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 DOWN, otherwise use the model lighting"};
75 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
76 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
77 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"};
78 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"};
79 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
80 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
82 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
83 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
84 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
85 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
86 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
87 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
88 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
89 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
91 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)"};
93 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
94 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
95 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)"};
96 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
97 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
98 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
99 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
100 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)"};
101 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)"};
102 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)"};
103 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)"};
104 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)"};
106 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)"};
107 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
108 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"};
109 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
110 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
112 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
113 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
114 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
115 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
117 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
118 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
119 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
120 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
121 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
122 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
123 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
125 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
126 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
127 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
128 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)"};
130 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"};
132 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"};
134 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
136 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
137 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
138 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"};
139 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
140 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
141 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
142 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
144 extern cvar_t v_glslgamma;
146 extern qboolean v_flipped_state;
148 static struct r_bloomstate_s
153 int bloomwidth, bloomheight;
155 int screentexturewidth, screentextureheight;
156 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
158 int bloomtexturewidth, bloomtextureheight;
159 rtexture_t *texture_bloom;
161 // arrays for rendering the screen passes
162 float screentexcoord2f[8];
163 float bloomtexcoord2f[8];
164 float offsettexcoord2f[8];
168 r_waterstate_t r_waterstate;
170 /// shadow volume bsp struct with automatically growing nodes buffer
173 rtexture_t *r_texture_blanknormalmap;
174 rtexture_t *r_texture_white;
175 rtexture_t *r_texture_grey128;
176 rtexture_t *r_texture_black;
177 rtexture_t *r_texture_notexture;
178 rtexture_t *r_texture_whitecube;
179 rtexture_t *r_texture_normalizationcube;
180 rtexture_t *r_texture_fogattenuation;
181 rtexture_t *r_texture_gammaramps;
182 unsigned int r_texture_gammaramps_serial;
183 //rtexture_t *r_texture_fogintensity;
185 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
186 unsigned int r_numqueries;
187 unsigned int r_maxqueries;
189 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
190 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
192 /// vertex coordinates for a quad that covers the screen exactly
193 const static float r_screenvertex3f[12] =
201 extern void R_DrawModelShadows(void);
203 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
206 for (i = 0;i < verts;i++)
217 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
220 for (i = 0;i < verts;i++)
230 // FIXME: move this to client?
233 if (gamemode == GAME_NEHAHRA)
235 Cvar_Set("gl_fogenable", "0");
236 Cvar_Set("gl_fogdensity", "0.2");
237 Cvar_Set("gl_fogred", "0.3");
238 Cvar_Set("gl_foggreen", "0.3");
239 Cvar_Set("gl_fogblue", "0.3");
241 r_refdef.fog_density = 0;
242 r_refdef.fog_red = 0;
243 r_refdef.fog_green = 0;
244 r_refdef.fog_blue = 0;
245 r_refdef.fog_alpha = 1;
246 r_refdef.fog_start = 0;
247 r_refdef.fog_end = 0;
250 float FogForDistance(vec_t dist)
252 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
253 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
256 float FogPoint_World(const vec3_t p)
258 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
261 float FogPoint_Model(const vec3_t p)
263 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
266 static void R_BuildBlankTextures(void)
268 unsigned char data[4];
269 data[2] = 128; // normal X
270 data[1] = 128; // normal Y
271 data[0] = 255; // normal Z
272 data[3] = 128; // height
273 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
278 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
291 static void R_BuildNoTexture(void)
294 unsigned char pix[16][16][4];
295 // this makes a light grey/dark grey checkerboard texture
296 for (y = 0;y < 16;y++)
298 for (x = 0;x < 16;x++)
300 if ((y < 8) ^ (x < 8))
316 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
319 static void R_BuildWhiteCube(void)
321 unsigned char data[6*1*1*4];
322 memset(data, 255, sizeof(data));
323 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
326 static void R_BuildNormalizationCube(void)
330 vec_t s, t, intensity;
332 unsigned char data[6][NORMSIZE][NORMSIZE][4];
333 for (side = 0;side < 6;side++)
335 for (y = 0;y < NORMSIZE;y++)
337 for (x = 0;x < NORMSIZE;x++)
339 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
340 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
375 intensity = 127.0f / sqrt(DotProduct(v, v));
376 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
377 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
378 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
379 data[side][y][x][3] = 255;
383 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
386 static void R_BuildFogTexture(void)
390 unsigned char data1[FOGWIDTH][4];
391 //unsigned char data2[FOGWIDTH][4];
394 r_refdef.fogmasktable_start = r_refdef.fog_start;
395 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
396 r_refdef.fogmasktable_range = r_refdef.fogrange;
397 r_refdef.fogmasktable_density = r_refdef.fog_density;
399 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
400 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
402 d = (x * r - r_refdef.fogmasktable_start);
403 if(developer.integer >= 100)
404 Con_Printf("%f ", d);
406 if (r_fog_exp2.integer)
407 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
409 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
410 if(developer.integer >= 100)
411 Con_Printf(" : %f ", alpha);
412 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
413 if(developer.integer >= 100)
414 Con_Printf(" = %f\n", alpha);
415 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
418 for (x = 0;x < FOGWIDTH;x++)
420 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
425 //data2[x][0] = 255 - b;
426 //data2[x][1] = 255 - b;
427 //data2[x][2] = 255 - b;
430 if (r_texture_fogattenuation)
432 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
433 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
437 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);
438 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
442 static const char *builtinshaderstring =
443 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
444 "// written by Forest 'LordHavoc' Hale\n"
446 "// common definitions between vertex shader and fragment shader:\n"
448 "//#ifdef __GLSL_CG_DATA_TYPES\n"
449 "//# define myhalf half\n"
450 "//# define myhalf2 half2\n"
451 "//# define myhalf3 half3\n"
452 "//# define myhalf4 half4\n"
454 "# define myhalf float\n"
455 "# define myhalf2 vec2\n"
456 "# define myhalf3 vec3\n"
457 "# define myhalf4 vec4\n"
460 "#ifdef MODE_DEPTH_OR_SHADOW\n"
462 "# ifdef VERTEX_SHADER\n"
465 " gl_Position = ftransform();\n"
471 "#ifdef MODE_POSTPROCESS\n"
472 "# ifdef VERTEX_SHADER\n"
475 " gl_FrontColor = gl_Color;\n"
476 " gl_Position = ftransform();\n"
477 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
479 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
483 "# ifdef FRAGMENT_SHADER\n"
485 "uniform sampler2D Texture_First;\n"
487 "uniform sampler2D Texture_Second;\n"
489 "#ifdef USEGAMMARAMPS\n"
490 "uniform sampler2D Texture_GammaRamps;\n"
492 "#ifdef USESATURATION\n"
493 "uniform float Saturation;\n"
495 "#ifdef USEVERTEXTEXTUREBLEND\n"
496 "uniform vec4 TintColor;\n"
498 "#ifdef USECOLORMOD\n"
499 "uniform vec3 Gamma;\n"
501 "//uncomment these if you want to use them:\n"
502 "uniform vec4 UserVec1;\n"
503 "// uniform vec4 UserVec2;\n"
504 "// uniform vec4 UserVec3;\n"
505 "// uniform vec4 UserVec4;\n"
506 "// uniform float ClientTime;\n"
507 "uniform vec2 PixelSize;\n"
510 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
512 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
514 "#ifdef USEVERTEXTEXTUREBLEND\n"
515 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
518 "#ifdef USEPOSTPROCESSING\n"
519 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
520 "// 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"
521 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
522 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
523 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
524 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
525 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
526 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
529 "#ifdef USESATURATION\n"
530 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
531 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
532 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
533 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" // TODO: test this on ATI
536 "#ifdef USEGAMMARAMPS\n"
537 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
538 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
539 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
546 "#ifdef MODE_GENERIC\n"
547 "# ifdef VERTEX_SHADER\n"
550 " gl_FrontColor = gl_Color;\n"
551 "# ifdef USEDIFFUSE\n"
552 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
554 "# ifdef USESPECULAR\n"
555 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
557 " gl_Position = ftransform();\n"
560 "# ifdef FRAGMENT_SHADER\n"
562 "# ifdef USEDIFFUSE\n"
563 "uniform sampler2D Texture_First;\n"
565 "# ifdef USESPECULAR\n"
566 "uniform sampler2D Texture_Second;\n"
571 " gl_FragColor = gl_Color;\n"
572 "# ifdef USEDIFFUSE\n"
573 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
576 "# ifdef USESPECULAR\n"
577 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
579 "# ifdef USECOLORMAPPING\n"
580 " gl_FragColor *= tex2;\n"
583 " gl_FragColor += tex2;\n"
585 "# ifdef USEVERTEXTEXTUREBLEND\n"
586 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
591 "#else // !MODE_GENERIC\n"
593 "varying vec2 TexCoord;\n"
594 "#ifdef USEVERTEXTEXTUREBLEND\n"
595 "varying vec2 TexCoord2;\n"
597 "varying vec2 TexCoordLightmap;\n"
599 "#ifdef MODE_LIGHTSOURCE\n"
600 "varying vec3 CubeVector;\n"
603 "#ifdef MODE_LIGHTSOURCE\n"
604 "varying vec3 LightVector;\n"
606 "#ifdef MODE_LIGHTDIRECTION\n"
607 "varying vec3 LightVector;\n"
610 "varying vec3 EyeVector;\n"
612 "varying vec3 EyeVectorModelSpace;\n"
615 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
616 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
617 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
619 "#ifdef MODE_WATER\n"
620 "varying vec4 ModelViewProjectionPosition;\n"
622 "#ifdef MODE_REFRACTION\n"
623 "varying vec4 ModelViewProjectionPosition;\n"
625 "#ifdef USEREFLECTION\n"
626 "varying vec4 ModelViewProjectionPosition;\n"
633 "// vertex shader specific:\n"
634 "#ifdef VERTEX_SHADER\n"
636 "uniform vec3 LightPosition;\n"
637 "uniform vec3 EyePosition;\n"
638 "uniform vec3 LightDir;\n"
640 "// 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"
644 " gl_FrontColor = gl_Color;\n"
645 " // copy the surface texcoord\n"
646 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
647 "#ifdef USEVERTEXTEXTUREBLEND\n"
648 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
650 "#ifndef MODE_LIGHTSOURCE\n"
651 "# ifndef MODE_LIGHTDIRECTION\n"
652 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
656 "#ifdef MODE_LIGHTSOURCE\n"
657 " // transform vertex position into light attenuation/cubemap space\n"
658 " // (-1 to +1 across the light box)\n"
659 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
661 " // transform unnormalized light direction into tangent space\n"
662 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
663 " // normalize it per pixel)\n"
664 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
665 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
666 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
667 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
670 "#ifdef MODE_LIGHTDIRECTION\n"
671 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
672 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
673 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
676 " // transform unnormalized eye direction into tangent space\n"
678 " vec3 EyeVectorModelSpace;\n"
680 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
681 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
682 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
683 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
685 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
686 " VectorS = gl_MultiTexCoord1.xyz;\n"
687 " VectorT = gl_MultiTexCoord2.xyz;\n"
688 " VectorR = gl_MultiTexCoord3.xyz;\n"
691 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
692 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
693 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
694 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
697 "// transform vertex to camera space, using ftransform to match non-VS\n"
699 " gl_Position = ftransform();\n"
701 "#ifdef MODE_WATER\n"
702 " ModelViewProjectionPosition = gl_Position;\n"
704 "#ifdef MODE_REFRACTION\n"
705 " ModelViewProjectionPosition = gl_Position;\n"
707 "#ifdef USEREFLECTION\n"
708 " ModelViewProjectionPosition = gl_Position;\n"
712 "#endif // VERTEX_SHADER\n"
717 "// fragment shader specific:\n"
718 "#ifdef FRAGMENT_SHADER\n"
720 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
721 "uniform sampler2D Texture_Normal;\n"
722 "uniform sampler2D Texture_Color;\n"
723 "uniform sampler2D Texture_Gloss;\n"
724 "uniform sampler2D Texture_Glow;\n"
725 "uniform sampler2D Texture_SecondaryNormal;\n"
726 "uniform sampler2D Texture_SecondaryColor;\n"
727 "uniform sampler2D Texture_SecondaryGloss;\n"
728 "uniform sampler2D Texture_SecondaryGlow;\n"
729 "uniform sampler2D Texture_Pants;\n"
730 "uniform sampler2D Texture_Shirt;\n"
731 "uniform sampler2D Texture_FogMask;\n"
732 "uniform sampler2D Texture_Lightmap;\n"
733 "uniform sampler2D Texture_Deluxemap;\n"
734 "uniform sampler2D Texture_Refraction;\n"
735 "uniform sampler2D Texture_Reflection;\n"
736 "uniform sampler2D Texture_Attenuation;\n"
737 "uniform samplerCube Texture_Cube;\n"
739 "uniform myhalf3 LightColor;\n"
740 "uniform myhalf3 AmbientColor;\n"
741 "uniform myhalf3 DiffuseColor;\n"
742 "uniform myhalf3 SpecularColor;\n"
743 "uniform myhalf3 Color_Pants;\n"
744 "uniform myhalf3 Color_Shirt;\n"
745 "uniform myhalf3 FogColor;\n"
747 "uniform myhalf4 TintColor;\n"
750 "//#ifdef MODE_WATER\n"
751 "uniform vec4 DistortScaleRefractReflect;\n"
752 "uniform vec4 ScreenScaleRefractReflect;\n"
753 "uniform vec4 ScreenCenterRefractReflect;\n"
754 "uniform myhalf4 RefractColor;\n"
755 "uniform myhalf4 ReflectColor;\n"
756 "uniform myhalf ReflectFactor;\n"
757 "uniform myhalf ReflectOffset;\n"
759 "//# ifdef MODE_REFRACTION\n"
760 "//uniform vec4 DistortScaleRefractReflect;\n"
761 "//uniform vec4 ScreenScaleRefractReflect;\n"
762 "//uniform vec4 ScreenCenterRefractReflect;\n"
763 "//uniform myhalf4 RefractColor;\n"
764 "//# ifdef USEREFLECTION\n"
765 "//uniform myhalf4 ReflectColor;\n"
768 "//# ifdef USEREFLECTION\n"
769 "//uniform vec4 DistortScaleRefractReflect;\n"
770 "//uniform vec4 ScreenScaleRefractReflect;\n"
771 "//uniform vec4 ScreenCenterRefractReflect;\n"
772 "//uniform myhalf4 ReflectColor;\n"
777 "uniform myhalf GlowScale;\n"
778 "uniform myhalf SceneBrightness;\n"
779 "#ifdef USECONTRASTBOOST\n"
780 "uniform myhalf ContrastBoostCoeff;\n"
783 "uniform float OffsetMapping_Scale;\n"
784 "uniform float OffsetMapping_Bias;\n"
785 "uniform float FogRangeRecip;\n"
787 "uniform myhalf AmbientScale;\n"
788 "uniform myhalf DiffuseScale;\n"
789 "uniform myhalf SpecularScale;\n"
790 "uniform myhalf SpecularPower;\n"
792 "#ifdef USEOFFSETMAPPING\n"
793 "vec2 OffsetMapping(vec2 TexCoord)\n"
795 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
796 " // 14 sample relief mapping: linear search and then binary search\n"
797 " // this basically steps forward a small amount repeatedly until it finds\n"
798 " // itself inside solid, then jitters forward and back using decreasing\n"
799 " // amounts to find the impact\n"
800 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
801 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
802 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
803 " vec3 RT = vec3(TexCoord, 1);\n"
804 " OffsetVector *= 0.1;\n"
805 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
806 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
807 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
808 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
809 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
810 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
811 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
812 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
813 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
814 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
815 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
816 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
817 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
818 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
821 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
822 " // this basically moves forward the full distance, and then backs up based\n"
823 " // on height of samples\n"
824 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
825 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
826 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
827 " TexCoord += OffsetVector;\n"
828 " OffsetVector *= 0.333;\n"
829 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
830 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
831 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
832 " return TexCoord;\n"
835 "#endif // USEOFFSETMAPPING\n"
837 "#ifdef MODE_WATER\n"
842 "#ifdef USEOFFSETMAPPING\n"
843 " // apply offsetmapping\n"
844 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
845 "#define TexCoord TexCoordOffset\n"
848 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
849 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
850 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
851 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
852 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
855 "#else // !MODE_WATER\n"
856 "#ifdef MODE_REFRACTION\n"
858 "// refraction pass\n"
861 "#ifdef USEOFFSETMAPPING\n"
862 " // apply offsetmapping\n"
863 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
864 "#define TexCoord TexCoordOffset\n"
867 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
868 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
869 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
870 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
873 "#else // !MODE_REFRACTION\n"
876 "#ifdef USEOFFSETMAPPING\n"
877 " // apply offsetmapping\n"
878 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
879 "#define TexCoord TexCoordOffset\n"
882 " // combine the diffuse textures (base, pants, shirt)\n"
883 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
884 "#ifdef USECOLORMAPPING\n"
885 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
887 "#ifdef USEVERTEXTEXTUREBLEND\n"
888 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
889 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
890 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
891 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
893 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
896 "#ifdef USEDIFFUSE\n"
897 " // get the surface normal and the gloss color\n"
898 "# ifdef USEVERTEXTEXTUREBLEND\n"
899 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
900 "# ifdef USESPECULAR\n"
901 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
904 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
905 "# ifdef USESPECULAR\n"
906 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
913 "#ifdef MODE_LIGHTSOURCE\n"
916 " // calculate surface normal, light normal, and specular normal\n"
917 " // compute color intensity for the two textures (colormap and glossmap)\n"
918 " // scale by light color and attenuation as efficiently as possible\n"
919 " // (do as much scalar math as possible rather than vector math)\n"
920 "# ifdef USEDIFFUSE\n"
921 " // get the light normal\n"
922 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
924 "# ifdef USESPECULAR\n"
925 "# ifndef USEEXACTSPECULARMATH\n"
926 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
929 " // calculate directional shading\n"
930 "# ifdef USEEXACTSPECULARMATH\n"
931 " 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"
933 " 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"
936 "# ifdef USEDIFFUSE\n"
937 " // calculate directional shading\n"
938 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
940 " // calculate directionless shading\n"
941 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
945 "# ifdef USECUBEFILTER\n"
946 " // apply light cubemap filter\n"
947 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
948 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
950 "#endif // MODE_LIGHTSOURCE\n"
955 "#ifdef MODE_LIGHTDIRECTION\n"
956 " // directional model lighting\n"
957 "# ifdef USEDIFFUSE\n"
958 " // get the light normal\n"
959 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
961 "# ifdef USESPECULAR\n"
962 " // calculate directional shading\n"
963 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
964 "# ifdef USEEXACTSPECULARMATH\n"
965 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
967 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
968 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
971 "# ifdef USEDIFFUSE\n"
973 " // calculate directional shading\n"
974 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
976 " color.rgb *= AmbientColor;\n"
979 "#endif // MODE_LIGHTDIRECTION\n"
984 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
985 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
987 " // get the light normal\n"
988 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
989 " myhalf3 diffusenormal;\n"
990 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
991 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
992 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
993 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
994 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
995 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
996 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
997 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
998 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
999 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1000 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1001 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1002 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1003 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1004 "# ifdef USESPECULAR\n"
1005 "# ifdef USEEXACTSPECULARMATH\n"
1006 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1008 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1009 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1013 " // apply lightmap color\n"
1014 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1015 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1020 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1021 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1023 " // get the light normal\n"
1024 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1025 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1026 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1027 "# ifdef USESPECULAR\n"
1028 "# ifdef USEEXACTSPECULARMATH\n"
1029 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1031 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1032 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1036 " // apply lightmap color\n"
1037 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1038 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1043 "#ifdef MODE_LIGHTMAP\n"
1044 " // apply lightmap color\n"
1045 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1046 "#endif // MODE_LIGHTMAP\n"
1051 "#ifdef MODE_VERTEXCOLOR\n"
1052 " // apply lightmap color\n"
1053 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1054 "#endif // MODE_VERTEXCOLOR\n"
1059 "#ifdef MODE_FLATCOLOR\n"
1060 "#endif // MODE_FLATCOLOR\n"
1068 " color *= TintColor;\n"
1071 "#ifdef USEVERTEXTEXTUREBLEND\n"
1072 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1074 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1078 "#ifdef USECONTRASTBOOST\n"
1079 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1082 " color.rgb *= SceneBrightness;\n"
1084 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1086 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1089 " // 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"
1090 "#ifdef USEREFLECTION\n"
1091 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1092 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1093 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1094 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1097 " gl_FragColor = vec4(color);\n"
1099 "#endif // !MODE_REFRACTION\n"
1100 "#endif // !MODE_WATER\n"
1102 "#endif // FRAGMENT_SHADER\n"
1104 "#endif // !MODE_GENERIC\n"
1105 "#endif // !MODE_POSTPROCESS\n"
1106 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1109 typedef struct shaderpermutationinfo_s
1111 const char *pretext;
1114 shaderpermutationinfo_t;
1116 typedef struct shadermodeinfo_s
1118 const char *vertexfilename;
1119 const char *geometryfilename;
1120 const char *fragmentfilename;
1121 const char *pretext;
1126 typedef enum shaderpermutation_e
1128 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1129 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1130 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1131 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, ///< r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1132 SHADERPERMUTATION_FOG = 1<<4, ///< tint the color by fog color or black if using additive blend mode
1133 SHADERPERMUTATION_CUBEFILTER = 1<<5, ///< (lightsource) use cubemap light filter
1134 SHADERPERMUTATION_GLOW = 1<<6, ///< (lightmap) blend in an additive glow texture
1135 SHADERPERMUTATION_SPECULAR = 1<<7, ///< (lightsource or deluxemapping) render specular effects
1136 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1137 SHADERPERMUTATION_REFLECTION = 1<<9, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1138 SHADERPERMUTATION_OFFSETMAPPING = 1<<10, ///< adjust texcoords to roughly simulate a displacement mapped surface
1139 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1140 SHADERPERMUTATION_GAMMARAMPS = 1<<12, ///< gamma (postprocessing only)
1141 SHADERPERMUTATION_POSTPROCESSING = 1<<13, ///< user defined postprocessing
1142 SHADERPERMUTATION_SATURATION = 1<<14, ///< user defined postprocessing
1143 SHADERPERMUTATION_LIMIT = 1<<15, ///< size of permutations array
1144 SHADERPERMUTATION_COUNT = 15 ///< size of shaderpermutationinfo array
1146 shaderpermutation_t;
1148 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1149 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1151 {"#define USEDIFFUSE\n", " diffuse"},
1152 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1153 {"#define USECOLORMAPPING\n", " colormapping"},
1154 {"#define USECONTRASTBOOST\n", " contrastboost"},
1155 {"#define USEFOG\n", " fog"},
1156 {"#define USECUBEFILTER\n", " cubefilter"},
1157 {"#define USEGLOW\n", " glow"},
1158 {"#define USESPECULAR\n", " specular"},
1159 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1160 {"#define USEREFLECTION\n", " reflection"},
1161 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1162 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1163 {"#define USEGAMMARAMPS\n", " gammaramps"},
1164 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1165 {"#define USESATURATION\n", " saturation"},
1168 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1169 typedef enum shadermode_e
1171 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1172 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1173 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1174 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1175 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1176 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1177 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1178 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1179 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1180 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1181 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1182 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1187 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1188 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1190 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1191 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1192 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1193 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1194 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1195 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1196 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1197 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1198 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1199 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1200 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1201 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1204 typedef struct r_glsl_permutation_s
1206 /// indicates if we have tried compiling this permutation already
1208 /// 0 if compilation failed
1210 /// locations of detected uniforms in program object, or -1 if not found
1211 int loc_Texture_First;
1212 int loc_Texture_Second;
1213 int loc_Texture_GammaRamps;
1214 int loc_Texture_Normal;
1215 int loc_Texture_Color;
1216 int loc_Texture_Gloss;
1217 int loc_Texture_Glow;
1218 int loc_Texture_SecondaryNormal;
1219 int loc_Texture_SecondaryColor;
1220 int loc_Texture_SecondaryGloss;
1221 int loc_Texture_SecondaryGlow;
1222 int loc_Texture_Pants;
1223 int loc_Texture_Shirt;
1224 int loc_Texture_FogMask;
1225 int loc_Texture_Lightmap;
1226 int loc_Texture_Deluxemap;
1227 int loc_Texture_Attenuation;
1228 int loc_Texture_Cube;
1229 int loc_Texture_Refraction;
1230 int loc_Texture_Reflection;
1232 int loc_LightPosition;
1233 int loc_EyePosition;
1234 int loc_Color_Pants;
1235 int loc_Color_Shirt;
1236 int loc_FogRangeRecip;
1237 int loc_AmbientScale;
1238 int loc_DiffuseScale;
1239 int loc_SpecularScale;
1240 int loc_SpecularPower;
1242 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1243 int loc_OffsetMapping_Scale;
1245 int loc_AmbientColor;
1246 int loc_DiffuseColor;
1247 int loc_SpecularColor;
1249 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1250 int loc_GammaCoeff; ///< 1 / gamma
1251 int loc_DistortScaleRefractReflect;
1252 int loc_ScreenScaleRefractReflect;
1253 int loc_ScreenCenterRefractReflect;
1254 int loc_RefractColor;
1255 int loc_ReflectColor;
1256 int loc_ReflectFactor;
1257 int loc_ReflectOffset;
1266 r_glsl_permutation_t;
1268 /// information about each possible shader permutation
1269 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1270 /// currently selected permutation
1271 r_glsl_permutation_t *r_glsl_permutation;
1273 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1276 if (!filename || !filename[0])
1278 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1281 if (printfromdisknotice)
1282 Con_DPrint("from disk... ");
1283 return shaderstring;
1285 else if (!strcmp(filename, "glsl/default.glsl"))
1287 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1288 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1290 return shaderstring;
1293 static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
1296 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1297 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1298 int vertstrings_count = 0;
1299 int geomstrings_count = 0;
1300 int fragstrings_count = 0;
1301 char *vertexstring, *geometrystring, *fragmentstring;
1302 const char *vertstrings_list[32+3];
1303 const char *geomstrings_list[32+3];
1304 const char *fragstrings_list[32+3];
1305 char permutationname[256];
1312 permutationname[0] = 0;
1313 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1314 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1315 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1317 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1319 // the first pretext is which type of shader to compile as
1320 // (later these will all be bound together as a program object)
1321 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1322 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1323 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1325 // the second pretext is the mode (for example a light source)
1326 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1327 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1328 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1329 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1331 // now add all the permutation pretexts
1332 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1334 if (permutation & (1<<i))
1336 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1337 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1338 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1339 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1343 // keep line numbers correct
1344 vertstrings_list[vertstrings_count++] = "\n";
1345 geomstrings_list[geomstrings_count++] = "\n";
1346 fragstrings_list[fragstrings_count++] = "\n";
1350 // now append the shader text itself
1351 vertstrings_list[vertstrings_count++] = vertexstring;
1352 geomstrings_list[geomstrings_count++] = geometrystring;
1353 fragstrings_list[fragstrings_count++] = fragmentstring;
1355 // if any sources were NULL, clear the respective list
1357 vertstrings_count = 0;
1358 if (!geometrystring)
1359 geomstrings_count = 0;
1360 if (!fragmentstring)
1361 fragstrings_count = 0;
1363 // compile the shader program
1364 if (vertstrings_count + geomstrings_count + fragstrings_count)
1365 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1369 qglUseProgramObjectARB(p->program);CHECKGLERROR
1370 // look up all the uniform variable names we care about, so we don't
1371 // have to look them up every time we set them
1372 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1373 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1374 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1375 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1376 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1377 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1378 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1379 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1380 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1381 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1382 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1383 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1384 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1385 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1386 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1387 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1388 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1389 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1390 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1391 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1392 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1393 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1394 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1395 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1396 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1397 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1398 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1399 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1400 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1401 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1402 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1403 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1404 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1405 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1406 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1407 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1408 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1409 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1410 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1411 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1412 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1413 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1414 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1415 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1416 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1417 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1418 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1419 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1420 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1421 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1422 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1423 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1424 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1425 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1426 // initialize the samplers to refer to the texture units we use
1427 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1428 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1429 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1430 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1431 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1432 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1433 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1434 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1435 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1436 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1437 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1438 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1439 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1440 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1441 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1442 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1443 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1444 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1445 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1446 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1448 if (developer.integer)
1449 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1452 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1456 Mem_Free(vertexstring);
1458 Mem_Free(geometrystring);
1460 Mem_Free(fragmentstring);
1463 void R_GLSL_Restart_f(void)
1466 unsigned int permutation;
1467 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1468 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1469 if (r_glsl_permutations[mode][permutation].program)
1470 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1471 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1474 void R_GLSL_DumpShader_f(void)
1478 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1481 Con_Printf("failed to write to glsl/default.glsl\n");
1485 FS_Print(file, "// The engine may define the following macros:\n");
1486 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1487 for (i = 0;i < SHADERMODE_COUNT;i++)
1488 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1489 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1490 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1491 FS_Print(file, "\n");
1492 FS_Print(file, builtinshaderstring);
1495 Con_Printf("glsl/default.glsl written\n");
1498 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1500 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1501 if (r_glsl_permutation != perm)
1503 r_glsl_permutation = perm;
1504 if (!r_glsl_permutation->program)
1506 if (!r_glsl_permutation->compiled)
1507 R_GLSL_CompilePermutation(mode, permutation);
1508 if (!r_glsl_permutation->program)
1510 // remove features until we find a valid permutation
1512 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1514 // reduce i more quickly whenever it would not remove any bits
1515 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1516 if (!(permutation & j))
1519 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1520 if (!r_glsl_permutation->compiled)
1521 R_GLSL_CompilePermutation(mode, permutation);
1522 if (r_glsl_permutation->program)
1525 if (i >= SHADERPERMUTATION_COUNT)
1527 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");
1528 Cvar_SetValueQuick(&r_glsl, 0);
1529 R_GLSL_Restart_f(); // unload shaders
1530 return; // no bit left to clear
1535 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1539 void R_SetupGenericShader(qboolean usetexture)
1541 if (gl_support_fragment_shader)
1543 if (r_glsl.integer && r_glsl_usegeneric.integer)
1544 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1545 else if (r_glsl_permutation)
1547 r_glsl_permutation = NULL;
1548 qglUseProgramObjectARB(0);CHECKGLERROR
1553 void R_SetupGenericTwoTextureShader(int texturemode)
1555 if (gl_support_fragment_shader)
1557 if (r_glsl.integer && r_glsl_usegeneric.integer)
1558 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))));
1559 else if (r_glsl_permutation)
1561 r_glsl_permutation = NULL;
1562 qglUseProgramObjectARB(0);CHECKGLERROR
1565 if (!r_glsl_permutation)
1567 if (texturemode == GL_DECAL && gl_combine.integer)
1568 texturemode = GL_INTERPOLATE_ARB;
1569 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1573 void R_SetupDepthOrShadowShader(void)
1575 if (gl_support_fragment_shader)
1577 if (r_glsl.integer && r_glsl_usegeneric.integer)
1578 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1579 else if (r_glsl_permutation)
1581 r_glsl_permutation = NULL;
1582 qglUseProgramObjectARB(0);CHECKGLERROR
1587 extern rtexture_t *r_shadow_attenuationgradienttexture;
1588 extern rtexture_t *r_shadow_attenuation2dtexture;
1589 extern rtexture_t *r_shadow_attenuation3dtexture;
1590 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1592 // select a permutation of the lighting shader appropriate to this
1593 // combination of texture, entity, light source, and fogging, only use the
1594 // minimum features necessary to avoid wasting rendering time in the
1595 // fragment shader on features that are not being used
1596 unsigned int permutation = 0;
1597 unsigned int mode = 0;
1598 // TODO: implement geometry-shader based shadow volumes someday
1599 if (r_glsl_offsetmapping.integer)
1601 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1602 if (r_glsl_offsetmapping_reliefmapping.integer)
1603 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1605 if (rsurfacepass == RSURFPASS_BACKGROUND)
1607 // distorted background
1608 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1609 mode = SHADERMODE_WATER;
1611 mode = SHADERMODE_REFRACTION;
1613 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1616 mode = SHADERMODE_LIGHTSOURCE;
1617 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1618 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1619 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1620 permutation |= SHADERPERMUTATION_CUBEFILTER;
1621 if (diffusescale > 0)
1622 permutation |= SHADERPERMUTATION_DIFFUSE;
1623 if (specularscale > 0)
1624 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1625 if (r_refdef.fogenabled)
1626 permutation |= SHADERPERMUTATION_FOG;
1627 if (rsurface.texture->colormapping)
1628 permutation |= SHADERPERMUTATION_COLORMAPPING;
1629 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1630 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1632 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1634 // unshaded geometry (fullbright or ambient model lighting)
1635 mode = SHADERMODE_FLATCOLOR;
1636 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1637 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1638 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1639 permutation |= SHADERPERMUTATION_GLOW;
1640 if (r_refdef.fogenabled)
1641 permutation |= SHADERPERMUTATION_FOG;
1642 if (rsurface.texture->colormapping)
1643 permutation |= SHADERPERMUTATION_COLORMAPPING;
1644 if (r_glsl_offsetmapping.integer)
1646 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1647 if (r_glsl_offsetmapping_reliefmapping.integer)
1648 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1650 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1651 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1652 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1653 permutation |= SHADERPERMUTATION_REFLECTION;
1655 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1657 // directional model lighting
1658 mode = SHADERMODE_LIGHTDIRECTION;
1659 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1660 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1661 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1662 permutation |= SHADERPERMUTATION_GLOW;
1663 permutation |= SHADERPERMUTATION_DIFFUSE;
1664 if (specularscale > 0)
1665 permutation |= SHADERPERMUTATION_SPECULAR;
1666 if (r_refdef.fogenabled)
1667 permutation |= SHADERPERMUTATION_FOG;
1668 if (rsurface.texture->colormapping)
1669 permutation |= SHADERPERMUTATION_COLORMAPPING;
1670 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1671 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1672 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1673 permutation |= SHADERPERMUTATION_REFLECTION;
1675 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1677 // ambient model lighting
1678 mode = SHADERMODE_LIGHTDIRECTION;
1679 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1680 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1681 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1682 permutation |= SHADERPERMUTATION_GLOW;
1683 if (r_refdef.fogenabled)
1684 permutation |= SHADERPERMUTATION_FOG;
1685 if (rsurface.texture->colormapping)
1686 permutation |= SHADERPERMUTATION_COLORMAPPING;
1687 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1688 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1689 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1690 permutation |= SHADERPERMUTATION_REFLECTION;
1695 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1697 // deluxemapping (light direction texture)
1698 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1699 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1701 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1702 permutation |= SHADERPERMUTATION_DIFFUSE;
1703 if (specularscale > 0)
1704 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1706 else if (r_glsl_deluxemapping.integer >= 2)
1708 // fake deluxemapping (uniform light direction in tangentspace)
1709 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1710 permutation |= SHADERPERMUTATION_DIFFUSE;
1711 if (specularscale > 0)
1712 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1714 else if (rsurface.uselightmaptexture)
1716 // ordinary lightmapping (q1bsp, q3bsp)
1717 mode = SHADERMODE_LIGHTMAP;
1721 // ordinary vertex coloring (q3bsp)
1722 mode = SHADERMODE_VERTEXCOLOR;
1724 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1725 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1726 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1727 permutation |= SHADERPERMUTATION_GLOW;
1728 if (r_refdef.fogenabled)
1729 permutation |= SHADERPERMUTATION_FOG;
1730 if (rsurface.texture->colormapping)
1731 permutation |= SHADERPERMUTATION_COLORMAPPING;
1732 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1733 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1734 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1735 permutation |= SHADERPERMUTATION_REFLECTION;
1737 if(permutation & SHADERPERMUTATION_SPECULAR)
1738 if(r_shadow_glossexact.integer)
1739 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1740 R_SetupShader_SetPermutation(mode, permutation);
1741 if (mode == SHADERMODE_LIGHTSOURCE)
1743 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1744 if (permutation & SHADERPERMUTATION_DIFFUSE)
1746 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1747 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1748 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1749 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1753 // ambient only is simpler
1754 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]);
1755 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1756 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1757 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1759 // additive passes are only darkened by fog, not tinted
1760 if (r_glsl_permutation->loc_FogColor >= 0)
1761 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1765 if (mode == SHADERMODE_LIGHTDIRECTION)
1767 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);
1768 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);
1769 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);
1770 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]);
1774 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1775 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1776 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1778 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]);
1779 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1780 // additive passes are only darkened by fog, not tinted
1781 if (r_glsl_permutation->loc_FogColor >= 0)
1783 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1784 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1786 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1788 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);
1789 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]);
1790 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]);
1791 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1792 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1793 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1794 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1796 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1798 // The formula used is actually:
1799 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1800 // color.rgb *= SceneBrightness;
1802 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1803 // and do [[calculations]] here in the engine
1804 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1805 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1808 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1809 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1810 if (r_glsl_permutation->loc_Color_Pants >= 0)
1812 if (rsurface.texture->currentskinframe->pants)
1813 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1815 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1817 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1819 if (rsurface.texture->currentskinframe->shirt)
1820 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1822 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1824 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1825 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1827 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1831 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1833 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1837 #define SKINFRAME_HASH 1024
1841 int loadsequence; // incremented each level change
1842 memexpandablearray_t array;
1843 skinframe_t *hash[SKINFRAME_HASH];
1846 r_skinframe_t r_skinframe;
1848 void R_SkinFrame_PrepareForPurge(void)
1850 r_skinframe.loadsequence++;
1851 // wrap it without hitting zero
1852 if (r_skinframe.loadsequence >= 200)
1853 r_skinframe.loadsequence = 1;
1856 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1860 // mark the skinframe as used for the purging code
1861 skinframe->loadsequence = r_skinframe.loadsequence;
1864 void R_SkinFrame_Purge(void)
1868 for (i = 0;i < SKINFRAME_HASH;i++)
1870 for (s = r_skinframe.hash[i];s;s = s->next)
1872 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1874 if (s->merged == s->base)
1876 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1877 R_PurgeTexture(s->stain );s->stain = NULL;
1878 R_PurgeTexture(s->merged);s->merged = NULL;
1879 R_PurgeTexture(s->base );s->base = NULL;
1880 R_PurgeTexture(s->pants );s->pants = NULL;
1881 R_PurgeTexture(s->shirt );s->shirt = NULL;
1882 R_PurgeTexture(s->nmap );s->nmap = NULL;
1883 R_PurgeTexture(s->gloss );s->gloss = NULL;
1884 R_PurgeTexture(s->glow );s->glow = NULL;
1885 R_PurgeTexture(s->fog );s->fog = NULL;
1886 s->loadsequence = 0;
1892 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1894 char basename[MAX_QPATH];
1896 Image_StripImageExtension(name, basename, sizeof(basename));
1898 if( last == NULL ) {
1900 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1901 item = r_skinframe.hash[hashindex];
1906 // linearly search through the hash bucket
1907 for( ; item ; item = item->next ) {
1908 if( !strcmp( item->basename, basename ) ) {
1915 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1919 char basename[MAX_QPATH];
1921 Image_StripImageExtension(name, basename, sizeof(basename));
1923 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1924 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1925 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1929 rtexture_t *dyntexture;
1930 // check whether its a dynamic texture
1931 dyntexture = CL_GetDynTexture( basename );
1932 if (!add && !dyntexture)
1934 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1935 memset(item, 0, sizeof(*item));
1936 strlcpy(item->basename, basename, sizeof(item->basename));
1937 item->base = dyntexture; // either NULL or dyntexture handle
1938 item->textureflags = textureflags;
1939 item->comparewidth = comparewidth;
1940 item->compareheight = compareheight;
1941 item->comparecrc = comparecrc;
1942 item->next = r_skinframe.hash[hashindex];
1943 r_skinframe.hash[hashindex] = item;
1945 else if( item->base == NULL )
1947 rtexture_t *dyntexture;
1948 // check whether its a dynamic texture
1949 // 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]
1950 dyntexture = CL_GetDynTexture( basename );
1951 item->base = dyntexture; // either NULL or dyntexture handle
1954 R_SkinFrame_MarkUsed(item);
1958 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1960 unsigned long long avgcolor[5], wsum; \
1968 for(pix = 0; pix < cnt; ++pix) \
1971 for(comp = 0; comp < 3; ++comp) \
1973 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1976 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1978 for(comp = 0; comp < 3; ++comp) \
1979 avgcolor[comp] += getpixel * w; \
1982 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1983 avgcolor[4] += getpixel; \
1985 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1987 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1988 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1989 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1990 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1993 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1995 // FIXME: it should be possible to disable loading various layers using
1996 // cvars, to prevent wasted loading time and memory usage if the user does
1998 qboolean loadnormalmap = true;
1999 qboolean loadgloss = true;
2000 qboolean loadpantsandshirt = true;
2001 qboolean loadglow = true;
2003 unsigned char *pixels;
2004 unsigned char *bumppixels;
2005 unsigned char *basepixels = NULL;
2006 int basepixels_width;
2007 int basepixels_height;
2008 skinframe_t *skinframe;
2012 if (cls.state == ca_dedicated)
2015 // return an existing skinframe if already loaded
2016 // if loading of the first image fails, don't make a new skinframe as it
2017 // would cause all future lookups of this to be missing
2018 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2019 if (skinframe && skinframe->base)
2022 basepixels = loadimagepixelsbgra(name, complain, true);
2023 if (basepixels == NULL)
2026 if (developer_loading.integer)
2027 Con_Printf("loading skin \"%s\"\n", name);
2029 // we've got some pixels to store, so really allocate this new texture now
2031 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2032 skinframe->stain = NULL;
2033 skinframe->merged = NULL;
2034 skinframe->base = r_texture_notexture;
2035 skinframe->pants = NULL;
2036 skinframe->shirt = NULL;
2037 skinframe->nmap = r_texture_blanknormalmap;
2038 skinframe->gloss = NULL;
2039 skinframe->glow = NULL;
2040 skinframe->fog = NULL;
2042 basepixels_width = image_width;
2043 basepixels_height = image_height;
2044 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);
2046 if (textureflags & TEXF_ALPHA)
2048 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2049 if (basepixels[j] < 255)
2051 if (j < basepixels_width * basepixels_height * 4)
2053 // has transparent pixels
2055 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2056 for (j = 0;j < image_width * image_height * 4;j += 4)
2061 pixels[j+3] = basepixels[j+3];
2063 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);
2068 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2069 //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]);
2071 // _norm is the name used by tenebrae and has been adopted as standard
2074 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2076 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);
2080 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2082 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2083 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2084 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);
2086 Mem_Free(bumppixels);
2088 else if (r_shadow_bumpscale_basetexture.value > 0)
2090 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2091 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2092 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);
2096 // _luma is supported for tenebrae compatibility
2097 // (I think it's a very stupid name, but oh well)
2098 // _glow is the preferred name
2099 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;}
2100 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;}
2101 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;}
2102 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;}
2105 Mem_Free(basepixels);
2110 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2113 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2116 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)
2121 for (i = 0;i < width*height;i++)
2122 if (((unsigned char *)&palette[in[i]])[3] > 0)
2124 if (i == width*height)
2127 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2130 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2131 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2134 unsigned char *temp1, *temp2;
2135 skinframe_t *skinframe;
2137 if (cls.state == ca_dedicated)
2140 // if already loaded just return it, otherwise make a new skinframe
2141 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2142 if (skinframe && skinframe->base)
2145 skinframe->stain = NULL;
2146 skinframe->merged = NULL;
2147 skinframe->base = r_texture_notexture;
2148 skinframe->pants = NULL;
2149 skinframe->shirt = NULL;
2150 skinframe->nmap = r_texture_blanknormalmap;
2151 skinframe->gloss = NULL;
2152 skinframe->glow = NULL;
2153 skinframe->fog = NULL;
2155 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2159 if (developer_loading.integer)
2160 Con_Printf("loading 32bit skin \"%s\"\n", name);
2162 if (r_shadow_bumpscale_basetexture.value > 0)
2164 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2165 temp2 = temp1 + width * height * 4;
2166 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2167 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2170 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2171 if (textureflags & TEXF_ALPHA)
2173 for (i = 3;i < width * height * 4;i += 4)
2174 if (skindata[i] < 255)
2176 if (i < width * height * 4)
2178 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2179 memcpy(fogpixels, skindata, width * height * 4);
2180 for (i = 0;i < width * height * 4;i += 4)
2181 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2182 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2183 Mem_Free(fogpixels);
2187 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2188 //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]);
2193 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2196 unsigned char *temp1, *temp2;
2197 unsigned int *palette;
2198 skinframe_t *skinframe;
2200 if (cls.state == ca_dedicated)
2203 // if already loaded just return it, otherwise make a new skinframe
2204 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2205 if (skinframe && skinframe->base)
2208 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2210 skinframe->stain = NULL;
2211 skinframe->merged = NULL;
2212 skinframe->base = r_texture_notexture;
2213 skinframe->pants = NULL;
2214 skinframe->shirt = NULL;
2215 skinframe->nmap = r_texture_blanknormalmap;
2216 skinframe->gloss = NULL;
2217 skinframe->glow = NULL;
2218 skinframe->fog = NULL;
2220 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2224 if (developer_loading.integer)
2225 Con_Printf("loading quake skin \"%s\"\n", name);
2227 if (r_shadow_bumpscale_basetexture.value > 0)
2229 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2230 temp2 = temp1 + width * height * 4;
2231 // use either a custom palette or the quake palette
2232 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2233 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2234 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2237 // use either a custom palette, or the quake palette
2238 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2239 if (loadglowtexture)
2240 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2241 if (loadpantsandshirt)
2243 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2244 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2246 if (skinframe->pants || skinframe->shirt)
2247 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
2248 if (textureflags & TEXF_ALPHA)
2250 for (i = 0;i < width * height;i++)
2251 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2253 if (i < width * height)
2254 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2257 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2258 //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]);
2263 skinframe_t *R_SkinFrame_LoadMissing(void)
2265 skinframe_t *skinframe;
2267 if (cls.state == ca_dedicated)
2270 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2271 skinframe->stain = NULL;
2272 skinframe->merged = NULL;
2273 skinframe->base = r_texture_notexture;
2274 skinframe->pants = NULL;
2275 skinframe->shirt = NULL;
2276 skinframe->nmap = r_texture_blanknormalmap;
2277 skinframe->gloss = NULL;
2278 skinframe->glow = NULL;
2279 skinframe->fog = NULL;
2281 skinframe->avgcolor[0] = rand() / RAND_MAX;
2282 skinframe->avgcolor[1] = rand() / RAND_MAX;
2283 skinframe->avgcolor[2] = rand() / RAND_MAX;
2284 skinframe->avgcolor[3] = 1;
2289 void gl_main_start(void)
2293 memset(r_queries, 0, sizeof(r_queries));
2295 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2296 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2298 // set up r_skinframe loading system for textures
2299 memset(&r_skinframe, 0, sizeof(r_skinframe));
2300 r_skinframe.loadsequence = 1;
2301 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2303 r_main_texturepool = R_AllocTexturePool();
2304 R_BuildBlankTextures();
2306 if (gl_texturecubemap)
2309 R_BuildNormalizationCube();
2311 r_texture_fogattenuation = NULL;
2312 r_texture_gammaramps = NULL;
2313 //r_texture_fogintensity = NULL;
2314 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2315 memset(&r_waterstate, 0, sizeof(r_waterstate));
2316 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2317 memset(&r_svbsp, 0, sizeof (r_svbsp));
2319 r_refdef.fogmasktable_density = 0;
2322 extern rtexture_t *loadingscreentexture;
2323 void gl_main_shutdown(void)
2326 qglDeleteQueriesARB(r_maxqueries, r_queries);
2330 memset(r_queries, 0, sizeof(r_queries));
2332 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2333 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2335 // clear out the r_skinframe state
2336 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2337 memset(&r_skinframe, 0, sizeof(r_skinframe));
2340 Mem_Free(r_svbsp.nodes);
2341 memset(&r_svbsp, 0, sizeof (r_svbsp));
2342 R_FreeTexturePool(&r_main_texturepool);
2343 loadingscreentexture = NULL;
2344 r_texture_blanknormalmap = NULL;
2345 r_texture_white = NULL;
2346 r_texture_grey128 = NULL;
2347 r_texture_black = NULL;
2348 r_texture_whitecube = NULL;
2349 r_texture_normalizationcube = NULL;
2350 r_texture_fogattenuation = NULL;
2351 r_texture_gammaramps = NULL;
2352 //r_texture_fogintensity = NULL;
2353 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2354 memset(&r_waterstate, 0, sizeof(r_waterstate));
2358 extern void CL_ParseEntityLump(char *entitystring);
2359 void gl_main_newmap(void)
2361 // FIXME: move this code to client
2363 char *entities, entname[MAX_QPATH];
2366 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2367 l = (int)strlen(entname) - 4;
2368 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2370 memcpy(entname + l, ".ent", 5);
2371 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2373 CL_ParseEntityLump(entities);
2378 if (cl.worldmodel->brush.entities)
2379 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2383 void GL_Main_Init(void)
2385 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2387 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2388 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2389 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2390 if (gamemode == GAME_NEHAHRA)
2392 Cvar_RegisterVariable (&gl_fogenable);
2393 Cvar_RegisterVariable (&gl_fogdensity);
2394 Cvar_RegisterVariable (&gl_fogred);
2395 Cvar_RegisterVariable (&gl_foggreen);
2396 Cvar_RegisterVariable (&gl_fogblue);
2397 Cvar_RegisterVariable (&gl_fogstart);
2398 Cvar_RegisterVariable (&gl_fogend);
2399 Cvar_RegisterVariable (&gl_skyclip);
2401 Cvar_RegisterVariable(&r_motionblur);
2402 Cvar_RegisterVariable(&r_motionblur_maxblur);
2403 Cvar_RegisterVariable(&r_motionblur_bmin);
2404 Cvar_RegisterVariable(&r_motionblur_vmin);
2405 Cvar_RegisterVariable(&r_motionblur_vmax);
2406 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2407 Cvar_RegisterVariable(&r_motionblur_randomize);
2408 Cvar_RegisterVariable(&r_damageblur);
2409 Cvar_RegisterVariable(&r_animcache);
2410 Cvar_RegisterVariable(&r_depthfirst);
2411 Cvar_RegisterVariable(&r_useinfinitefarclip);
2412 Cvar_RegisterVariable(&r_nearclip);
2413 Cvar_RegisterVariable(&r_showbboxes);
2414 Cvar_RegisterVariable(&r_showsurfaces);
2415 Cvar_RegisterVariable(&r_showtris);
2416 Cvar_RegisterVariable(&r_shownormals);
2417 Cvar_RegisterVariable(&r_showlighting);
2418 Cvar_RegisterVariable(&r_showshadowvolumes);
2419 Cvar_RegisterVariable(&r_showcollisionbrushes);
2420 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2421 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2422 Cvar_RegisterVariable(&r_showdisabledepthtest);
2423 Cvar_RegisterVariable(&r_drawportals);
2424 Cvar_RegisterVariable(&r_drawentities);
2425 Cvar_RegisterVariable(&r_cullentities_trace);
2426 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2427 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2428 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2429 Cvar_RegisterVariable(&r_drawviewmodel);
2430 Cvar_RegisterVariable(&r_speeds);
2431 Cvar_RegisterVariable(&r_fullbrights);
2432 Cvar_RegisterVariable(&r_wateralpha);
2433 Cvar_RegisterVariable(&r_dynamic);
2434 Cvar_RegisterVariable(&r_fullbright);
2435 Cvar_RegisterVariable(&r_shadows);
2436 Cvar_RegisterVariable(&r_shadows_throwdistance);
2437 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2438 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2439 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2440 Cvar_RegisterVariable(&r_fog_exp2);
2441 Cvar_RegisterVariable(&r_drawfog);
2442 Cvar_RegisterVariable(&r_textureunits);
2443 Cvar_RegisterVariable(&r_glsl);
2444 Cvar_RegisterVariable(&r_glsl_contrastboost);
2445 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2446 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2447 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2448 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2449 Cvar_RegisterVariable(&r_glsl_postprocess);
2450 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2451 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2452 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2453 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2454 Cvar_RegisterVariable(&r_glsl_usegeneric);
2455 Cvar_RegisterVariable(&r_water);
2456 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2457 Cvar_RegisterVariable(&r_water_clippingplanebias);
2458 Cvar_RegisterVariable(&r_water_refractdistort);
2459 Cvar_RegisterVariable(&r_water_reflectdistort);
2460 Cvar_RegisterVariable(&r_lerpsprites);
2461 Cvar_RegisterVariable(&r_lerpmodels);
2462 Cvar_RegisterVariable(&r_lerplightstyles);
2463 Cvar_RegisterVariable(&r_waterscroll);
2464 Cvar_RegisterVariable(&r_bloom);
2465 Cvar_RegisterVariable(&r_bloom_colorscale);
2466 Cvar_RegisterVariable(&r_bloom_brighten);
2467 Cvar_RegisterVariable(&r_bloom_blur);
2468 Cvar_RegisterVariable(&r_bloom_resolution);
2469 Cvar_RegisterVariable(&r_bloom_colorexponent);
2470 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2471 Cvar_RegisterVariable(&r_hdr);
2472 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2473 Cvar_RegisterVariable(&r_hdr_glowintensity);
2474 Cvar_RegisterVariable(&r_hdr_range);
2475 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2476 Cvar_RegisterVariable(&developer_texturelogging);
2477 Cvar_RegisterVariable(&gl_lightmaps);
2478 Cvar_RegisterVariable(&r_test);
2479 Cvar_RegisterVariable(&r_batchmode);
2480 Cvar_RegisterVariable(&r_glsl_saturation);
2481 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2482 Cvar_SetValue("r_fullbrights", 0);
2483 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2485 Cvar_RegisterVariable(&r_track_sprites);
2486 Cvar_RegisterVariable(&r_track_sprites_flags);
2487 Cvar_RegisterVariable(&r_track_sprites_scalew);
2488 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2491 extern void R_Textures_Init(void);
2492 extern void GL_Draw_Init(void);
2493 extern void GL_Main_Init(void);
2494 extern void R_Shadow_Init(void);
2495 extern void R_Sky_Init(void);
2496 extern void GL_Surf_Init(void);
2497 extern void R_Particles_Init(void);
2498 extern void R_Explosion_Init(void);
2499 extern void gl_backend_init(void);
2500 extern void Sbar_Init(void);
2501 extern void R_LightningBeams_Init(void);
2502 extern void Mod_RenderInit(void);
2504 void Render_Init(void)
2516 R_LightningBeams_Init();
2525 extern char *ENGINE_EXTENSIONS;
2528 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2529 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2530 gl_version = (const char *)qglGetString(GL_VERSION);
2531 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2535 if (!gl_platformextensions)
2536 gl_platformextensions = "";
2538 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2539 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2540 Con_Printf("GL_VERSION: %s\n", gl_version);
2541 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2542 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2544 VID_CheckExtensions();
2546 // LordHavoc: report supported extensions
2547 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2549 // clear to black (loading plaque will be seen over this)
2551 qglClearColor(0,0,0,1);CHECKGLERROR
2552 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2555 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2559 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2561 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2564 p = r_refdef.view.frustum + i;
2569 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2573 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2577 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2581 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2585 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2589 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2593 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2597 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2605 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2609 for (i = 0;i < numplanes;i++)
2616 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2620 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2624 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2628 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2632 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2636 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2640 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2644 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2652 //==================================================================================
2654 // LordHavoc: animcache written by Echon, refactored and reformatted by me
2657 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
2658 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
2659 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
2662 typedef struct r_animcache_entity_s
2669 qboolean wantnormals;
2670 qboolean wanttangents;
2672 r_animcache_entity_t;
2674 typedef struct r_animcache_s
2676 r_animcache_entity_t entity[MAX_EDICTS*2];
2682 static r_animcache_t r_animcachestate;
2684 void R_AnimCache_Free(void)
2687 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
2689 r_animcachestate.entity[idx].maxvertices = 0;
2690 Mem_Free(r_animcachestate.entity[idx].vertex3f);
2691 r_animcachestate.entity[idx].vertex3f = NULL;
2692 r_animcachestate.entity[idx].normal3f = NULL;
2693 r_animcachestate.entity[idx].svector3f = NULL;
2694 r_animcachestate.entity[idx].tvector3f = NULL;
2696 r_animcachestate.currentindex = 0;
2697 r_animcachestate.maxindex = 0;
2700 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
2704 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
2706 if (cache->maxvertices >= numvertices)
2709 // Release existing memory
2710 if (cache->vertex3f)
2711 Mem_Free(cache->vertex3f);
2713 // Pad by 1024 verts
2714 cache->maxvertices = (numvertices + 1023) & ~1023;
2715 arraySize = cache->maxvertices * 3;
2717 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
2718 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
2719 r_animcachestate.entity[cacheIdx].vertex3f = base;
2720 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
2721 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
2722 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
2724 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
2727 void R_AnimCache_NewFrame(void)
2731 if (r_animcache.integer && r_drawentities.integer)
2732 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
2733 else if (r_animcachestate.maxindex)
2736 r_animcachestate.currentindex = 0;
2738 for (i = 0;i < r_refdef.scene.numentities;i++)
2739 r_refdef.scene.entities[i]->animcacheindex = -1;
2742 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
2744 dp_model_t *model = ent->model;
2745 r_animcache_entity_t *c;
2746 // see if it's already cached this frame
2747 if (ent->animcacheindex >= 0)
2749 // add normals/tangents if needed
2750 c = r_animcachestate.entity + ent->animcacheindex;
2752 wantnormals = false;
2753 if (c->wanttangents)
2754 wanttangents = false;
2755 if (wantnormals || wanttangents)
2756 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
2760 // see if this ent is worth caching
2761 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
2763 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
2765 // assign it a cache entry and make sure the arrays are big enough
2766 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
2767 ent->animcacheindex = r_animcachestate.currentindex++;
2768 c = r_animcachestate.entity + ent->animcacheindex;
2769 c->wantnormals = wantnormals;
2770 c->wanttangents = wanttangents;
2771 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
2776 void R_AnimCache_CacheVisibleEntities(void)
2779 qboolean wantnormals;
2780 qboolean wanttangents;
2782 if (!r_animcachestate.maxindex)
2785 wantnormals = !r_showsurfaces.integer;
2786 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
2788 // TODO: thread this?
2790 for (i = 0;i < r_refdef.scene.numentities;i++)
2792 if (!r_refdef.viewcache.entityvisible[i])
2794 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
2798 //==================================================================================
2800 static void R_View_UpdateEntityLighting (void)
2803 entity_render_t *ent;
2804 vec3_t tempdiffusenormal;
2806 for (i = 0;i < r_refdef.scene.numentities;i++)
2808 ent = r_refdef.scene.entities[i];
2810 // skip unseen models
2811 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
2815 if (ent->model && ent->model->brush.num_leafs)
2817 // TODO: use modellight for r_ambient settings on world?
2818 VectorSet(ent->modellight_ambient, 0, 0, 0);
2819 VectorSet(ent->modellight_diffuse, 0, 0, 0);
2820 VectorSet(ent->modellight_lightdir, 0, 0, 1);
2824 // fetch the lighting from the worldmodel data
2825 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));
2826 VectorClear(ent->modellight_diffuse);
2827 VectorClear(tempdiffusenormal);
2828 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
2831 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2832 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2835 VectorSet(ent->modellight_ambient, 1, 1, 1);
2837 // move the light direction into modelspace coordinates for lighting code
2838 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2839 if(VectorLength2(ent->modellight_lightdir) == 0)
2840 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2841 VectorNormalize(ent->modellight_lightdir);
2845 static void R_View_UpdateEntityVisible (void)
2848 entity_render_t *ent;
2850 if (!r_drawentities.integer)
2853 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2854 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2856 // worldmodel can check visibility
2857 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2858 for (i = 0;i < r_refdef.scene.numentities;i++)
2860 ent = r_refdef.scene.entities[i];
2861 if (!(ent->flags & renderimask))
2862 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)))
2863 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))
2864 r_refdef.viewcache.entityvisible[i] = true;
2866 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2868 for (i = 0;i < r_refdef.scene.numentities;i++)
2870 ent = r_refdef.scene.entities[i];
2871 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2873 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))
2874 ent->last_trace_visibility = realtime;
2875 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2876 r_refdef.viewcache.entityvisible[i] = 0;
2883 // no worldmodel or it can't check visibility
2884 for (i = 0;i < r_refdef.scene.numentities;i++)
2886 ent = r_refdef.scene.entities[i];
2887 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));
2892 /// only used if skyrendermasked, and normally returns false
2893 int R_DrawBrushModelsSky (void)
2896 entity_render_t *ent;
2898 if (!r_drawentities.integer)
2902 for (i = 0;i < r_refdef.scene.numentities;i++)
2904 if (!r_refdef.viewcache.entityvisible[i])
2906 ent = r_refdef.scene.entities[i];
2907 if (!ent->model || !ent->model->DrawSky)
2909 ent->model->DrawSky(ent);
2915 static void R_DrawNoModel(entity_render_t *ent);
2916 static void R_DrawModels(void)
2919 entity_render_t *ent;
2921 if (!r_drawentities.integer)
2924 for (i = 0;i < r_refdef.scene.numentities;i++)
2926 if (!r_refdef.viewcache.entityvisible[i])
2928 ent = r_refdef.scene.entities[i];
2929 r_refdef.stats.entities++;
2930 if (ent->model && ent->model->Draw != NULL)
2931 ent->model->Draw(ent);
2937 static void R_DrawModelsDepth(void)
2940 entity_render_t *ent;
2942 if (!r_drawentities.integer)
2945 for (i = 0;i < r_refdef.scene.numentities;i++)
2947 if (!r_refdef.viewcache.entityvisible[i])
2949 ent = r_refdef.scene.entities[i];
2950 if (ent->model && ent->model->DrawDepth != NULL)
2951 ent->model->DrawDepth(ent);
2955 static void R_DrawModelsDebug(void)
2958 entity_render_t *ent;
2960 if (!r_drawentities.integer)
2963 for (i = 0;i < r_refdef.scene.numentities;i++)
2965 if (!r_refdef.viewcache.entityvisible[i])
2967 ent = r_refdef.scene.entities[i];
2968 if (ent->model && ent->model->DrawDebug != NULL)
2969 ent->model->DrawDebug(ent);
2973 static void R_DrawModelsAddWaterPlanes(void)
2976 entity_render_t *ent;
2978 if (!r_drawentities.integer)
2981 for (i = 0;i < r_refdef.scene.numentities;i++)
2983 if (!r_refdef.viewcache.entityvisible[i])
2985 ent = r_refdef.scene.entities[i];
2986 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2987 ent->model->DrawAddWaterPlanes(ent);
2991 static void R_View_SetFrustum(void)
2994 double slopex, slopey;
2995 vec3_t forward, left, up, origin;
2997 // we can't trust r_refdef.view.forward and friends in reflected scenes
2998 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3001 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3002 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3003 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3004 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3005 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3006 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3007 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3008 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3009 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3010 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3011 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3012 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3016 zNear = r_refdef.nearclip;
3017 nudge = 1.0 - 1.0 / (1<<23);
3018 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3019 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3020 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3021 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3022 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3023 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3024 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3025 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3031 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3032 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3033 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3034 r_refdef.view.frustum[0].dist = m[15] - m[12];
3036 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3037 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3038 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3039 r_refdef.view.frustum[1].dist = m[15] + m[12];
3041 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3042 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3043 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3044 r_refdef.view.frustum[2].dist = m[15] - m[13];
3046 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3047 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3048 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3049 r_refdef.view.frustum[3].dist = m[15] + m[13];
3051 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3052 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3053 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3054 r_refdef.view.frustum[4].dist = m[15] - m[14];
3056 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3057 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3058 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3059 r_refdef.view.frustum[5].dist = m[15] + m[14];
3062 if (r_refdef.view.useperspective)
3064 slopex = 1.0 / r_refdef.view.frustum_x;
3065 slopey = 1.0 / r_refdef.view.frustum_y;
3066 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3067 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3068 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3069 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3070 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3072 // Leaving those out was a mistake, those were in the old code, and they
3073 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3074 // I couldn't reproduce it after adding those normalizations. --blub
3075 VectorNormalize(r_refdef.view.frustum[0].normal);
3076 VectorNormalize(r_refdef.view.frustum[1].normal);
3077 VectorNormalize(r_refdef.view.frustum[2].normal);
3078 VectorNormalize(r_refdef.view.frustum[3].normal);
3080 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3081 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
3082 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
3083 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
3084 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
3086 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3087 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3088 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3089 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3090 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3094 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3095 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3096 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3097 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3098 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3099 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3100 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3101 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3102 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3103 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3105 r_refdef.view.numfrustumplanes = 5;
3107 if (r_refdef.view.useclipplane)
3109 r_refdef.view.numfrustumplanes = 6;
3110 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3113 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3114 PlaneClassify(r_refdef.view.frustum + i);
3116 // LordHavoc: note to all quake engine coders, Quake had a special case
3117 // for 90 degrees which assumed a square view (wrong), so I removed it,
3118 // Quake2 has it disabled as well.
3120 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3121 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3122 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3123 //PlaneClassify(&frustum[0]);
3125 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3126 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3127 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3128 //PlaneClassify(&frustum[1]);
3130 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3131 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3132 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3133 //PlaneClassify(&frustum[2]);
3135 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3136 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3137 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3138 //PlaneClassify(&frustum[3]);
3141 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3142 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3143 //PlaneClassify(&frustum[4]);
3146 void R_View_Update(void)
3148 R_View_SetFrustum();
3149 R_View_WorldVisibility(r_refdef.view.useclipplane);
3150 R_View_UpdateEntityVisible();
3151 R_View_UpdateEntityLighting();
3154 void R_SetupView(qboolean allowwaterclippingplane)
3156 if (!r_refdef.view.useperspective)
3157 GL_SetupView_Mode_Ortho(-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);
3158 else if (gl_stencil && r_useinfinitefarclip.integer)
3159 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
3161 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
3163 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
3165 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3167 // LordHavoc: couldn't figure out how to make this approach the
3168 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3169 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3170 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3171 dist = r_refdef.view.clipplane.dist;
3172 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
3176 void R_ResetViewRendering2D(void)
3180 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3181 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3182 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
3183 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3184 GL_Color(1, 1, 1, 1);
3185 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3186 GL_BlendFunc(GL_ONE, GL_ZERO);
3187 GL_AlphaTest(false);
3188 GL_ScissorTest(false);
3189 GL_DepthMask(false);
3190 GL_DepthRange(0, 1);
3191 GL_DepthTest(false);
3192 R_Mesh_Matrix(&identitymatrix);
3193 R_Mesh_ResetTextureState();
3194 GL_PolygonOffset(0, 0);
3195 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3196 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3197 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3198 qglStencilMask(~0);CHECKGLERROR
3199 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3200 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3201 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3202 R_SetupGenericShader(true);
3205 void R_ResetViewRendering3D(void)
3209 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3210 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3212 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3213 GL_Color(1, 1, 1, 1);
3214 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3215 GL_BlendFunc(GL_ONE, GL_ZERO);
3216 GL_AlphaTest(false);
3217 GL_ScissorTest(true);
3219 GL_DepthRange(0, 1);
3221 R_Mesh_Matrix(&identitymatrix);
3222 R_Mesh_ResetTextureState();
3223 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3224 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3225 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3226 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3227 qglStencilMask(~0);CHECKGLERROR
3228 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3229 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3230 GL_CullFace(r_refdef.view.cullface_back);
3231 R_SetupGenericShader(true);
3234 void R_RenderScene(void);
3235 void R_RenderWaterPlanes(void);
3237 static void R_Water_StartFrame(void)
3240 int waterwidth, waterheight, texturewidth, textureheight;
3241 r_waterstate_waterplane_t *p;
3243 // set waterwidth and waterheight to the water resolution that will be
3244 // used (often less than the screen resolution for faster rendering)
3245 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3246 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3248 // calculate desired texture sizes
3249 // can't use water if the card does not support the texture size
3250 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3251 texturewidth = textureheight = waterwidth = waterheight = 0;
3252 else if (gl_support_arb_texture_non_power_of_two)
3254 texturewidth = waterwidth;
3255 textureheight = waterheight;
3259 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3260 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3263 // allocate textures as needed
3264 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3266 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3267 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3269 if (p->texture_refraction)
3270 R_FreeTexture(p->texture_refraction);
3271 p->texture_refraction = NULL;
3272 if (p->texture_reflection)
3273 R_FreeTexture(p->texture_reflection);
3274 p->texture_reflection = NULL;
3276 memset(&r_waterstate, 0, sizeof(r_waterstate));
3277 r_waterstate.waterwidth = waterwidth;
3278 r_waterstate.waterheight = waterheight;
3279 r_waterstate.texturewidth = texturewidth;
3280 r_waterstate.textureheight = textureheight;
3283 if (r_waterstate.waterwidth)
3285 r_waterstate.enabled = true;
3287 // set up variables that will be used in shader setup
3288 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3289 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3290 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3291 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3294 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3295 r_waterstate.numwaterplanes = 0;
3298 void R_Water_AddWaterPlane(msurface_t *surface)
3300 int triangleindex, planeindex;
3306 r_waterstate_waterplane_t *p;
3307 texture_t *t = R_GetCurrentTexture(surface->texture);
3308 // just use the first triangle with a valid normal for any decisions
3309 VectorClear(normal);
3310 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3312 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3313 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3314 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3315 TriangleNormal(vert[0], vert[1], vert[2], normal);
3316 if (VectorLength2(normal) >= 0.001)
3320 VectorCopy(normal, plane.normal);
3321 VectorNormalize(plane.normal);
3322 plane.dist = DotProduct(vert[0], plane.normal);
3323 PlaneClassify(&plane);
3324 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3326 // skip backfaces (except if nocullface is set)
3327 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3329 VectorNegate(plane.normal, plane.normal);
3331 PlaneClassify(&plane);
3335 // find a matching plane if there is one
3336 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3337 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3339 if (planeindex >= r_waterstate.maxwaterplanes)
3340 return; // nothing we can do, out of planes
3342 // if this triangle does not fit any known plane rendered this frame, add one
3343 if (planeindex >= r_waterstate.numwaterplanes)
3345 // store the new plane
3346 r_waterstate.numwaterplanes++;
3348 // clear materialflags and pvs
3349 p->materialflags = 0;
3350 p->pvsvalid = false;
3352 // merge this surface's materialflags into the waterplane
3353 p->materialflags |= t->currentmaterialflags;
3354 // merge this surface's PVS into the waterplane
3355 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3356 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3357 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3359 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3364 static void R_Water_ProcessPlanes(void)
3366 r_refdef_view_t originalview;
3367 r_refdef_view_t myview;
3369 r_waterstate_waterplane_t *p;
3371 originalview = r_refdef.view;
3373 // make sure enough textures are allocated
3374 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3376 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3378 if (!p->texture_refraction)
3379 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);
3380 if (!p->texture_refraction)
3384 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3386 if (!p->texture_reflection)
3387 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);
3388 if (!p->texture_reflection)
3394 r_refdef.view = originalview;
3395 r_refdef.view.showdebug = false;
3396 r_refdef.view.width = r_waterstate.waterwidth;
3397 r_refdef.view.height = r_waterstate.waterheight;
3398 r_refdef.view.useclipplane = true;
3399 myview = r_refdef.view;
3400 r_waterstate.renderingscene = true;
3401 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3403 // render the normal view scene and copy into texture
3404 // (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)
3405 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3407 r_refdef.view = myview;
3408 r_refdef.view.clipplane = p->plane;
3409 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3410 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3411 PlaneClassify(&r_refdef.view.clipplane);
3413 R_ResetViewRendering3D();
3414 R_ClearScreen(r_refdef.fogenabled);
3418 // copy view into the screen texture
3419 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3420 GL_ActiveTexture(0);
3422 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3425 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3427 r_refdef.view = myview;
3428 // render reflected scene and copy into texture
3429 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3430 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3431 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3432 r_refdef.view.clipplane = p->plane;
3433 // reverse the cullface settings for this render
3434 r_refdef.view.cullface_front = GL_FRONT;
3435 r_refdef.view.cullface_back = GL_BACK;
3436 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3438 r_refdef.view.usecustompvs = true;
3440 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3442 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3445 R_ResetViewRendering3D();
3446 R_ClearScreen(r_refdef.fogenabled);
3450 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3451 GL_ActiveTexture(0);
3453 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3456 r_waterstate.renderingscene = false;
3457 r_refdef.view = originalview;
3458 R_ResetViewRendering3D();
3459 R_ClearScreen(r_refdef.fogenabled);
3463 r_refdef.view = originalview;
3464 r_waterstate.renderingscene = false;
3465 Cvar_SetValueQuick(&r_water, 0);
3466 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3470 void R_Bloom_StartFrame(void)
3472 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3474 // set bloomwidth and bloomheight to the bloom resolution that will be
3475 // used (often less than the screen resolution for faster rendering)
3476 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3477 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3478 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3479 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3480 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3482 // calculate desired texture sizes
3483 if (gl_support_arb_texture_non_power_of_two)
3485 screentexturewidth = r_refdef.view.width;
3486 screentextureheight = r_refdef.view.height;
3487 bloomtexturewidth = r_bloomstate.bloomwidth;
3488 bloomtextureheight = r_bloomstate.bloomheight;
3492 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3493 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3494 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3495 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3498 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))
3500 Cvar_SetValueQuick(&r_hdr, 0);
3501 Cvar_SetValueQuick(&r_bloom, 0);
3502 Cvar_SetValueQuick(&r_motionblur, 0);
3503 Cvar_SetValueQuick(&r_damageblur, 0);
3506 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)))
3507 screentexturewidth = screentextureheight = 0;
3508 if (!r_hdr.integer && !r_bloom.integer)
3509 bloomtexturewidth = bloomtextureheight = 0;
3511 // allocate textures as needed
3512 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3514 if (r_bloomstate.texture_screen)
3515 R_FreeTexture(r_bloomstate.texture_screen);
3516 r_bloomstate.texture_screen = NULL;
3517 r_bloomstate.screentexturewidth = screentexturewidth;
3518 r_bloomstate.screentextureheight = screentextureheight;
3519 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3520 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);
3522 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3524 if (r_bloomstate.texture_bloom)
3525 R_FreeTexture(r_bloomstate.texture_bloom);
3526 r_bloomstate.texture_bloom = NULL;
3527 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3528 r_bloomstate.bloomtextureheight = bloomtextureheight;
3529 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3530 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);
3533 // set up a texcoord array for the full resolution screen image
3534 // (we have to keep this around to copy back during final render)
3535 r_bloomstate.screentexcoord2f[0] = 0;
3536 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3537 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3538 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3539 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3540 r_bloomstate.screentexcoord2f[5] = 0;
3541 r_bloomstate.screentexcoord2f[6] = 0;
3542 r_bloomstate.screentexcoord2f[7] = 0;
3544 // set up a texcoord array for the reduced resolution bloom image
3545 // (which will be additive blended over the screen image)
3546 r_bloomstate.bloomtexcoord2f[0] = 0;
3547 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3548 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3549 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3550 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3551 r_bloomstate.bloomtexcoord2f[5] = 0;
3552 r_bloomstate.bloomtexcoord2f[6] = 0;
3553 r_bloomstate.bloomtexcoord2f[7] = 0;
3555 if (r_hdr.integer || r_bloom.integer)
3557 r_bloomstate.enabled = true;
3558 r_bloomstate.hdr = r_hdr.integer != 0;
3562 void R_Bloom_CopyBloomTexture(float colorscale)
3564 r_refdef.stats.bloom++;
3566 // scale down screen texture to the bloom texture size
3568 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3569 GL_BlendFunc(GL_ONE, GL_ZERO);
3570 GL_Color(colorscale, colorscale, colorscale, 1);
3571 // TODO: optimize with multitexture or GLSL
3572 R_SetupGenericShader(true);
3573 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3574 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3575 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3576 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3578 // we now have a bloom image in the framebuffer
3579 // copy it into the bloom image texture for later processing
3580 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3581 GL_ActiveTexture(0);
3583 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3584 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3587 void R_Bloom_CopyHDRTexture(void)
3589 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3590 GL_ActiveTexture(0);
3592 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3593 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3596 void R_Bloom_MakeTexture(void)
3599 float xoffset, yoffset, r, brighten;
3601 r_refdef.stats.bloom++;
3603 R_ResetViewRendering2D();
3604 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3605 R_Mesh_ColorPointer(NULL, 0, 0);
3606 R_SetupGenericShader(true);
3608 // we have a bloom image in the framebuffer
3610 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3612 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3615 r = bound(0, r_bloom_colorexponent.value / x, 1);
3616 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3617 GL_Color(r, r, r, 1);
3618 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3619 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3620 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3621 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3623 // copy the vertically blurred bloom view to a texture
3624 GL_ActiveTexture(0);
3626 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3627 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3630 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3631 brighten = r_bloom_brighten.value;
3633 brighten *= r_hdr_range.value;
3634 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3635 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3637 for (dir = 0;dir < 2;dir++)
3639 // blend on at multiple vertical offsets to achieve a vertical blur
3640 // TODO: do offset blends using GLSL
3641 GL_BlendFunc(GL_ONE, GL_ZERO);
3642 for (x = -range;x <= range;x++)
3644 if (!dir){xoffset = 0;yoffset = x;}
3645 else {xoffset = x;yoffset = 0;}
3646 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3647 yoffset /= (float)r_bloomstate.bloomtextureheight;
3648 // compute a texcoord array with the specified x and y offset
3649 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3650 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3651 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3652 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3653 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3654 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3655 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3656 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3657 // this r value looks like a 'dot' particle, fading sharply to
3658 // black at the edges
3659 // (probably not realistic but looks good enough)
3660 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3661 //r = (dir ? 1.0f : brighten)/(range*2+1);
3662 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3663 GL_Color(r, r, r, 1);
3664 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3665 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3666 GL_BlendFunc(GL_ONE, GL_ONE);
3669 // copy the vertically blurred bloom view to a texture
3670 GL_ActiveTexture(0);
3672 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3673 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3676 // apply subtract last
3677 // (just like it would be in a GLSL shader)
3678 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3680 GL_BlendFunc(GL_ONE, GL_ZERO);
3681 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3682 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3683 GL_Color(1, 1, 1, 1);
3684 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3685 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3687 GL_BlendFunc(GL_ONE, GL_ONE);
3688 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3689 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3690 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3691 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3692 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3693 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3694 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3696 // copy the darkened bloom view to a texture
3697 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3698 GL_ActiveTexture(0);
3700 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3701 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3705 void R_HDR_RenderBloomTexture(void)
3707 int oldwidth, oldheight;
3708 float oldcolorscale;
3710 oldcolorscale = r_refdef.view.colorscale;
3711 oldwidth = r_refdef.view.width;
3712 oldheight = r_refdef.view.height;
3713 r_refdef.view.width = r_bloomstate.bloomwidth;
3714 r_refdef.view.height = r_bloomstate.bloomheight;
3716 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3717 // TODO: add exposure compensation features
3718 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
3720 r_refdef.view.showdebug = false;
3721 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3723 R_ResetViewRendering3D();
3725 R_ClearScreen(r_refdef.fogenabled);
3726 if (r_timereport_active)
3727 R_TimeReport("HDRclear");
3730 if (r_timereport_active)
3731 R_TimeReport("visibility");
3733 r_waterstate.numwaterplanes = 0;
3734 if (r_waterstate.enabled)
3735 R_RenderWaterPlanes();
3737 r_refdef.view.showdebug = true;
3739 r_waterstate.numwaterplanes = 0;
3741 R_ResetViewRendering2D();
3743 R_Bloom_CopyHDRTexture();
3744 R_Bloom_MakeTexture();
3746 // restore the view settings
3747 r_refdef.view.width = oldwidth;
3748 r_refdef.view.height = oldheight;
3749 r_refdef.view.colorscale = oldcolorscale;
3751 R_ResetViewRendering3D();
3753 R_ClearScreen(r_refdef.fogenabled);
3754 if (r_timereport_active)
3755 R_TimeReport("viewclear");
3758 static void R_BlendView(void)
3760 if (r_bloomstate.texture_screen)
3762 // make sure the buffer is available
3763 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
3765 R_ResetViewRendering2D();
3766 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3767 R_Mesh_ColorPointer(NULL, 0, 0);
3768 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3769 GL_ActiveTexture(0);CHECKGLERROR
3771 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
3773 // declare variables
3775 static float avgspeed;
3777 speed = VectorLength(cl.movement_velocity);
3779 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
3780 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
3782 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
3783 speed = bound(0, speed, 1);
3784 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
3786 // calculate values into a standard alpha
3787 cl.motionbluralpha = 1 - exp(-
3789 (r_motionblur.value * speed / 80)
3791 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
3794 max(0.0001, cl.time - cl.oldtime) // fps independent
3797 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
3798 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
3800 if (cl.motionbluralpha > 0)
3802 R_SetupGenericShader(true);
3803 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3804 GL_Color(1, 1, 1, cl.motionbluralpha);
3805 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3806 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3807 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3808 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3812 // copy view into the screen texture
3813 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3814 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3817 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3819 unsigned int permutation =
3820 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3821 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3822 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3823 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
3824 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
3826 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3828 // render simple bloom effect
3829 // copy the screen and shrink it and darken it for the bloom process
3830 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3831 // make the bloom texture
3832 R_Bloom_MakeTexture();
3835 R_ResetViewRendering2D();
3836 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3837 R_Mesh_ColorPointer(NULL, 0, 0);
3838 GL_Color(1, 1, 1, 1);
3839 GL_BlendFunc(GL_ONE, GL_ZERO);
3840 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3841 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3842 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3843 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3844 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3845 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3846 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3847 if (r_glsl_permutation->loc_TintColor >= 0)
3848 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3849 if (r_glsl_permutation->loc_ClientTime >= 0)
3850 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3851 if (r_glsl_permutation->loc_PixelSize >= 0)
3852 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3853 if (r_glsl_permutation->loc_UserVec1 >= 0)
3855 float a=0, b=0, c=0, d=0;
3856 #if _MSC_VER >= 1400
3857 #define sscanf sscanf_s
3859 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3860 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3862 if (r_glsl_permutation->loc_UserVec2 >= 0)
3864 float a=0, b=0, c=0, d=0;
3865 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3866 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3868 if (r_glsl_permutation->loc_UserVec3 >= 0)
3870 float a=0, b=0, c=0, d=0;
3871 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3872 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3874 if (r_glsl_permutation->loc_UserVec4 >= 0)
3876 float a=0, b=0, c=0, d=0;
3877 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3878 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3880 if (r_glsl_permutation->loc_Saturation >= 0)
3881 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
3882 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3883 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3889 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3891 // render high dynamic range bloom effect
3892 // the bloom texture was made earlier this render, so we just need to
3893 // blend it onto the screen...
3894 R_ResetViewRendering2D();
3895 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3896 R_Mesh_ColorPointer(NULL, 0, 0);
3897 R_SetupGenericShader(true);
3898 GL_Color(1, 1, 1, 1);
3899 GL_BlendFunc(GL_ONE, GL_ONE);
3900 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3901 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3902 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3903 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3905 else if (r_bloomstate.texture_bloom)
3907 // render simple bloom effect
3908 // copy the screen and shrink it and darken it for the bloom process
3909 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3910 // make the bloom texture
3911 R_Bloom_MakeTexture();
3912 // put the original screen image back in place and blend the bloom
3914 R_ResetViewRendering2D();
3915 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3916 R_Mesh_ColorPointer(NULL, 0, 0);
3917 GL_Color(1, 1, 1, 1);
3918 GL_BlendFunc(GL_ONE, GL_ZERO);
3919 // do both in one pass if possible
3920 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3921 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3922 if (r_textureunits.integer >= 2 && gl_combine.integer)
3924 R_SetupGenericTwoTextureShader(GL_ADD);
3925 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3926 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3930 R_SetupGenericShader(true);
3931 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3932 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3933 // now blend on the bloom texture
3934 GL_BlendFunc(GL_ONE, GL_ONE);
3935 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3936 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3938 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3939 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3941 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3943 // apply a color tint to the whole view
3944 R_ResetViewRendering2D();
3945 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3946 R_Mesh_ColorPointer(NULL, 0, 0);
3947 R_SetupGenericShader(false);
3948 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3949 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3950 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3954 matrix4x4_t r_waterscrollmatrix;
3956 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3958 if (r_refdef.fog_density)
3960 r_refdef.fogcolor[0] = r_refdef.fog_red;
3961 r_refdef.fogcolor[1] = r_refdef.fog_green;
3962 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3966 VectorCopy(r_refdef.fogcolor, fogvec);
3967 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3969 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3970 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3971 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3972 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3974 // color.rgb *= ContrastBoost * SceneBrightness;
3975 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3976 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3977 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3978 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3983 void R_UpdateVariables(void)
3987 r_refdef.scene.ambient = r_ambient.value;
3989 r_refdef.farclip = 4096;
3990 if (r_refdef.scene.worldmodel)
3991 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3992 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3994 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3995 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3996 r_refdef.polygonfactor = 0;
3997 r_refdef.polygonoffset = 0;
3998 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3999 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4001 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
4002 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4003 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4004 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4005 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4006 if (r_showsurfaces.integer)
4008 r_refdef.scene.rtworld = false;
4009 r_refdef.scene.rtworldshadows = false;
4010 r_refdef.scene.rtdlight = false;
4011 r_refdef.scene.rtdlightshadows = false;
4012 r_refdef.lightmapintensity = 0;
4015 if (gamemode == GAME_NEHAHRA)
4017 if (gl_fogenable.integer)
4019 r_refdef.oldgl_fogenable = true;
4020 r_refdef.fog_density = gl_fogdensity.value;
4021 r_refdef.fog_red = gl_fogred.value;
4022 r_refdef.fog_green = gl_foggreen.value;
4023 r_refdef.fog_blue = gl_fogblue.value;
4024 r_refdef.fog_alpha = 1;
4025 r_refdef.fog_start = 0;
4026 r_refdef.fog_end = gl_skyclip.value;
4028 else if (r_refdef.oldgl_fogenable)
4030 r_refdef.oldgl_fogenable = false;
4031 r_refdef.fog_density = 0;
4032 r_refdef.fog_red = 0;
4033 r_refdef.fog_green = 0;
4034 r_refdef.fog_blue = 0;
4035 r_refdef.fog_alpha = 0;
4036 r_refdef.fog_start = 0;
4037 r_refdef.fog_end = 0;
4041 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4042 r_refdef.fog_start = max(0, r_refdef.fog_start);
4043 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4045 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4047 if (r_refdef.fog_density && r_drawfog.integer)
4049 r_refdef.fogenabled = true;
4050 // this is the point where the fog reaches 0.9986 alpha, which we
4051 // consider a good enough cutoff point for the texture
4052 // (0.9986 * 256 == 255.6)
4053 if (r_fog_exp2.integer)
4054 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4056 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4057 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4058 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4059 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4060 // fog color was already set
4061 // update the fog texture
4062 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)
4063 R_BuildFogTexture();
4066 r_refdef.fogenabled = false;
4068 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4070 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4072 // build GLSL gamma texture
4073 #define RAMPWIDTH 256
4074 unsigned short ramp[RAMPWIDTH * 3];
4075 unsigned char rampbgr[RAMPWIDTH][4];
4078 r_texture_gammaramps_serial = vid_gammatables_serial;
4080 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4081 for(i = 0; i < RAMPWIDTH; ++i)
4083 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4084 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4085 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4088 if (r_texture_gammaramps)
4090 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4094 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);
4100 // remove GLSL gamma texture
4104 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4105 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4111 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4112 if( scenetype != r_currentscenetype ) {
4113 // store the old scenetype
4114 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4115 r_currentscenetype = scenetype;
4116 // move in the new scene
4117 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4126 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4128 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4129 if( scenetype == r_currentscenetype ) {
4130 return &r_refdef.scene;
4132 return &r_scenes_store[ scenetype ];
4141 void R_RenderView(void)
4143 r_frame++; // used only by R_GetCurrentTexture
4144 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4146 R_AnimCache_NewFrame();
4148 if (r_refdef.view.isoverlay)
4150 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4151 GL_Clear( GL_DEPTH_BUFFER_BIT );
4152 R_TimeReport("depthclear");
4154 r_refdef.view.showdebug = false;
4156 r_waterstate.enabled = false;
4157 r_waterstate.numwaterplanes = 0;
4165 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4166 return; //Host_Error ("R_RenderView: NULL worldmodel");
4168 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4170 // break apart the view matrix into vectors for various purposes
4171 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4172 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4173 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4174 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4175 // make an inverted copy of the view matrix for tracking sprites
4176 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4178 R_Shadow_UpdateWorldLightSelection();
4180 R_Bloom_StartFrame();
4181 R_Water_StartFrame();
4184 if (r_timereport_active)
4185 R_TimeReport("viewsetup");
4187 R_ResetViewRendering3D();
4189 if (r_refdef.view.clear || r_refdef.fogenabled)
4191 R_ClearScreen(r_refdef.fogenabled);
4192 if (r_timereport_active)
4193 R_TimeReport("viewclear");
4195 r_refdef.view.clear = true;
4197 // this produces a bloom texture to be used in R_BlendView() later
4199 R_HDR_RenderBloomTexture();
4201 r_refdef.view.showdebug = true;
4204 if (r_timereport_active)
4205 R_TimeReport("visibility");
4207 r_waterstate.numwaterplanes = 0;
4208 if (r_waterstate.enabled)
4209 R_RenderWaterPlanes();
4212 r_waterstate.numwaterplanes = 0;
4215 if (r_timereport_active)
4216 R_TimeReport("blendview");
4218 GL_Scissor(0, 0, vid.width, vid.height);
4219 GL_ScissorTest(false);
4223 void R_RenderWaterPlanes(void)
4225 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4227 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4228 if (r_timereport_active)
4229 R_TimeReport("waterworld");
4232 // don't let sound skip if going slow
4233 if (r_refdef.scene.extraupdate)
4236 R_DrawModelsAddWaterPlanes();
4237 if (r_timereport_active)
4238 R_TimeReport("watermodels");
4240 if (r_waterstate.numwaterplanes)
4242 R_Water_ProcessPlanes();
4243 if (r_timereport_active)
4244 R_TimeReport("waterscenes");
4248 extern void R_DrawLightningBeams (void);
4249 extern void VM_CL_AddPolygonsToMeshQueue (void);
4250 extern void R_DrawPortals (void);
4251 extern cvar_t cl_locs_show;
4252 static void R_DrawLocs(void);
4253 static void R_DrawEntityBBoxes(void);
4254 void R_RenderScene(void)
4256 r_refdef.stats.renders++;
4260 // don't let sound skip if going slow
4261 if (r_refdef.scene.extraupdate)
4264 R_MeshQueue_BeginScene();
4268 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);
4270 if (cl.csqc_vidvars.drawworld)
4272 // don't let sound skip if going slow
4273 if (r_refdef.scene.extraupdate)
4276 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4278 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4279 if (r_timereport_active)
4280 R_TimeReport("worldsky");
4283 if (R_DrawBrushModelsSky() && r_timereport_active)
4284 R_TimeReport("bmodelsky");
4287 R_AnimCache_CacheVisibleEntities();
4289 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4291 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4292 if (r_timereport_active)
4293 R_TimeReport("worlddepth");
4295 if (r_depthfirst.integer >= 2)
4297 R_DrawModelsDepth();
4298 if (r_timereport_active)
4299 R_TimeReport("modeldepth");
4302 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4304 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4305 if (r_timereport_active)
4306 R_TimeReport("world");
4309 // don't let sound skip if going slow
4310 if (r_refdef.scene.extraupdate)
4314 if (r_timereport_active)
4315 R_TimeReport("models");
4317 // don't let sound skip if going slow
4318 if (r_refdef.scene.extraupdate)
4321 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
4323 R_DrawModelShadows();
4325 R_ResetViewRendering3D();
4327 // don't let sound skip if going slow
4328 if (r_refdef.scene.extraupdate)
4332 R_ShadowVolumeLighting(false);
4333 if (r_timereport_active)
4334 R_TimeReport("rtlights");
4336 // don't let sound skip if going slow
4337 if (r_refdef.scene.extraupdate)
4340 if (cl.csqc_vidvars.drawworld)
4342 R_DrawLightningBeams();
4343 if (r_timereport_active)
4344 R_TimeReport("lightning");
4347 if (r_timereport_active)
4348 R_TimeReport("decals");
4351 if (r_timereport_active)
4352 R_TimeReport("particles");
4355 if (r_timereport_active)
4356 R_TimeReport("explosions");
4359 R_SetupGenericShader(true);
4360 VM_CL_AddPolygonsToMeshQueue();
4362 if (r_refdef.view.showdebug)
4364 if (cl_locs_show.integer)
4367 if (r_timereport_active)
4368 R_TimeReport("showlocs");
4371 if (r_drawportals.integer)
4374 if (r_timereport_active)
4375 R_TimeReport("portals");
4378 if (r_showbboxes.value > 0)
4380 R_DrawEntityBBoxes();
4381 if (r_timereport_active)
4382 R_TimeReport("bboxes");
4386 R_SetupGenericShader(true);
4387 R_MeshQueue_RenderTransparent();
4388 if (r_timereport_active)
4389 R_TimeReport("drawtrans");
4391 R_SetupGenericShader(true);
4393 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))
4395 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4396 if (r_timereport_active)
4397 R_TimeReport("worlddebug");
4398 R_DrawModelsDebug();
4399 if (r_timereport_active)
4400 R_TimeReport("modeldebug");
4403 R_SetupGenericShader(true);
4405 if (cl.csqc_vidvars.drawworld)
4408 if (r_timereport_active)
4409 R_TimeReport("coronas");
4412 // don't let sound skip if going slow
4413 if (r_refdef.scene.extraupdate)
4416 R_ResetViewRendering2D();
4419 static const unsigned short bboxelements[36] =
4429 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4432 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4433 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4434 GL_DepthMask(false);
4435 GL_DepthRange(0, 1);
4436 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4437 R_Mesh_Matrix(&identitymatrix);
4438 R_Mesh_ResetTextureState();
4440 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4441 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4442 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4443 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4444 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4445 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4446 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4447 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4448 R_FillColors(color4f, 8, cr, cg, cb, ca);
4449 if (r_refdef.fogenabled)
4451 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4453 f1 = FogPoint_World(v);
4455 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4456 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4457 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4460 R_Mesh_VertexPointer(vertex3f, 0, 0);
4461 R_Mesh_ColorPointer(color4f, 0, 0);
4462 R_Mesh_ResetTextureState();
4463 R_SetupGenericShader(false);
4464 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4467 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4471 prvm_edict_t *edict;
4472 prvm_prog_t *prog_save = prog;
4474 // this function draws bounding boxes of server entities
4478 GL_CullFace(GL_NONE);
4479 R_SetupGenericShader(false);
4483 for (i = 0;i < numsurfaces;i++)
4485 edict = PRVM_EDICT_NUM(surfacelist[i]);
4486 switch ((int)edict->fields.server->solid)
4488 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4489 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4490 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4491 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4492 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4493 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4495 color[3] *= r_showbboxes.value;
4496 color[3] = bound(0, color[3], 1);
4497 GL_DepthTest(!r_showdisabledepthtest.integer);
4498 GL_CullFace(r_refdef.view.cullface_front);
4499 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4505 static void R_DrawEntityBBoxes(void)
4508 prvm_edict_t *edict;
4510 prvm_prog_t *prog_save = prog;
4512 // this function draws bounding boxes of server entities
4518 for (i = 0;i < prog->num_edicts;i++)
4520 edict = PRVM_EDICT_NUM(i);
4521 if (edict->priv.server->free)
4523 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4524 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4526 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4528 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4529 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4535 unsigned short nomodelelements[24] =
4547 float nomodelvertex3f[6*3] =
4557 float nomodelcolor4f[6*4] =
4559 0.0f, 0.0f, 0.5f, 1.0f,
4560 0.0f, 0.0f, 0.5f, 1.0f,
4561 0.0f, 0.5f, 0.0f, 1.0f,
4562 0.0f, 0.5f, 0.0f, 1.0f,
4563 0.5f, 0.0f, 0.0f, 1.0f,
4564 0.5f, 0.0f, 0.0f, 1.0f
4567 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4572 // this is only called once per entity so numsurfaces is always 1, and
4573 // surfacelist is always {0}, so this code does not handle batches
4574 R_Mesh_Matrix(&ent->matrix);
4576 if (ent->flags & EF_ADDITIVE)
4578 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4579 GL_DepthMask(false);
4581 else if (ent->alpha < 1)
4583 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4584 GL_DepthMask(false);
4588 GL_BlendFunc(GL_ONE, GL_ZERO);
4591 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4592 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4593 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4594 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4595 R_SetupGenericShader(false);
4596 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4597 if (r_refdef.fogenabled)
4600 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4601 R_Mesh_ColorPointer(color4f, 0, 0);
4602 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4603 f1 = FogPoint_World(org);
4605 for (i = 0, c = color4f;i < 6;i++, c += 4)
4607 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4608 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4609 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4613 else if (ent->alpha != 1)
4615 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4616 R_Mesh_ColorPointer(color4f, 0, 0);
4617 for (i = 0, c = color4f;i < 6;i++, c += 4)
4621 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4622 R_Mesh_ResetTextureState();
4623 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4626 void R_DrawNoModel(entity_render_t *ent)
4629 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4630 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4631 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4633 // R_DrawNoModelCallback(ent, 0);
4636 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4638 vec3_t right1, right2, diff, normal;
4640 VectorSubtract (org2, org1, normal);
4642 // calculate 'right' vector for start
4643 VectorSubtract (r_refdef.view.origin, org1, diff);
4644 CrossProduct (normal, diff, right1);
4645 VectorNormalize (right1);
4647 // calculate 'right' vector for end
4648 VectorSubtract (r_refdef.view.origin, org2, diff);
4649 CrossProduct (normal, diff, right2);
4650 VectorNormalize (right2);
4652 vert[ 0] = org1[0] + width * right1[0];
4653 vert[ 1] = org1[1] + width * right1[1];
4654 vert[ 2] = org1[2] + width * right1[2];
4655 vert[ 3] = org1[0] - width * right1[0];
4656 vert[ 4] = org1[1] - width * right1[1];
4657 vert[ 5] = org1[2] - width * right1[2];
4658 vert[ 6] = org2[0] - width * right2[0];
4659 vert[ 7] = org2[1] - width * right2[1];
4660 vert[ 8] = org2[2] - width * right2[2];
4661 vert[ 9] = org2[0] + width * right2[0];
4662 vert[10] = org2[1] + width * right2[1];
4663 vert[11] = org2[2] + width * right2[2];
4666 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4668 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)
4670 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
4674 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4675 fog = FogPoint_World(origin);
4677 R_Mesh_Matrix(&identitymatrix);
4678 GL_BlendFunc(blendfunc1, blendfunc2);
4680 GL_CullFace(GL_NONE);
4682 GL_DepthMask(false);
4683 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4684 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4685 GL_DepthTest(!depthdisable);
4687 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4688 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4689 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4690 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4691 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4692 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4693 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4694 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4695 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4696 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4697 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4698 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4700 R_Mesh_VertexPointer(vertex3f, 0, 0);
4701 R_Mesh_ColorPointer(NULL, 0, 0);
4702 R_Mesh_ResetTextureState();
4703 R_SetupGenericShader(true);
4704 R_Mesh_TexBind(0, R_GetTexture(texture));
4705 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4706 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4707 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4708 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4710 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4712 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4713 GL_BlendFunc(blendfunc1, GL_ONE);
4715 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4716 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4720 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4725 VectorSet(v, x, y, z);
4726 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4727 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4729 if (i == mesh->numvertices)
4731 if (mesh->numvertices < mesh->maxvertices)
4733 VectorCopy(v, vertex3f);
4734 mesh->numvertices++;
4736 return mesh->numvertices;
4742 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4746 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4747 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4748 e = mesh->element3i + mesh->numtriangles * 3;
4749 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4751 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4752 if (mesh->numtriangles < mesh->maxtriangles)
4757 mesh->numtriangles++;
4759 element[1] = element[2];
4763 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4767 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4768 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4769 e = mesh->element3i + mesh->numtriangles * 3;
4770 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4772 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4773 if (mesh->numtriangles < mesh->maxtriangles)
4778 mesh->numtriangles++;
4780 element[1] = element[2];
4784 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4785 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4787 int planenum, planenum2;
4790 mplane_t *plane, *plane2;
4792 double temppoints[2][256*3];
4793 // figure out how large a bounding box we need to properly compute this brush
4795 for (w = 0;w < numplanes;w++)
4796 maxdist = max(maxdist, planes[w].dist);
4797 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4798 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4799 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4803 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4804 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4806 if (planenum2 == planenum)
4808 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);
4811 if (tempnumpoints < 3)
4813 // generate elements forming a triangle fan for this polygon
4814 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4818 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)
4820 texturelayer_t *layer;
4821 layer = t->currentlayers + t->currentnumlayers++;
4823 layer->depthmask = depthmask;
4824 layer->blendfunc1 = blendfunc1;
4825 layer->blendfunc2 = blendfunc2;
4826 layer->texture = texture;
4827 layer->texmatrix = *matrix;
4828 layer->color[0] = r * r_refdef.view.colorscale;
4829 layer->color[1] = g * r_refdef.view.colorscale;
4830 layer->color[2] = b * r_refdef.view.colorscale;
4831 layer->color[3] = a;
4834 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4837 index = parms[2] + r_refdef.scene.time * parms[3];
4838 index -= floor(index);
4842 case Q3WAVEFUNC_NONE:
4843 case Q3WAVEFUNC_NOISE:
4844 case Q3WAVEFUNC_COUNT:
4847 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4848 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4849 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4850 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4851 case Q3WAVEFUNC_TRIANGLE:
4853 f = index - floor(index);
4864 return (float)(parms[0] + parms[1] * f);
4867 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
4872 matrix4x4_t matrix, temp;
4873 switch(tcmod->tcmod)
4877 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4878 matrix = r_waterscrollmatrix;
4880 matrix = identitymatrix;
4882 case Q3TCMOD_ENTITYTRANSLATE:
4883 // this is used in Q3 to allow the gamecode to control texcoord
4884 // scrolling on the entity, which is not supported in darkplaces yet.
4885 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4887 case Q3TCMOD_ROTATE:
4888 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4889 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4890 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4893 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4895 case Q3TCMOD_SCROLL:
4896 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4898 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4899 w = (int) tcmod->parms[0];
4900 h = (int) tcmod->parms[1];
4901 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4903 idx = (int) floor(f * w * h);
4904 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4906 case Q3TCMOD_STRETCH:
4907 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4908 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4910 case Q3TCMOD_TRANSFORM:
4911 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4912 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4913 VectorSet(tcmat + 6, 0 , 0 , 1);
4914 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4915 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4917 case Q3TCMOD_TURBULENT:
4918 // this is handled in the RSurf_PrepareVertices function
4919 matrix = identitymatrix;
4923 Matrix4x4_Concat(texmatrix, &matrix, &temp);
4926 texture_t *R_GetCurrentTexture(texture_t *t)
4929 const entity_render_t *ent = rsurface.entity;
4930 dp_model_t *model = ent->model;
4931 q3shaderinfo_layer_tcmod_t *tcmod;
4933 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
4934 return t->currentframe;
4935 t->update_lastrenderframe = r_frame;
4936 t->update_lastrenderentity = (void *)ent;
4938 // switch to an alternate material if this is a q1bsp animated material
4940 texture_t *texture = t;
4941 int s = ent->skinnum;
4942 if ((unsigned int)s >= (unsigned int)model->numskins)
4944 if (model->skinscenes)
4946 if (model->skinscenes[s].framecount > 1)
4947 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4949 s = model->skinscenes[s].firstframe;
4952 t = t + s * model->num_surfaces;
4955 // use an alternate animation if the entity's frame is not 0,
4956 // and only if the texture has an alternate animation
4957 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
4958 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4960 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4962 texture->currentframe = t;
4965 // update currentskinframe to be a qw skin or animation frame
4966 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"))
4968 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4970 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4971 if (developer_loading.integer)
4972 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4973 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);
4975 t->currentskinframe = r_qwskincache_skinframe[i];
4976 if (t->currentskinframe == NULL)
4977 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4979 else if (t->numskinframes >= 2)
4980 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4981 if (t->backgroundnumskinframes >= 2)
4982 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
4984 t->currentmaterialflags = t->basematerialflags;
4985 t->currentalpha = ent->alpha;
4986 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4987 t->currentalpha *= r_wateralpha.value;
4988 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4989 t->currentalpha *= t->r_water_wateralpha;
4990 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4991 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4992 if (!(ent->flags & RENDER_LIGHT))
4993 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4994 else if (rsurface.modeltexcoordlightmap2f == NULL)
4996 // pick a model lighting mode
4997 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4998 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5000 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5002 if (ent->effects & EF_ADDITIVE)
5003 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5004 else if (t->currentalpha < 1)
5005 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5006 if (ent->effects & EF_DOUBLESIDED)
5007 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5008 if (ent->effects & EF_NODEPTHTEST)
5009 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5010 if (ent->flags & RENDER_VIEWMODEL)
5011 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5012 if (t->backgroundnumskinframes)
5013 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5014 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5016 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5017 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5020 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5022 // there is no tcmod
5023 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5025 t->currenttexmatrix = r_waterscrollmatrix;
5026 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5030 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5031 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5034 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5035 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5036 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5037 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5039 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5040 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5041 t->glosstexture = r_texture_black;
5042 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5043 t->backgroundglosstexture = r_texture_black;
5044 t->specularpower = r_shadow_glossexponent.value;
5045 // TODO: store reference values for these in the texture?
5046 t->specularscale = 0;
5047 if (r_shadow_gloss.integer > 0)
5049 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5051 if (r_shadow_glossintensity.value > 0)
5053 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5054 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5055 t->specularscale = r_shadow_glossintensity.value;
5058 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5060 t->glosstexture = r_texture_white;
5061 t->backgroundglosstexture = r_texture_white;
5062 t->specularscale = r_shadow_gloss2intensity.value;
5066 // lightmaps mode looks bad with dlights using actual texturing, so turn
5067 // off the colormap and glossmap, but leave the normalmap on as it still
5068 // accurately represents the shading involved
5069 if (gl_lightmaps.integer)
5071 t->basetexture = r_texture_grey128;
5072 t->backgroundbasetexture = NULL;
5073 t->specularscale = 0;
5074 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5077 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5078 VectorClear(t->dlightcolor);
5079 t->currentnumlayers = 0;
5080 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5083 int blendfunc1, blendfunc2, depthmask;
5084 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5086 blendfunc1 = GL_SRC_ALPHA;
5087 blendfunc2 = GL_ONE;
5089 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5091 blendfunc1 = GL_SRC_ALPHA;
5092 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5094 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5096 blendfunc1 = t->customblendfunc[0];
5097 blendfunc2 = t->customblendfunc[1];
5101 blendfunc1 = GL_ONE;
5102 blendfunc2 = GL_ZERO;
5104 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5105 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5106 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5107 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5109 // fullbright is not affected by r_refdef.lightmapintensity
5110 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]);
5111 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5112 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]);
5113 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5114 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]);
5118 vec3_t ambientcolor;
5120 // set the color tint used for lights affecting this surface
5121 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5123 // q3bsp has no lightmap updates, so the lightstylevalue that
5124 // would normally be baked into the lightmap must be
5125 // applied to the color
5126 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5127 if (ent->model->type == mod_brushq3)
5128 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5129 colorscale *= r_refdef.lightmapintensity;
5130 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5131 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5132 // basic lit geometry
5133 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]);
5134 // add pants/shirt if needed
5135 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5136 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]);
5137 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5138 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]);
5139 // now add ambient passes if needed
5140 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5142 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]);
5143 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5144 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]);
5145 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5146 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]);
5149 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5150 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]);
5151 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5153 // if this is opaque use alpha blend which will darken the earlier
5156 // if this is an alpha blended material, all the earlier passes
5157 // were darkened by fog already, so we only need to add the fog
5158 // color ontop through the fog mask texture
5160 // if this is an additive blended material, all the earlier passes
5161 // were darkened by fog already, and we should not add fog color
5162 // (because the background was not darkened, there is no fog color
5163 // that was lost behind it).
5164 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]);
5168 return t->currentframe;
5171 rsurfacestate_t rsurface;
5173 void R_Mesh_ResizeArrays(int newvertices)
5176 if (rsurface.array_size >= newvertices)
5178 if (rsurface.array_modelvertex3f)
5179 Mem_Free(rsurface.array_modelvertex3f);
5180 rsurface.array_size = (newvertices + 1023) & ~1023;
5181 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5182 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5183 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5184 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5185 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5186 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5187 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5188 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5189 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5190 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5191 rsurface.array_color4f = base + rsurface.array_size * 27;
5192 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5195 void RSurf_ActiveWorldEntity(void)
5197 dp_model_t *model = r_refdef.scene.worldmodel;
5198 //if (rsurface.entity == r_refdef.scene.worldentity)
5200 rsurface.entity = r_refdef.scene.worldentity;
5201 if (rsurface.array_size < model->surfmesh.num_vertices)
5202 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5203 rsurface.matrix = identitymatrix;
5204 rsurface.inversematrix = identitymatrix;
5205 R_Mesh_Matrix(&identitymatrix);
5206 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5207 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5208 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5209 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5210 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5211 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5212 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5213 rsurface.frameblend[0].lerp = 1;
5214 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5215 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5216 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5217 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5218 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5219 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5220 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5221 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5222 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5223 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5224 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5225 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5226 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5227 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5228 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5229 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5230 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5231 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5232 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5233 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5234 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5235 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5236 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5237 rsurface.modelelement3i = model->surfmesh.data_element3i;
5238 rsurface.modelelement3s = model->surfmesh.data_element3s;
5239 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5240 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5241 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5242 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5243 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5244 rsurface.modelsurfaces = model->data_surfaces;
5245 rsurface.generatedvertex = false;
5246 rsurface.vertex3f = rsurface.modelvertex3f;
5247 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5248 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5249 rsurface.svector3f = rsurface.modelsvector3f;
5250 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5251 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5252 rsurface.tvector3f = rsurface.modeltvector3f;
5253 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5254 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5255 rsurface.normal3f = rsurface.modelnormal3f;
5256 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5257 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5258 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5261 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5263 dp_model_t *model = ent->model;
5264 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5266 rsurface.entity = (entity_render_t *)ent;
5267 if (rsurface.array_size < model->surfmesh.num_vertices)
5268 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5269 rsurface.matrix = ent->matrix;
5270 rsurface.inversematrix = ent->inversematrix;
5271 R_Mesh_Matrix(&rsurface.matrix);
5272 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5273 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5274 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5275 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5276 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5277 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5278 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5279 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5280 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5281 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5282 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5283 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5284 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5285 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5286 if (ent->model->brush.submodel)
5288 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5289 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5291 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5293 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5295 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5296 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5297 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5298 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5300 else if (wanttangents)
5302 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5303 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5304 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5305 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5306 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5308 else if (wantnormals)
5310 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5311 rsurface.modelsvector3f = NULL;
5312 rsurface.modeltvector3f = NULL;
5313 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5314 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5318 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5319 rsurface.modelsvector3f = NULL;
5320 rsurface.modeltvector3f = NULL;
5321 rsurface.modelnormal3f = NULL;
5322 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5324 rsurface.modelvertex3f_bufferobject = 0;
5325 rsurface.modelvertex3f_bufferoffset = 0;
5326 rsurface.modelsvector3f_bufferobject = 0;
5327 rsurface.modelsvector3f_bufferoffset = 0;
5328 rsurface.modeltvector3f_bufferobject = 0;
5329 rsurface.modeltvector3f_bufferoffset = 0;
5330 rsurface.modelnormal3f_bufferobject = 0;
5331 rsurface.modelnormal3f_bufferoffset = 0;
5332 rsurface.generatedvertex = true;
5336 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5337 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5338 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5339 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5340 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5341 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5342 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5343 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5344 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5345 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5346 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5347 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5348 rsurface.generatedvertex = false;
5350 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5351 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5352 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5353 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5354 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5355 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5356 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5357 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5358 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5359 rsurface.modelelement3i = model->surfmesh.data_element3i;
5360 rsurface.modelelement3s = model->surfmesh.data_element3s;
5361 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5362 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5363 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5364 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5365 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5366 rsurface.modelsurfaces = model->data_surfaces;
5367 rsurface.vertex3f = rsurface.modelvertex3f;
5368 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5369 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5370 rsurface.svector3f = rsurface.modelsvector3f;
5371 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5372 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5373 rsurface.tvector3f = rsurface.modeltvector3f;
5374 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5375 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5376 rsurface.normal3f = rsurface.modelnormal3f;
5377 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5378 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5379 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5382 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5383 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5386 int texturesurfaceindex;
5391 const float *v1, *in_tc;
5393 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5395 q3shaderinfo_deform_t *deform;
5396 // 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
5397 if (rsurface.generatedvertex)
5399 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5400 generatenormals = true;
5401 for (i = 0;i < Q3MAXDEFORMS;i++)
5403 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5405 generatetangents = true;
5406 generatenormals = true;
5408 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5409 generatenormals = true;
5411 if (generatenormals && !rsurface.modelnormal3f)
5413 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5414 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5415 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5416 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5418 if (generatetangents && !rsurface.modelsvector3f)
5420 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5421 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5422 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5423 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5424 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5425 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5426 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);
5429 rsurface.vertex3f = rsurface.modelvertex3f;
5430 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5431 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5432 rsurface.svector3f = rsurface.modelsvector3f;
5433 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5434 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5435 rsurface.tvector3f = rsurface.modeltvector3f;
5436 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5437 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5438 rsurface.normal3f = rsurface.modelnormal3f;
5439 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5440 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5441 // if vertices are deformed (sprite flares and things in maps, possibly
5442 // water waves, bulges and other deformations), generate them into
5443 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5444 // (may be static model data or generated data for an animated model, or
5445 // the previous deform pass)
5446 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5448 switch (deform->deform)
5451 case Q3DEFORM_PROJECTIONSHADOW:
5452 case Q3DEFORM_TEXT0:
5453 case Q3DEFORM_TEXT1:
5454 case Q3DEFORM_TEXT2:
5455 case Q3DEFORM_TEXT3:
5456 case Q3DEFORM_TEXT4:
5457 case Q3DEFORM_TEXT5:
5458 case Q3DEFORM_TEXT6:
5459 case Q3DEFORM_TEXT7:
5462 case Q3DEFORM_AUTOSPRITE:
5463 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5464 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5465 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5466 VectorNormalize(newforward);
5467 VectorNormalize(newright);
5468 VectorNormalize(newup);
5469 // make deformed versions of only the model vertices used by the specified surfaces
5470 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5472 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5473 // a single autosprite surface can contain multiple sprites...
5474 for (j = 0;j < surface->num_vertices - 3;j += 4)
5476 VectorClear(center);
5477 for (i = 0;i < 4;i++)
5478 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5479 VectorScale(center, 0.25f, center);
5480 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5481 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5482 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5483 for (i = 0;i < 4;i++)
5485 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5486 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5489 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);
5490 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);
5492 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5493 rsurface.vertex3f_bufferobject = 0;
5494 rsurface.vertex3f_bufferoffset = 0;
5495 rsurface.svector3f = rsurface.array_deformedsvector3f;
5496 rsurface.svector3f_bufferobject = 0;
5497 rsurface.svector3f_bufferoffset = 0;
5498 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5499 rsurface.tvector3f_bufferobject = 0;
5500 rsurface.tvector3f_bufferoffset = 0;
5501 rsurface.normal3f = rsurface.array_deformednormal3f;
5502 rsurface.normal3f_bufferobject = 0;
5503 rsurface.normal3f_bufferoffset = 0;
5505 case Q3DEFORM_AUTOSPRITE2:
5506 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5507 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5508 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5509 VectorNormalize(newforward);
5510 VectorNormalize(newright);
5511 VectorNormalize(newup);
5512 // make deformed versions of only the model vertices used by the specified surfaces
5513 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5515 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5516 const float *v1, *v2;
5526 memset(shortest, 0, sizeof(shortest));
5527 // a single autosprite surface can contain multiple sprites...
5528 for (j = 0;j < surface->num_vertices - 3;j += 4)
5530 VectorClear(center);
5531 for (i = 0;i < 4;i++)
5532 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5533 VectorScale(center, 0.25f, center);
5534 // find the two shortest edges, then use them to define the
5535 // axis vectors for rotating around the central axis
5536 for (i = 0;i < 6;i++)
5538 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5539 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5541 Debug_PolygonBegin(NULL, 0);
5542 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5543 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);
5544 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5547 l = VectorDistance2(v1, v2);
5548 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5550 l += (1.0f / 1024.0f);
5551 if (shortest[0].length2 > l || i == 0)
5553 shortest[1] = shortest[0];
5554 shortest[0].length2 = l;
5555 shortest[0].v1 = v1;
5556 shortest[0].v2 = v2;
5558 else if (shortest[1].length2 > l || i == 1)
5560 shortest[1].length2 = l;
5561 shortest[1].v1 = v1;
5562 shortest[1].v2 = v2;
5565 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5566 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5568 Debug_PolygonBegin(NULL, 0);
5569 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5570 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);
5571 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5574 // this calculates the right vector from the shortest edge
5575 // and the up vector from the edge midpoints
5576 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5577 VectorNormalize(right);
5578 VectorSubtract(end, start, up);
5579 VectorNormalize(up);
5580 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5581 VectorSubtract(rsurface.modelorg, center, forward);
5582 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5583 VectorNegate(forward, forward);
5584 VectorReflect(forward, 0, up, forward);
5585 VectorNormalize(forward);
5586 CrossProduct(up, forward, newright);
5587 VectorNormalize(newright);
5589 Debug_PolygonBegin(NULL, 0);
5590 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);
5591 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5592 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5596 Debug_PolygonBegin(NULL, 0);
5597 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5598 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5599 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5602 // rotate the quad around the up axis vector, this is made
5603 // especially easy by the fact we know the quad is flat,
5604 // so we only have to subtract the center position and
5605 // measure distance along the right vector, and then
5606 // multiply that by the newright vector and add back the
5608 // we also need to subtract the old position to undo the
5609 // displacement from the center, which we do with a
5610 // DotProduct, the subtraction/addition of center is also
5611 // optimized into DotProducts here
5612 l = DotProduct(right, center);
5613 for (i = 0;i < 4;i++)
5615 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5616 f = DotProduct(right, v1) - l;
5617 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5620 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);
5621 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);
5623 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5624 rsurface.vertex3f_bufferobject = 0;
5625 rsurface.vertex3f_bufferoffset = 0;
5626 rsurface.svector3f = rsurface.array_deformedsvector3f;
5627 rsurface.svector3f_bufferobject = 0;
5628 rsurface.svector3f_bufferoffset = 0;
5629 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5630 rsurface.tvector3f_bufferobject = 0;
5631 rsurface.tvector3f_bufferoffset = 0;
5632 rsurface.normal3f = rsurface.array_deformednormal3f;
5633 rsurface.normal3f_bufferobject = 0;
5634 rsurface.normal3f_bufferoffset = 0;
5636 case Q3DEFORM_NORMAL:
5637 // deform the normals to make reflections wavey
5638 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5640 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5641 for (j = 0;j < surface->num_vertices;j++)
5644 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5645 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5646 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5647 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5648 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5649 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5650 VectorNormalize(normal);
5652 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);
5654 rsurface.svector3f = rsurface.array_deformedsvector3f;
5655 rsurface.svector3f_bufferobject = 0;
5656 rsurface.svector3f_bufferoffset = 0;
5657 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5658 rsurface.tvector3f_bufferobject = 0;
5659 rsurface.tvector3f_bufferoffset = 0;
5660 rsurface.normal3f = rsurface.array_deformednormal3f;
5661 rsurface.normal3f_bufferobject = 0;
5662 rsurface.normal3f_bufferoffset = 0;
5665 // deform vertex array to make wavey water and flags and such
5666 waveparms[0] = deform->waveparms[0];
5667 waveparms[1] = deform->waveparms[1];
5668 waveparms[2] = deform->waveparms[2];
5669 waveparms[3] = deform->waveparms[3];
5670 // this is how a divisor of vertex influence on deformation
5671 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5672 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5673 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5675 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5676 for (j = 0;j < surface->num_vertices;j++)
5678 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5679 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5680 // if the wavefunc depends on time, evaluate it per-vertex
5683 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5684 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5686 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5689 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5690 rsurface.vertex3f_bufferobject = 0;
5691 rsurface.vertex3f_bufferoffset = 0;
5693 case Q3DEFORM_BULGE:
5694 // deform vertex array to make the surface have moving bulges
5695 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5697 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5698 for (j = 0;j < surface->num_vertices;j++)
5700 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5701 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5704 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5705 rsurface.vertex3f_bufferobject = 0;
5706 rsurface.vertex3f_bufferoffset = 0;
5709 // deform vertex array
5710 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5711 VectorScale(deform->parms, scale, waveparms);
5712 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5714 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5715 for (j = 0;j < surface->num_vertices;j++)
5716 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5718 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5719 rsurface.vertex3f_bufferobject = 0;
5720 rsurface.vertex3f_bufferoffset = 0;
5724 // generate texcoords based on the chosen texcoord source
5725 switch(rsurface.texture->tcgen.tcgen)
5728 case Q3TCGEN_TEXTURE:
5729 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5730 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5731 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5733 case Q3TCGEN_LIGHTMAP:
5734 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5735 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5736 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5738 case Q3TCGEN_VECTOR:
5739 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5741 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5742 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)
5744 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5745 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5748 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5749 rsurface.texcoordtexture2f_bufferobject = 0;
5750 rsurface.texcoordtexture2f_bufferoffset = 0;
5752 case Q3TCGEN_ENVIRONMENT:
5753 // make environment reflections using a spheremap
5754 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5756 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5757 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5758 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5759 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5760 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5762 // identical to Q3A's method, but executed in worldspace so
5763 // carried models can be shiny too
5765 float viewer[3], d, reflected[3], worldreflected[3];
5767 VectorSubtract(rsurface.modelorg, vertex, viewer);
5768 // VectorNormalize(viewer);
5770 d = DotProduct(normal, viewer);
5772 reflected[0] = normal[0]*2*d - viewer[0];
5773 reflected[1] = normal[1]*2*d - viewer[1];
5774 reflected[2] = normal[2]*2*d - viewer[2];
5775 // note: this is proportinal to viewer, so we can normalize later
5777 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
5778 VectorNormalize(worldreflected);
5780 // note: this sphere map only uses world x and z!
5781 // so positive and negative y will LOOK THE SAME.
5782 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
5783 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
5786 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5787 rsurface.texcoordtexture2f_bufferobject = 0;
5788 rsurface.texcoordtexture2f_bufferoffset = 0;
5791 // the only tcmod that needs software vertex processing is turbulent, so
5792 // check for it here and apply the changes if needed
5793 // and we only support that as the first one
5794 // (handling a mixture of turbulent and other tcmods would be problematic
5795 // without punting it entirely to a software path)
5796 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5798 amplitude = rsurface.texture->tcmods[0].parms[1];
5799 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5800 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5802 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5803 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)
5805 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5806 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5809 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5810 rsurface.texcoordtexture2f_bufferobject = 0;
5811 rsurface.texcoordtexture2f_bufferoffset = 0;
5813 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5814 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5815 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5816 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5819 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5822 const msurface_t *surface = texturesurfacelist[0];
5823 const msurface_t *surface2;
5828 // TODO: lock all array ranges before render, rather than on each surface
5829 if (texturenumsurfaces == 1)
5831 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5832 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);
5834 else if (r_batchmode.integer == 2)
5836 #define MAXBATCHTRIANGLES 4096
5837 int batchtriangles = 0;
5838 int batchelements[MAXBATCHTRIANGLES*3];
5839 for (i = 0;i < texturenumsurfaces;i = j)
5841 surface = texturesurfacelist[i];
5843 if (surface->num_triangles > MAXBATCHTRIANGLES)
5845 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);
5848 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5849 batchtriangles = surface->num_triangles;
5850 firstvertex = surface->num_firstvertex;
5851 endvertex = surface->num_firstvertex + surface->num_vertices;
5852 for (;j < texturenumsurfaces;j++)
5854 surface2 = texturesurfacelist[j];
5855 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5857 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5858 batchtriangles += surface2->num_triangles;
5859 firstvertex = min(firstvertex, surface2->num_firstvertex);
5860 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5862 surface2 = texturesurfacelist[j-1];
5863 numvertices = endvertex - firstvertex;
5864 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5867 else if (r_batchmode.integer == 1)
5869 for (i = 0;i < texturenumsurfaces;i = j)
5871 surface = texturesurfacelist[i];
5872 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5873 if (texturesurfacelist[j] != surface2)
5875 surface2 = texturesurfacelist[j-1];
5876 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5877 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5878 GL_LockArrays(surface->num_firstvertex, numvertices);
5879 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5884 for (i = 0;i < texturenumsurfaces;i++)
5886 surface = texturesurfacelist[i];
5887 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5888 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);
5893 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5895 int i, planeindex, vertexindex;
5899 r_waterstate_waterplane_t *p, *bestp;
5900 msurface_t *surface;
5901 if (r_waterstate.renderingscene)
5903 for (i = 0;i < texturenumsurfaces;i++)
5905 surface = texturesurfacelist[i];
5906 if (lightmaptexunit >= 0)
5907 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5908 if (deluxemaptexunit >= 0)
5909 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5910 // pick the closest matching water plane
5913 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5916 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5918 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5919 d += fabs(PlaneDiff(vert, &p->plane));
5921 if (bestd > d || !bestp)
5929 if (refractiontexunit >= 0)
5930 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5931 if (reflectiontexunit >= 0)
5932 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5936 if (refractiontexunit >= 0)
5937 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5938 if (reflectiontexunit >= 0)
5939 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5941 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5942 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);
5946 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5950 const msurface_t *surface = texturesurfacelist[0];
5951 const msurface_t *surface2;
5956 // TODO: lock all array ranges before render, rather than on each surface
5957 if (texturenumsurfaces == 1)
5959 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5960 if (deluxemaptexunit >= 0)
5961 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5962 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5963 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);
5965 else if (r_batchmode.integer == 2)
5967 #define MAXBATCHTRIANGLES 4096
5968 int batchtriangles = 0;
5969 int batchelements[MAXBATCHTRIANGLES*3];
5970 for (i = 0;i < texturenumsurfaces;i = j)
5972 surface = texturesurfacelist[i];
5973 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5974 if (deluxemaptexunit >= 0)
5975 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5977 if (surface->num_triangles > MAXBATCHTRIANGLES)
5979 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);
5982 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5983 batchtriangles = surface->num_triangles;
5984 firstvertex = surface->num_firstvertex;
5985 endvertex = surface->num_firstvertex + surface->num_vertices;
5986 for (;j < texturenumsurfaces;j++)
5988 surface2 = texturesurfacelist[j];
5989 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5991 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5992 batchtriangles += surface2->num_triangles;
5993 firstvertex = min(firstvertex, surface2->num_firstvertex);
5994 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5996 surface2 = texturesurfacelist[j-1];
5997 numvertices = endvertex - firstvertex;
5998 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6001 else if (r_batchmode.integer == 1)
6004 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6005 for (i = 0;i < texturenumsurfaces;i = j)
6007 surface = texturesurfacelist[i];
6008 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6009 if (texturesurfacelist[j] != surface2)
6011 Con_Printf(" %i", j - i);
6014 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6016 for (i = 0;i < texturenumsurfaces;i = j)
6018 surface = texturesurfacelist[i];
6019 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6020 if (deluxemaptexunit >= 0)
6021 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6022 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6023 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6026 Con_Printf(" %i", j - i);
6028 surface2 = texturesurfacelist[j-1];
6029 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6030 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6031 GL_LockArrays(surface->num_firstvertex, numvertices);
6032 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6040 for (i = 0;i < texturenumsurfaces;i++)
6042 surface = texturesurfacelist[i];
6043 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6044 if (deluxemaptexunit >= 0)
6045 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6046 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6047 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);
6052 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6055 int texturesurfaceindex;
6056 if (r_showsurfaces.integer == 2)
6058 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6060 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6061 for (j = 0;j < surface->num_triangles;j++)
6063 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6064 GL_Color(f, f, f, 1);
6065 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6071 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6073 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6074 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6075 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);
6076 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6077 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);
6082 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6084 int texturesurfaceindex;
6087 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6089 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6090 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)
6098 rsurface.lightmapcolor4f = rsurface.array_color4f;
6099 rsurface.lightmapcolor4f_bufferobject = 0;
6100 rsurface.lightmapcolor4f_bufferoffset = 0;
6103 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6105 int texturesurfaceindex;
6109 if (rsurface.lightmapcolor4f)
6111 // generate color arrays for the surfaces in this list
6112 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6114 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6115 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)
6117 f = FogPoint_Model(v);
6127 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6129 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6130 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)
6132 f = FogPoint_Model(v);
6140 rsurface.lightmapcolor4f = rsurface.array_color4f;
6141 rsurface.lightmapcolor4f_bufferobject = 0;
6142 rsurface.lightmapcolor4f_bufferoffset = 0;
6145 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6147 int texturesurfaceindex;
6151 if (!rsurface.lightmapcolor4f)
6153 // generate color arrays for the surfaces in this list
6154 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6156 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6157 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)
6159 f = FogPoint_Model(v);
6160 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6161 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6162 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6166 rsurface.lightmapcolor4f = rsurface.array_color4f;
6167 rsurface.lightmapcolor4f_bufferobject = 0;
6168 rsurface.lightmapcolor4f_bufferoffset = 0;
6171 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6173 int texturesurfaceindex;
6176 if (!rsurface.lightmapcolor4f)
6178 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6180 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6181 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)
6189 rsurface.lightmapcolor4f = rsurface.array_color4f;
6190 rsurface.lightmapcolor4f_bufferobject = 0;
6191 rsurface.lightmapcolor4f_bufferoffset = 0;
6194 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6196 int texturesurfaceindex;
6199 if (!rsurface.lightmapcolor4f)
6201 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6203 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6204 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)
6206 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6207 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6208 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6212 rsurface.lightmapcolor4f = rsurface.array_color4f;
6213 rsurface.lightmapcolor4f_bufferobject = 0;
6214 rsurface.lightmapcolor4f_bufferoffset = 0;
6217 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6220 rsurface.lightmapcolor4f = NULL;
6221 rsurface.lightmapcolor4f_bufferobject = 0;
6222 rsurface.lightmapcolor4f_bufferoffset = 0;
6223 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6224 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6225 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6226 GL_Color(r, g, b, a);
6227 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6230 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6232 // TODO: optimize applyfog && applycolor case
6233 // just apply fog if necessary, and tint the fog color array if necessary
6234 rsurface.lightmapcolor4f = NULL;
6235 rsurface.lightmapcolor4f_bufferobject = 0;
6236 rsurface.lightmapcolor4f_bufferoffset = 0;
6237 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6238 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6239 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6240 GL_Color(r, g, b, a);
6241 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6244 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6246 int texturesurfaceindex;
6250 if (texturesurfacelist[0]->lightmapinfo)
6252 // generate color arrays for the surfaces in this list
6253 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6255 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6256 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6258 if (surface->lightmapinfo->samples)
6260 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6261 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6262 VectorScale(lm, scale, c);
6263 if (surface->lightmapinfo->styles[1] != 255)
6265 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6267 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6268 VectorMA(c, scale, lm, c);
6269 if (surface->lightmapinfo->styles[2] != 255)
6272 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6273 VectorMA(c, scale, lm, c);
6274 if (surface->lightmapinfo->styles[3] != 255)
6277 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6278 VectorMA(c, scale, lm, c);
6288 rsurface.lightmapcolor4f = rsurface.array_color4f;
6289 rsurface.lightmapcolor4f_bufferobject = 0;
6290 rsurface.lightmapcolor4f_bufferoffset = 0;
6294 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6295 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6296 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6298 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6299 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6300 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6301 GL_Color(r, g, b, a);
6302 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6305 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6307 int texturesurfaceindex;
6310 float *v, *c, *c2, alpha;
6311 vec3_t ambientcolor;
6312 vec3_t diffusecolor;
6316 VectorCopy(rsurface.modellight_lightdir, lightdir);
6317 f = 0.5f * r_refdef.lightmapintensity;
6318 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6319 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6320 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6321 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6322 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6323 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6325 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6327 // generate color arrays for the surfaces in this list
6328 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6330 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6331 int numverts = surface->num_vertices;
6332 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6333 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6334 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6335 // q3-style directional shading
6336 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6338 if ((f = DotProduct(c2, lightdir)) > 0)
6339 VectorMA(ambientcolor, f, diffusecolor, c);
6341 VectorCopy(ambientcolor, c);
6349 rsurface.lightmapcolor4f = rsurface.array_color4f;
6350 rsurface.lightmapcolor4f_bufferobject = 0;
6351 rsurface.lightmapcolor4f_bufferoffset = 0;
6352 *applycolor = false;
6356 *r = ambientcolor[0];
6357 *g = ambientcolor[1];
6358 *b = ambientcolor[2];
6359 rsurface.lightmapcolor4f = NULL;
6360 rsurface.lightmapcolor4f_bufferobject = 0;
6361 rsurface.lightmapcolor4f_bufferoffset = 0;
6365 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6367 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6368 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6369 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6370 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6371 GL_Color(r, g, b, a);
6372 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6375 void RSurf_SetupDepthAndCulling(void)
6377 // submodels are biased to avoid z-fighting with world surfaces that they
6378 // may be exactly overlapping (avoids z-fighting artifacts on certain
6379 // doors and things in Quake maps)
6380 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6381 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6382 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6383 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6386 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6388 // transparent sky would be ridiculous
6389 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6391 R_SetupGenericShader(false);
6394 skyrendernow = false;
6395 // we have to force off the water clipping plane while rendering sky
6399 // restore entity matrix
6400 R_Mesh_Matrix(&rsurface.matrix);
6402 RSurf_SetupDepthAndCulling();
6404 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6405 // skymasking on them, and Quake3 never did sky masking (unlike
6406 // software Quake and software Quake2), so disable the sky masking
6407 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6408 // and skymasking also looks very bad when noclipping outside the
6409 // level, so don't use it then either.
6410 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6412 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6413 R_Mesh_ColorPointer(NULL, 0, 0);
6414 R_Mesh_ResetTextureState();
6415 if (skyrendermasked)
6417 R_SetupDepthOrShadowShader();
6418 // depth-only (masking)
6419 GL_ColorMask(0,0,0,0);
6420 // just to make sure that braindead drivers don't draw
6421 // anything despite that colormask...
6422 GL_BlendFunc(GL_ZERO, GL_ONE);
6426 R_SetupGenericShader(false);
6428 GL_BlendFunc(GL_ONE, GL_ZERO);
6430 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6431 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6432 if (skyrendermasked)
6433 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6435 R_Mesh_ResetTextureState();
6436 GL_Color(1, 1, 1, 1);
6439 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6441 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6444 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6445 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6446 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6447 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6448 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6449 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6450 if (rsurface.texture->backgroundcurrentskinframe)
6452 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6453 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6454 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6455 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6457 if(rsurface.texture->colormapping)
6459 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6460 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6462 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6463 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6464 R_Mesh_ColorPointer(NULL, 0, 0);
6466 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6468 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6470 // render background
6471 GL_BlendFunc(GL_ONE, GL_ZERO);
6473 GL_AlphaTest(false);
6475 GL_Color(1, 1, 1, 1);
6476 R_Mesh_ColorPointer(NULL, 0, 0);
6478 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6479 if (r_glsl_permutation)
6481 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6482 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6483 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6484 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6485 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6486 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6487 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);
6489 GL_LockArrays(0, 0);
6491 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6492 GL_DepthMask(false);
6493 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6494 R_Mesh_ColorPointer(NULL, 0, 0);
6496 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6497 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6498 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6501 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6502 if (!r_glsl_permutation)
6505 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6506 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6507 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6508 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6509 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6510 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6512 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6514 GL_BlendFunc(GL_ONE, GL_ZERO);
6516 GL_AlphaTest(false);
6520 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6521 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6522 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6525 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6527 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6528 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);
6530 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6534 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6535 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);
6537 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6539 GL_LockArrays(0, 0);
6542 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6544 // OpenGL 1.3 path - anything not completely ancient
6545 int texturesurfaceindex;
6546 qboolean applycolor;
6550 const texturelayer_t *layer;
6551 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6553 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6556 int layertexrgbscale;
6557 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6559 if (layerindex == 0)
6563 GL_AlphaTest(false);
6564 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6567 GL_DepthMask(layer->depthmask && writedepth);
6568 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6569 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6571 layertexrgbscale = 4;
6572 VectorScale(layer->color, 0.25f, layercolor);
6574 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6576 layertexrgbscale = 2;
6577 VectorScale(layer->color, 0.5f, layercolor);
6581 layertexrgbscale = 1;
6582 VectorScale(layer->color, 1.0f, layercolor);
6584 layercolor[3] = layer->color[3];
6585 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6586 R_Mesh_ColorPointer(NULL, 0, 0);
6587 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6588 switch (layer->type)
6590 case TEXTURELAYERTYPE_LITTEXTURE:
6591 memset(&m, 0, sizeof(m));
6592 m.tex[0] = R_GetTexture(r_texture_white);
6593 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6594 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6595 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6596 m.tex[1] = R_GetTexture(layer->texture);
6597 m.texmatrix[1] = layer->texmatrix;
6598 m.texrgbscale[1] = layertexrgbscale;
6599 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6600 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6601 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6602 R_Mesh_TextureState(&m);
6603 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6604 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6605 else if (rsurface.uselightmaptexture)
6606 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6608 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6610 case TEXTURELAYERTYPE_TEXTURE:
6611 memset(&m, 0, sizeof(m));
6612 m.tex[0] = R_GetTexture(layer->texture);
6613 m.texmatrix[0] = layer->texmatrix;
6614 m.texrgbscale[0] = layertexrgbscale;
6615 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6616 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6617 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6618 R_Mesh_TextureState(&m);
6619 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6621 case TEXTURELAYERTYPE_FOG:
6622 memset(&m, 0, sizeof(m));
6623 m.texrgbscale[0] = layertexrgbscale;
6626 m.tex[0] = R_GetTexture(layer->texture);
6627 m.texmatrix[0] = layer->texmatrix;
6628 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6629 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6630 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6632 R_Mesh_TextureState(&m);
6633 // generate a color array for the fog pass
6634 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6635 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6639 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6640 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)
6642 f = 1 - FogPoint_Model(v);
6643 c[0] = layercolor[0];
6644 c[1] = layercolor[1];
6645 c[2] = layercolor[2];
6646 c[3] = f * layercolor[3];
6649 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6652 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6654 GL_LockArrays(0, 0);
6657 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6659 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6660 GL_AlphaTest(false);
6664 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6666 // OpenGL 1.1 - crusty old voodoo path
6667 int texturesurfaceindex;
6671 const texturelayer_t *layer;
6672 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6674 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6676 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6678 if (layerindex == 0)
6682 GL_AlphaTest(false);
6683 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6686 GL_DepthMask(layer->depthmask && writedepth);
6687 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6688 R_Mesh_ColorPointer(NULL, 0, 0);
6689 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6690 switch (layer->type)
6692 case TEXTURELAYERTYPE_LITTEXTURE:
6693 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6695 // two-pass lit texture with 2x rgbscale
6696 // first the lightmap pass
6697 memset(&m, 0, sizeof(m));
6698 m.tex[0] = R_GetTexture(r_texture_white);
6699 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6700 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6701 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6702 R_Mesh_TextureState(&m);
6703 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6704 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6705 else if (rsurface.uselightmaptexture)
6706 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6708 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6709 GL_LockArrays(0, 0);
6710 // then apply the texture to it
6711 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6712 memset(&m, 0, sizeof(m));
6713 m.tex[0] = R_GetTexture(layer->texture);
6714 m.texmatrix[0] = layer->texmatrix;
6715 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6716 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6717 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6718 R_Mesh_TextureState(&m);
6719 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);
6723 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6724 memset(&m, 0, sizeof(m));
6725 m.tex[0] = R_GetTexture(layer->texture);
6726 m.texmatrix[0] = layer->texmatrix;
6727 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6728 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6729 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6730 R_Mesh_TextureState(&m);
6731 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6732 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);
6734 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);
6737 case TEXTURELAYERTYPE_TEXTURE:
6738 // singletexture unlit texture with transparency support
6739 memset(&m, 0, sizeof(m));
6740 m.tex[0] = R_GetTexture(layer->texture);
6741 m.texmatrix[0] = layer->texmatrix;
6742 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6743 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6744 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6745 R_Mesh_TextureState(&m);
6746 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);
6748 case TEXTURELAYERTYPE_FOG:
6749 // singletexture fogging
6750 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6753 memset(&m, 0, sizeof(m));
6754 m.tex[0] = R_GetTexture(layer->texture);
6755 m.texmatrix[0] = layer->texmatrix;
6756 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6757 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6758 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6759 R_Mesh_TextureState(&m);
6762 R_Mesh_ResetTextureState();
6763 // generate a color array for the fog pass
6764 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6768 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6769 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)
6771 f = 1 - FogPoint_Model(v);
6772 c[0] = layer->color[0];
6773 c[1] = layer->color[1];
6774 c[2] = layer->color[2];
6775 c[3] = f * layer->color[3];
6778 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6781 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6783 GL_LockArrays(0, 0);
6786 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6788 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6789 GL_AlphaTest(false);
6793 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6797 GL_AlphaTest(false);
6798 R_Mesh_ColorPointer(NULL, 0, 0);
6799 R_Mesh_ResetTextureState();
6800 R_SetupGenericShader(false);
6802 if(rsurface.texture && rsurface.texture->currentskinframe)
6804 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6805 c[3] *= rsurface.texture->currentalpha;
6815 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6817 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6818 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6819 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6822 // brighten it up (as texture value 127 means "unlit")
6823 c[0] *= 2 * r_refdef.view.colorscale;
6824 c[1] *= 2 * r_refdef.view.colorscale;
6825 c[2] *= 2 * r_refdef.view.colorscale;
6827 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6828 c[3] *= r_wateralpha.value;
6830 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6832 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6833 GL_DepthMask(false);
6835 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6837 GL_BlendFunc(GL_ONE, GL_ONE);
6838 GL_DepthMask(false);
6840 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6842 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6843 GL_DepthMask(false);
6845 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6847 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6848 GL_DepthMask(false);
6852 GL_BlendFunc(GL_ONE, GL_ZERO);
6853 GL_DepthMask(writedepth);
6856 rsurface.lightmapcolor4f = NULL;
6858 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6860 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6862 rsurface.lightmapcolor4f = NULL;
6863 rsurface.lightmapcolor4f_bufferobject = 0;
6864 rsurface.lightmapcolor4f_bufferoffset = 0;
6866 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6868 qboolean applycolor = true;
6871 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6873 r_refdef.lightmapintensity = 1;
6874 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6875 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6879 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6881 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6882 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6883 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6886 if(!rsurface.lightmapcolor4f)
6887 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6889 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6890 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6891 if(r_refdef.fogenabled)
6892 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6894 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6895 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6898 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6901 RSurf_SetupDepthAndCulling();
6902 if (r_showsurfaces.integer == 3)
6903 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6904 else if (r_glsl.integer && gl_support_fragment_shader)
6905 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6906 else if (gl_combine.integer && r_textureunits.integer >= 2)
6907 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6909 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6913 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6916 RSurf_SetupDepthAndCulling();
6917 if (r_showsurfaces.integer == 3)
6918 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6919 else if (r_glsl.integer && gl_support_fragment_shader)
6920 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6921 else if (gl_combine.integer && r_textureunits.integer >= 2)
6922 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6924 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6928 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6931 int texturenumsurfaces, endsurface;
6933 msurface_t *surface;
6934 msurface_t *texturesurfacelist[1024];
6936 // if the model is static it doesn't matter what value we give for
6937 // wantnormals and wanttangents, so this logic uses only rules applicable
6938 // to a model, knowing that they are meaningless otherwise
6939 if (ent == r_refdef.scene.worldentity)
6940 RSurf_ActiveWorldEntity();
6941 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6942 RSurf_ActiveModelEntity(ent, false, false);
6944 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6946 for (i = 0;i < numsurfaces;i = j)
6949 surface = rsurface.modelsurfaces + surfacelist[i];
6950 texture = surface->texture;
6951 rsurface.texture = R_GetCurrentTexture(texture);
6952 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6953 // scan ahead until we find a different texture
6954 endsurface = min(i + 1024, numsurfaces);
6955 texturenumsurfaces = 0;
6956 texturesurfacelist[texturenumsurfaces++] = surface;
6957 for (;j < endsurface;j++)
6959 surface = rsurface.modelsurfaces + surfacelist[j];
6960 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6962 texturesurfacelist[texturenumsurfaces++] = surface;
6964 // render the range of surfaces
6965 if (ent == r_refdef.scene.worldentity)
6966 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6968 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6970 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6971 GL_AlphaTest(false);
6974 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
6976 const entity_render_t *queueentity = r_refdef.scene.worldentity;
6980 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6982 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6984 RSurf_SetupDepthAndCulling();
6985 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6986 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6988 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6990 RSurf_SetupDepthAndCulling();
6991 GL_AlphaTest(false);
6992 R_Mesh_ColorPointer(NULL, 0, 0);
6993 R_Mesh_ResetTextureState();
6994 R_SetupGenericShader(false);
6995 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6997 GL_BlendFunc(GL_ONE, GL_ZERO);
6998 GL_Color(0, 0, 0, 1);
6999 GL_DepthTest(writedepth);
7000 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7002 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7004 RSurf_SetupDepthAndCulling();
7005 GL_AlphaTest(false);
7006 R_Mesh_ColorPointer(NULL, 0, 0);
7007 R_Mesh_ResetTextureState();
7008 R_SetupGenericShader(false);
7009 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7011 GL_BlendFunc(GL_ONE, GL_ZERO);
7013 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7015 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7016 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7017 else if (!rsurface.texture->currentnumlayers)
7019 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7021 // transparent surfaces get pushed off into the transparent queue
7022 int surfacelistindex;
7023 const msurface_t *surface;
7024 vec3_t tempcenter, center;
7025 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7027 surface = texturesurfacelist[surfacelistindex];
7028 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7029 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7030 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7031 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7032 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7037 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7038 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7043 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7047 // break the surface list down into batches by texture and use of lightmapping
7048 for (i = 0;i < numsurfaces;i = j)
7051 // texture is the base texture pointer, rsurface.texture is the
7052 // current frame/skin the texture is directing us to use (for example
7053 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7054 // use skin 1 instead)
7055 texture = surfacelist[i]->texture;
7056 rsurface.texture = R_GetCurrentTexture(texture);
7057 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7058 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7060 // if this texture is not the kind we want, skip ahead to the next one
7061 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7065 // simply scan ahead until we find a different texture or lightmap state
7066 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7068 // render the range of surfaces
7069 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7073 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7078 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7080 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7082 RSurf_SetupDepthAndCulling();
7083 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7084 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7086 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7088 RSurf_SetupDepthAndCulling();
7089 GL_AlphaTest(false);
7090 R_Mesh_ColorPointer(NULL, 0, 0);
7091 R_Mesh_ResetTextureState();
7092 R_SetupGenericShader(false);
7093 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7095 GL_BlendFunc(GL_ONE, GL_ZERO);
7096 GL_Color(0, 0, 0, 1);
7097 GL_DepthTest(writedepth);
7098 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7100 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7102 RSurf_SetupDepthAndCulling();
7103 GL_AlphaTest(false);
7104 R_Mesh_ColorPointer(NULL, 0, 0);
7105 R_Mesh_ResetTextureState();
7106 R_SetupGenericShader(false);
7107 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7109 GL_BlendFunc(GL_ONE, GL_ZERO);
7111 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7113 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7114 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7115 else if (!rsurface.texture->currentnumlayers)
7117 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7119 // transparent surfaces get pushed off into the transparent queue
7120 int surfacelistindex;
7121 const msurface_t *surface;
7122 vec3_t tempcenter, center;
7123 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7125 surface = texturesurfacelist[surfacelistindex];
7126 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7127 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7128 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7129 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7130 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7135 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7136 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7141 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7145 // break the surface list down into batches by texture and use of lightmapping
7146 for (i = 0;i < numsurfaces;i = j)
7149 // texture is the base texture pointer, rsurface.texture is the
7150 // current frame/skin the texture is directing us to use (for example
7151 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7152 // use skin 1 instead)
7153 texture = surfacelist[i]->texture;
7154 rsurface.texture = R_GetCurrentTexture(texture);
7155 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7156 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7158 // if this texture is not the kind we want, skip ahead to the next one
7159 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7163 // simply scan ahead until we find a different texture or lightmap state
7164 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7166 // render the range of surfaces
7167 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7171 float locboxvertex3f[6*4*3] =
7173 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7174 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7175 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7176 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7177 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7178 1,0,0, 0,0,0, 0,1,0, 1,1,0
7181 unsigned short locboxelements[6*2*3] =
7191 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7194 cl_locnode_t *loc = (cl_locnode_t *)ent;
7196 float vertex3f[6*4*3];
7198 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7199 GL_DepthMask(false);
7200 GL_DepthRange(0, 1);
7201 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7203 GL_CullFace(GL_NONE);
7204 R_Mesh_Matrix(&identitymatrix);
7206 R_Mesh_VertexPointer(vertex3f, 0, 0);
7207 R_Mesh_ColorPointer(NULL, 0, 0);
7208 R_Mesh_ResetTextureState();
7209 R_SetupGenericShader(false);
7212 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7213 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7214 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7215 surfacelist[0] < 0 ? 0.5f : 0.125f);
7217 if (VectorCompare(loc->mins, loc->maxs))
7219 VectorSet(size, 2, 2, 2);
7220 VectorMA(loc->mins, -0.5f, size, mins);
7224 VectorCopy(loc->mins, mins);
7225 VectorSubtract(loc->maxs, loc->mins, size);
7228 for (i = 0;i < 6*4*3;)
7229 for (j = 0;j < 3;j++, i++)
7230 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7232 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7235 void R_DrawLocs(void)
7238 cl_locnode_t *loc, *nearestloc;
7240 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7241 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7243 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7244 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7248 void R_DrawDebugModel(entity_render_t *ent)
7250 int i, j, k, l, flagsmask;
7251 const int *elements;
7253 msurface_t *surface;
7254 dp_model_t *model = ent->model;
7257 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7259 R_Mesh_ColorPointer(NULL, 0, 0);
7260 R_Mesh_ResetTextureState();
7261 R_SetupGenericShader(false);
7262 GL_DepthRange(0, 1);
7263 GL_DepthTest(!r_showdisabledepthtest.integer);
7264 GL_DepthMask(false);
7265 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7267 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7269 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7270 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7272 if (brush->colbrushf && brush->colbrushf->numtriangles)
7274 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7275 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);
7276 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7279 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7281 if (surface->num_collisiontriangles)
7283 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7284 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);
7285 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7290 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7292 if (r_showtris.integer || r_shownormals.integer)
7294 if (r_showdisabledepthtest.integer)
7296 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7297 GL_DepthMask(false);
7301 GL_BlendFunc(GL_ONE, GL_ZERO);
7304 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7306 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7308 rsurface.texture = R_GetCurrentTexture(surface->texture);
7309 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7311 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7312 if (r_showtris.value > 0)
7314 if (!rsurface.texture->currentlayers->depthmask)
7315 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7316 else if (ent == r_refdef.scene.worldentity)
7317 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7319 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7320 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7321 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7322 R_Mesh_ColorPointer(NULL, 0, 0);
7323 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7324 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7325 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7326 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);
7327 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7330 if (r_shownormals.value < 0)
7333 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7335 VectorCopy(rsurface.vertex3f + l * 3, v);
7336 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7337 qglVertex3f(v[0], v[1], v[2]);
7338 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7339 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7340 qglVertex3f(v[0], v[1], v[2]);
7345 if (r_shownormals.value > 0)
7348 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7350 VectorCopy(rsurface.vertex3f + l * 3, v);
7351 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7352 qglVertex3f(v[0], v[1], v[2]);
7353 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7354 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7355 qglVertex3f(v[0], v[1], v[2]);
7360 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7362 VectorCopy(rsurface.vertex3f + l * 3, v);
7363 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7364 qglVertex3f(v[0], v[1], v[2]);
7365 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7366 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7367 qglVertex3f(v[0], v[1], v[2]);
7372 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7374 VectorCopy(rsurface.vertex3f + l * 3, v);
7375 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7376 qglVertex3f(v[0], v[1], v[2]);
7377 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7378 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7379 qglVertex3f(v[0], v[1], v[2]);
7386 rsurface.texture = NULL;
7390 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7391 int r_maxsurfacelist = 0;
7392 msurface_t **r_surfacelist = NULL;
7393 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7395 int i, j, endj, f, flagsmask;
7397 dp_model_t *model = r_refdef.scene.worldmodel;
7398 msurface_t *surfaces;
7399 unsigned char *update;
7400 int numsurfacelist = 0;
7404 if (r_maxsurfacelist < model->num_surfaces)
7406 r_maxsurfacelist = model->num_surfaces;
7408 Mem_Free(r_surfacelist);
7409 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7412 RSurf_ActiveWorldEntity();
7414 surfaces = model->data_surfaces;
7415 update = model->brushq1.lightmapupdateflags;
7417 // update light styles on this submodel
7418 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7420 model_brush_lightstyleinfo_t *style;
7421 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7423 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7425 int *list = style->surfacelist;
7426 style->value = r_refdef.scene.lightstylevalue[style->style];
7427 for (j = 0;j < style->numsurfaces;j++)
7428 update[list[j]] = true;
7433 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7437 R_DrawDebugModel(r_refdef.scene.worldentity);
7438 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7444 rsurface.uselightmaptexture = false;
7445 rsurface.texture = NULL;
7446 rsurface.rtlight = NULL;
7448 // add visible surfaces to draw list
7449 for (i = 0;i < model->nummodelsurfaces;i++)
7451 j = model->sortedmodelsurfaces[i];
7452 if (r_refdef.viewcache.world_surfacevisible[j])
7453 r_surfacelist[numsurfacelist++] = surfaces + j;
7455 // update lightmaps if needed
7457 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7458 if (r_refdef.viewcache.world_surfacevisible[j])
7460 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7461 // don't do anything if there were no surfaces
7462 if (!numsurfacelist)
7464 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7467 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7468 GL_AlphaTest(false);
7470 // add to stats if desired
7471 if (r_speeds.integer && !skysurfaces && !depthonly)
7473 r_refdef.stats.world_surfaces += numsurfacelist;
7474 for (j = 0;j < numsurfacelist;j++)
7475 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7477 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7480 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7482 int i, j, endj, f, flagsmask;
7484 dp_model_t *model = ent->model;
7485 msurface_t *surfaces;
7486 unsigned char *update;
7487 int numsurfacelist = 0;
7491 if (r_maxsurfacelist < model->num_surfaces)
7493 r_maxsurfacelist = model->num_surfaces;
7495 Mem_Free(r_surfacelist);
7496 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7499 // if the model is static it doesn't matter what value we give for
7500 // wantnormals and wanttangents, so this logic uses only rules applicable
7501 // to a model, knowing that they are meaningless otherwise
7502 if (ent == r_refdef.scene.worldentity)
7503 RSurf_ActiveWorldEntity();
7504 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7505 RSurf_ActiveModelEntity(ent, false, false);
7507 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7509 surfaces = model->data_surfaces;
7510 update = model->brushq1.lightmapupdateflags;
7512 // update light styles
7513 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7515 model_brush_lightstyleinfo_t *style;
7516 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7518 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7520 int *list = style->surfacelist;
7521 style->value = r_refdef.scene.lightstylevalue[style->style];
7522 for (j = 0;j < style->numsurfaces;j++)
7523 update[list[j]] = true;
7528 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7532 R_DrawDebugModel(ent);
7533 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7539 rsurface.uselightmaptexture = false;
7540 rsurface.texture = NULL;
7541 rsurface.rtlight = NULL;
7543 // add visible surfaces to draw list
7544 for (i = 0;i < model->nummodelsurfaces;i++)
7545 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7546 // don't do anything if there were no surfaces
7547 if (!numsurfacelist)
7549 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7552 // update lightmaps if needed
7554 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7556 R_BuildLightMap(ent, surfaces + j);
7557 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7558 GL_AlphaTest(false);
7560 // add to stats if desired
7561 if (r_speeds.integer && !skysurfaces && !depthonly)
7563 r_refdef.stats.entities_surfaces += numsurfacelist;
7564 for (j = 0;j < numsurfacelist;j++)
7565 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7567 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity