.texmatrix[1] = layer->texmatrix;
7049 m.texrgbscale[1] = layertexrgbscale;
7050 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7051 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7052 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7053 R_Mesh_TextureState(&m);
7054 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7055 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7056 else if (rsurface.uselightmaptexture)
7057 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7059 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7061 case TEXTURELAYERTYPE_TEXTURE:
7062 memset(&m, 0, sizeof(m));
7063 m.tex[0] = R_GetTexture(layer->texture);
7064 m.texmatrix[0] = layer->texmatrix;
7065 m.texrgbscale[0] = layertexrgbscale;
7066 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7067 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7068 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7069 R_Mesh_TextureState(&m);
7070 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7072 case TEXTURELAYERTYPE_FOG:
7073 memset(&m, 0, sizeof(m));
7074 m.texrgbscale[0] = layertexrgbscale;
7077 m.tex[0] = R_GetTexture(layer->texture);
7078 m.texmatrix[0] = layer->texmatrix;
7079 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7080 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7081 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7083 R_Mesh_TextureState(&m);
7084 // generate a color array for the fog pass
7085 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7086 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7090 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7091 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
7093 f = 1 - FogPoint_Model(v);
7094 c[0] = layercolor[0];
7095 c[1] = layercolor[1];
7096 c[2] = layercolor[2];
7097 c[3] = f * layercolor[3];
7100 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7103 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7105 GL_LockArrays(0, 0);
7108 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7110 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7111 GL_AlphaTest(false);
7115 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7117 // OpenGL 1.1 - crusty old voodoo path
7118 int texturesurfaceindex;
7122 const texturelayer_t *layer;
7123 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7125 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7127 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7129 if (layerindex == 0)
7133 GL_AlphaTest(false);
7134 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7137 GL_DepthMask(layer->depthmask && writedepth);
7138 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7139 R_Mesh_ColorPointer(NULL, 0, 0);
7140 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7141 switch (layer->type)
7143 case TEXTURELAYERTYPE_LITTEXTURE:
7144 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7146 // two-pass lit texture with 2x rgbscale
7147 // first the lightmap pass
7148 memset(&m, 0, sizeof(m));
7149 m.tex[0] = R_GetTexture(r_texture_white);
7150 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7151 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7152 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7153 R_Mesh_TextureState(&m);
7154 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7155 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7156 else if (rsurface.uselightmaptexture)
7157 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7159 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7160 GL_LockArrays(0, 0);
7161 // then apply the texture to it
7162 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7163 memset(&m, 0, sizeof(m));
7164 m.tex[0] = R_GetTexture(layer->texture);
7165 m.texmatrix[0] = layer->texmatrix;
7166 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7167 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7168 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7169 R_Mesh_TextureState(&m);
7170 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
7174 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7175 memset(&m, 0, sizeof(m));
7176 m.tex[0] = R_GetTexture(layer->texture);
7177 m.texmatrix[0] = layer->texmatrix;
7178 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7179 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7180 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7181 R_Mesh_TextureState(&m);
7182 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7183 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
7185 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
7188 case TEXTURELAYERTYPE_TEXTURE:
7189 // singletexture unlit texture with transparency support
7190 memset(&m, 0, sizeof(m));
7191 m.tex[0] = R_GetTexture(layer->texture);
7192 m.texmatrix[0] = layer->texmatrix;
7193 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7194 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7195 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7196 R_Mesh_TextureState(&m);
7197 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
7199 case TEXTURELAYERTYPE_FOG:
7200 // singletexture fogging
7201 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7204 memset(&m, 0, sizeof(m));
7205 m.tex[0] = R_GetTexture(layer->texture);
7206 m.texmatrix[0] = layer->texmatrix;
7207 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7208 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7209 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7210 R_Mesh_TextureState(&m);
7213 R_Mesh_ResetTextureState();
7214 // generate a color array for the fog pass
7215 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7219 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7220 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
7222 f = 1 - FogPoint_Model(v);
7223 c[0] = layer->color[0];
7224 c[1] = layer->color[1];
7225 c[2] = layer->color[2];
7226 c[3] = f * layer->color[3];
7229 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7232 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7234 GL_LockArrays(0, 0);
7237 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7239 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7240 GL_AlphaTest(false);
7244 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7248 GL_AlphaTest(false);
7249 R_Mesh_ColorPointer(NULL, 0, 0);
7250 R_Mesh_ResetTextureState();
7251 R_SetupGenericShader(false);
7253 if(rsurface.texture && rsurface.texture->currentskinframe)
7255 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7256 c[3] *= rsurface.texture->currentalpha;
7266 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7268 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7269 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7270 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7273 // brighten it up (as texture value 127 means "unlit")
7274 c[0] *= 2 * r_refdef.view.colorscale;
7275 c[1] *= 2 * r_refdef.view.colorscale;
7276 c[2] *= 2 * r_refdef.view.colorscale;
7278 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7279 c[3] *= r_wateralpha.value;
7281 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7283 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7284 GL_DepthMask(false);
7286 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7288 GL_BlendFunc(GL_ONE, GL_ONE);
7289 GL_DepthMask(false);
7291 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7293 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7294 GL_DepthMask(false);
7296 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7298 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7299 GL_DepthMask(false);
7303 GL_BlendFunc(GL_ONE, GL_ZERO);
7304 GL_DepthMask(writedepth);
7307 rsurface.lightmapcolor4f = NULL;
7309 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7311 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7313 rsurface.lightmapcolor4f = NULL;
7314 rsurface.lightmapcolor4f_bufferobject = 0;
7315 rsurface.lightmapcolor4f_bufferoffset = 0;
7317 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7319 qboolean applycolor = true;
7322 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7324 r_refdef.lightmapintensity = 1;
7325 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7326 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7330 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7332 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7333 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7334 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7337 if(!rsurface.lightmapcolor4f)
7338 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7340 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7341 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7342 if(r_refdef.fogenabled)
7343 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7345 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7346 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7349 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7352 RSurf_SetupDepthAndCulling();
7353 if (r_showsurfaces.integer == 3)
7354 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7355 else if (r_glsl.integer && gl_support_fragment_shader)
7356 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7357 else if (gl_combine.integer && r_textureunits.integer >= 2)
7358 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7360 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7364 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7367 RSurf_SetupDepthAndCulling();
7368 if (r_showsurfaces.integer == 3)
7369 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7370 else if (r_glsl.integer && gl_support_fragment_shader)
7371 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7372 else if (gl_combine.integer && r_textureunits.integer >= 2)
7373 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7375 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7379 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7382 int texturenumsurfaces, endsurface;
7384 msurface_t *surface;
7385 msurface_t *texturesurfacelist[1024];
7387 // if the model is static it doesn't matter what value we give for
7388 // wantnormals and wanttangents, so this logic uses only rules applicable
7389 // to a model, knowing that they are meaningless otherwise
7390 if (ent == r_refdef.scene.worldentity)
7391 RSurf_ActiveWorldEntity();
7392 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7393 RSurf_ActiveModelEntity(ent, false, false);
7395 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7397 for (i = 0;i < numsurfaces;i = j)
7400 surface = rsurface.modelsurfaces + surfacelist[i];
7401 texture = surface->texture;
7402 rsurface.texture = R_GetCurrentTexture(texture);
7403 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7404 // scan ahead until we find a different texture
7405 endsurface = min(i + 1024, numsurfaces);
7406 texturenumsurfaces = 0;
7407 texturesurfacelist[texturenumsurfaces++] = surface;
7408 for (;j < endsurface;j++)
7410 surface = rsurface.modelsurfaces + surfacelist[j];
7411 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7413 texturesurfacelist[texturenumsurfaces++] = surface;
7415 // render the range of surfaces
7416 if (ent == r_refdef.scene.worldentity)
7417 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7419 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7421 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7422 GL_AlphaTest(false);
7425 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7427 const entity_render_t *queueentity = r_refdef.scene.worldentity;
7431 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7433 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7435 RSurf_SetupDepthAndCulling();
7436 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7437 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7439 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7441 RSurf_SetupDepthAndCulling();
7442 GL_AlphaTest(false);
7443 R_Mesh_ColorPointer(NULL, 0, 0);
7444 R_Mesh_ResetTextureState();
7445 R_SetupGenericShader(false);
7446 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7448 GL_BlendFunc(GL_ONE, GL_ZERO);
7449 GL_Color(0, 0, 0, 1);
7450 GL_DepthTest(writedepth);
7451 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7453 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7455 RSurf_SetupDepthAndCulling();
7456 GL_AlphaTest(false);
7457 R_Mesh_ColorPointer(NULL, 0, 0);
7458 R_Mesh_ResetTextureState();
7459 R_SetupGenericShader(false);
7460 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7462 GL_BlendFunc(GL_ONE, GL_ZERO);
7464 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7466 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7467 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7468 else if (!rsurface.texture->currentnumlayers)
7470 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7472 // transparent surfaces get pushed off into the transparent queue
7473 int surfacelistindex;
7474 const msurface_t *surface;
7475 vec3_t tempcenter, center;
7476 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7478 surface = texturesurfacelist[surfacelistindex];
7479 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7480 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7481 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7482 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7483 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7488 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7489 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7494 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7498 // break the surface list down into batches by texture and use of lightmapping
7499 for (i = 0;i < numsurfaces;i = j)
7502 // texture is the base texture pointer, rsurface.texture is the
7503 // current frame/skin the texture is directing us to use (for example
7504 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7505 // use skin 1 instead)
7506 texture = surfacelist[i]->texture;
7507 rsurface.texture = R_GetCurrentTexture(texture);
7508 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7509 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7511 // if this texture is not the kind we want, skip ahead to the next one
7512 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7516 // simply scan ahead until we find a different texture or lightmap state
7517 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7519 // render the range of surfaces
7520 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7524 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7529 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7531 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7533 RSurf_SetupDepthAndCulling();
7534 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7535 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7537 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7539 RSurf_SetupDepthAndCulling();
7540 GL_AlphaTest(false);
7541 R_Mesh_ColorPointer(NULL, 0, 0);
7542 R_Mesh_ResetTextureState();
7543 R_SetupGenericShader(false);
7544 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7546 GL_BlendFunc(GL_ONE, GL_ZERO);
7547 GL_Color(0, 0, 0, 1);
7548 GL_DepthTest(writedepth);
7549 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7551 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7553 RSurf_SetupDepthAndCulling();
7554 GL_AlphaTest(false);
7555 R_Mesh_ColorPointer(NULL, 0, 0);
7556 R_Mesh_ResetTextureState();
7557 R_SetupGenericShader(false);
7558 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7560 GL_BlendFunc(GL_ONE, GL_ZERO);
7562 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7564 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7565 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7566 else if (!rsurface.texture->currentnumlayers)
7568 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7570 // transparent surfaces get pushed off into the transparent queue
7571 int surfacelistindex;
7572 const msurface_t *surface;
7573 vec3_t tempcenter, center;
7574 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7576 surface = texturesurfacelist[surfacelistindex];
7577 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7578 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7579 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7580 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7581 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7586 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7587 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7592 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7596 // break the surface list down into batches by texture and use of lightmapping
7597 for (i = 0;i < numsurfaces;i = j)
7600 // texture is the base texture pointer, rsurface.texture is the
7601 // current frame/skin the texture is directing us to use (for example
7602 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7603 // use skin 1 instead)
7604 texture = surfacelist[i]->texture;
7605 rsurface.texture = R_GetCurrentTexture(texture);
7606 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7607 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7609 // if this texture is not the kind we want, skip ahead to the next one
7610 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7614 // simply scan ahead until we find a different texture or lightmap state
7615 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7617 // render the range of surfaces
7618 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7622 float locboxvertex3f[6*4*3] =
7624 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7625 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7626 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7627 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7628 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7629 1,0,0, 0,0,0, 0,1,0, 1,1,0
7632 unsigned short locboxelements[6*2*3] =
7642 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7645 cl_locnode_t *loc = (cl_locnode_t *)ent;
7647 float vertex3f[6*4*3];
7649 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7650 GL_DepthMask(false);
7651 GL_DepthRange(0, 1);
7652 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7654 GL_CullFace(GL_NONE);
7655 R_Mesh_Matrix(&identitymatrix);
7657 R_Mesh_VertexPointer(vertex3f, 0, 0);
7658 R_Mesh_ColorPointer(NULL, 0, 0);
7659 R_Mesh_ResetTextureState();
7660 R_SetupGenericShader(false);
7663 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7664 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7665 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7666 surfacelist[0] < 0 ? 0.5f : 0.125f);
7668 if (VectorCompare(loc->mins, loc->maxs))
7670 VectorSet(size, 2, 2, 2);
7671 VectorMA(loc->mins, -0.5f, size, mins);
7675 VectorCopy(loc->mins, mins);
7676 VectorSubtract(loc->maxs, loc->mins, size);
7679 for (i = 0;i < 6*4*3;)
7680 for (j = 0;j < 3;j++, i++)
7681 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7683 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7686 void R_DrawLocs(void)
7689 cl_locnode_t *loc, *nearestloc;
7691 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7692 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7694 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7695 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7699 void R_DrawDebugModel(entity_render_t *ent)
7701 int i, j, k, l, flagsmask;
7702 const int *elements;
7704 msurface_t *surface;
7705 dp_model_t *model = ent->model;
7708 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7710 R_Mesh_ColorPointer(NULL, 0, 0);
7711 R_Mesh_ResetTextureState();
7712 R_SetupGenericShader(false);
7713 GL_DepthRange(0, 1);
7714 GL_DepthTest(!r_showdisabledepthtest.integer);
7715 GL_DepthMask(false);
7716 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7718 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7720 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7721 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7723 if (brush->colbrushf && brush->colbrushf->numtriangles)
7725 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7726 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7727 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7730 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7732 if (surface->num_collisiontriangles)
7734 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7735 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7736 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7741 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7743 if (r_showtris.integer || r_shownormals.integer)
7745 if (r_showdisabledepthtest.integer)
7747 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7748 GL_DepthMask(false);
7752 GL_BlendFunc(GL_ONE, GL_ZERO);
7755 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7757 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7759 rsurface.texture = R_GetCurrentTexture(surface->texture);
7760 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7762 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7763 if (r_showtris.value > 0)
7765 if (!rsurface.texture->currentlayers->depthmask)
7766 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7767 else if (ent == r_refdef.scene.worldentity)
7768 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7770 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7771 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7772 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7773 R_Mesh_ColorPointer(NULL, 0, 0);
7774 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7775 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7776 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7777 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7778 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7781 if (r_shownormals.value < 0)
7784 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7786 VectorCopy(rsurface.vertex3f + l * 3, v);
7787 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7788 qglVertex3f(v[0], v[1], v[2]);
7789 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7790 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7791 qglVertex3f(v[0], v[1], v[2]);
7796 if (r_shownormals.value > 0)
7799 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7801 VectorCopy(rsurface.vertex3f + l * 3, v);
7802 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7803 qglVertex3f(v[0], v[1], v[2]);
7804 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7805 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7806 qglVertex3f(v[0], v[1], v[2]);
7811 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7813 VectorCopy(rsurface.vertex3f + l * 3, v);
7814 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7815 qglVertex3f(v[0], v[1], v[2]);
7816 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7817 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7818 qglVertex3f(v[0], v[1], v[2]);
7823 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7825 VectorCopy(rsurface.vertex3f + l * 3, v);
7826 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7827 qglVertex3f(v[0], v[1], v[2]);
7828 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7829 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7830 qglVertex3f(v[0], v[1], v[2]);
7837 rsurface.texture = NULL;
7841 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7842 int r_maxsurfacelist = 0;
7843 msurface_t **r_surfacelist = NULL;
7844 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7846 int i, j, endj, f, flagsmask;
7848 dp_model_t *model = r_refdef.scene.worldmodel;
7849 msurface_t *surfaces;
7850 unsigned char *update;
7851 int numsurfacelist = 0;
7855 if (r_maxsurfacelist < model->num_surfaces)
7857 r_maxsurfacelist = model->num_surfaces;
7859 Mem_Free(r_surfacelist);
7860 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7863 RSurf_ActiveWorldEntity();
7865 surfaces = model->data_surfaces;
7866 update = model->brushq1.lightmapupdateflags;
7868 // update light styles on this submodel
7869 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7871 model_brush_lightstyleinfo_t *style;
7872 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7874 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7876 int *list = style->surfacelist;
7877 style->value = r_refdef.scene.lightstylevalue[style->style];
7878 for (j = 0;j < style->numsurfaces;j++)
7879 update[list[j]] = true;
7884 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7888 R_DrawDebugModel(r_refdef.scene.worldentity);
7889 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7895 rsurface.uselightmaptexture = false;
7896 rsurface.texture = NULL;
7897 rsurface.rtlight = NULL;
7899 // add visible surfaces to draw list
7900 for (i = 0;i < model->nummodelsurfaces;i++)
7902 j = model->sortedmodelsurfaces[i];
7903 if (r_refdef.viewcache.world_surfacevisible[j])
7904 r_surfacelist[numsurfacelist++] = surfaces + j;
7906 // update lightmaps if needed
7908 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7909 if (r_refdef.viewcache.world_surfacevisible[j])
7911 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7912 // don't do anything if there were no surfaces
7913 if (!numsurfacelist)
7915 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7918 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7919 GL_AlphaTest(false);
7921 // add to stats if desired
7922 if (r_speeds.integer && !skysurfaces && !depthonly)
7924 r_refdef.stats.world_surfaces += numsurfacelist;
7925 for (j = 0;j < numsurfacelist;j++)
7926 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7928 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7931 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7933 int i, j, endj, f, flagsmask;
7935 dp_model_t *model = ent->model;
7936 msurface_t *surfaces;
7937 unsigned char *update;
7938 int numsurfacelist = 0;
7942 if (r_maxsurfacelist < model->num_surfaces)
7944 r_maxsurfacelist = model->num_surfaces;
7946 Mem_Free(r_surfacelist);
7947 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7950 // if the model is static it doesn't matter what value we give for
7951 // wantnormals and wanttangents, so this logic uses only rules applicable
7952 // to a model, knowing that they are meaningless otherwise
7953 if (ent == r_refdef.scene.worldentity)
7954 RSurf_ActiveWorldEntity();
7955 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7956 RSurf_ActiveModelEntity(ent, false, false);
7958 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7960 surfaces = model->data_surfaces;
7961 update = model->brushq1.lightmapupdateflags;
7963 // update light styles
7964 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7966 model_brush_lightstyleinfo_t *style;
7967 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7969 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7971 int *list = style->surfacelist;
7972 style->value = r_refdef.scene.lightstylevalue[style->style];
7973 for (j = 0;j < style->numsurfaces;j++)
7974 update[list[j]] = true;
7979 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7983 R_DrawDebugModel(ent);
7984 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7990 rsurface.uselightmaptexture = false;
7991 rsurface.texture = NULL;
7992 rsurface.rtlight = NULL;
7994 // add visible surfaces to draw list
7995 for (i = 0;i < model->nummodelsurfaces;i++)
7996 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7997 // don't do anything if there were no surfaces
7998 if (!numsurfacelist)
8000 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8003 // update lightmaps if needed
8005 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8007 R_BuildLightMap(ent, surfaces + j);
8008 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8009 GL_AlphaTest(false);
8011 // add to stats if desired
8012 if (r_speeds.integer && !skysurfaces && !depthonly)
8014 r_refdef.stats.entities_surfaces += numsurfacelist;
8015 for (j = 0;j < numsurfacelist;j++)
8016 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
8018 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity