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 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
48 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
49 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
50 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
51 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
53 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
55 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"};
56 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
57 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
58 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
59 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
60 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
61 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)"};
62 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
63 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
64 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"};
65 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"};
66 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
67 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"};
68 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"};
69 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"};
70 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
71 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
72 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
73 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
74 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
75 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
76 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
77 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
78 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
79 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
80 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
81 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
82 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
83 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
84 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
85 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
86 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
87 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
88 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
89 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
90 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"};
91 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
92 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
93 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
94 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
95 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
97 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
98 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
99 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
100 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
101 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
102 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
103 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
104 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
106 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)"};
108 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
109 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)"};
110 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
111 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
112 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
113 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
114 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)"};
115 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)"};
116 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)"};
117 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)"};
118 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)"};
120 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)"};
121 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
122 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"};
123 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
124 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
126 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
127 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
128 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
129 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
131 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
132 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
133 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
134 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
135 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
136 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
137 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
139 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
140 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
141 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
142 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)"};
144 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"};
146 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"};
148 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
150 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
151 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
152 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"};
153 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
154 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
155 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
156 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
158 extern cvar_t v_glslgamma;
160 extern qboolean v_flipped_state;
162 static struct r_bloomstate_s
167 int bloomwidth, bloomheight;
169 int screentexturewidth, screentextureheight;
170 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
172 int bloomtexturewidth, bloomtextureheight;
173 rtexture_t *texture_bloom;
175 // arrays for rendering the screen passes
176 float screentexcoord2f[8];
177 float bloomtexcoord2f[8];
178 float offsettexcoord2f[8];
180 r_viewport_t viewport;
184 r_waterstate_t r_waterstate;
186 /// shadow volume bsp struct with automatically growing nodes buffer
189 rtexture_t *r_texture_blanknormalmap;
190 rtexture_t *r_texture_white;
191 rtexture_t *r_texture_grey128;
192 rtexture_t *r_texture_black;
193 rtexture_t *r_texture_notexture;
194 rtexture_t *r_texture_whitecube;
195 rtexture_t *r_texture_normalizationcube;
196 rtexture_t *r_texture_fogattenuation;
197 rtexture_t *r_texture_gammaramps;
198 unsigned int r_texture_gammaramps_serial;
199 //rtexture_t *r_texture_fogintensity;
201 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
202 unsigned int r_numqueries;
203 unsigned int r_maxqueries;
205 typedef struct r_qwskincache_s
207 char name[MAX_QPATH];
208 skinframe_t *skinframe;
212 static r_qwskincache_t *r_qwskincache;
213 static int r_qwskincache_size;
215 /// vertex coordinates for a quad that covers the screen exactly
216 const float r_screenvertex3f[12] =
224 extern void R_DrawModelShadows(void);
226 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
229 for (i = 0;i < verts;i++)
240 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
243 for (i = 0;i < verts;i++)
253 // FIXME: move this to client?
256 if (gamemode == GAME_NEHAHRA)
258 Cvar_Set("gl_fogenable", "0");
259 Cvar_Set("gl_fogdensity", "0.2");
260 Cvar_Set("gl_fogred", "0.3");
261 Cvar_Set("gl_foggreen", "0.3");
262 Cvar_Set("gl_fogblue", "0.3");
264 r_refdef.fog_density = 0;
265 r_refdef.fog_red = 0;
266 r_refdef.fog_green = 0;
267 r_refdef.fog_blue = 0;
268 r_refdef.fog_alpha = 1;
269 r_refdef.fog_start = 0;
270 r_refdef.fog_end = 16384;
271 r_refdef.fog_height = 1<<30;
272 r_refdef.fog_fadedepth = 128;
275 static void R_BuildBlankTextures(void)
277 unsigned char data[4];
278 data[2] = 128; // normal X
279 data[1] = 128; // normal Y
280 data[0] = 255; // normal Z
281 data[3] = 128; // height
282 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
300 static void R_BuildNoTexture(void)
303 unsigned char pix[16][16][4];
304 // this makes a light grey/dark grey checkerboard texture
305 for (y = 0;y < 16;y++)
307 for (x = 0;x < 16;x++)
309 if ((y < 8) ^ (x < 8))
325 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
328 static void R_BuildWhiteCube(void)
330 unsigned char data[6*1*1*4];
331 memset(data, 255, sizeof(data));
332 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
335 static void R_BuildNormalizationCube(void)
339 vec_t s, t, intensity;
341 unsigned char data[6][NORMSIZE][NORMSIZE][4];
342 for (side = 0;side < 6;side++)
344 for (y = 0;y < NORMSIZE;y++)
346 for (x = 0;x < NORMSIZE;x++)
348 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
384 intensity = 127.0f / sqrt(DotProduct(v, v));
385 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
386 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
387 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
388 data[side][y][x][3] = 255;
392 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
395 static void R_BuildFogTexture(void)
399 unsigned char data1[FOGWIDTH][4];
400 //unsigned char data2[FOGWIDTH][4];
403 r_refdef.fogmasktable_start = r_refdef.fog_start;
404 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
405 r_refdef.fogmasktable_range = r_refdef.fogrange;
406 r_refdef.fogmasktable_density = r_refdef.fog_density;
408 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
409 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
411 d = (x * r - r_refdef.fogmasktable_start);
412 if(developer.integer >= 100)
413 Con_Printf("%f ", d);
415 if (r_fog_exp2.integer)
416 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
418 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
419 if(developer.integer >= 100)
420 Con_Printf(" : %f ", alpha);
421 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
422 if(developer.integer >= 100)
423 Con_Printf(" = %f\n", alpha);
424 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
427 for (x = 0;x < FOGWIDTH;x++)
429 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
434 //data2[x][0] = 255 - b;
435 //data2[x][1] = 255 - b;
436 //data2[x][2] = 255 - b;
439 if (r_texture_fogattenuation)
441 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
442 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
446 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);
447 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
451 static const char *builtinshaderstring =
452 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
453 "// written by Forest 'LordHavoc' Hale\n"
455 "// enable various extensions depending on permutation:\n"
457 "#ifdef USESHADOWMAPRECT\n"
458 "# extension GL_ARB_texture_rectangle : enable\n"
461 "#ifdef USESHADOWMAP2D\n"
462 "# ifdef GL_EXT_gpu_shader4\n"
463 "# extension GL_EXT_gpu_shader4 : enable\n"
465 "# ifdef GL_ARB_texture_gather\n"
466 "# extension GL_ARB_texture_gather : enable\n"
468 "# ifdef GL_AMD_texture_texture4\n"
469 "# extension GL_AMD_texture_texture4 : enable\n"
474 "#ifdef USESHADOWMAPCUBE\n"
475 "# extension GL_EXT_gpu_shader4 : enable\n"
478 "#ifdef USESHADOWSAMPLER\n"
479 "# extension GL_ARB_shadow : enable\n"
482 "// common definitions between vertex shader and fragment shader:\n"
484 "//#ifdef __GLSL_CG_DATA_TYPES\n"
485 "//# define myhalf half\n"
486 "//# define myhalf2 half2\n"
487 "//# define myhalf3half3\n"
488 "//# define myhalf4 half4\n"
490 "# define myhalf float\n"
491 "# define myhalf2 vec2\n"
492 "# define myhalf3 vec3\n"
493 "# define myhalf4 vec4\n"
496 "#ifdef USEFOGINSIDE\n"
499 "# ifdef USEFOGOUTSIDE\n"
504 "#ifdef MODE_DEPTH_OR_SHADOW\n"
506 "# ifdef VERTEX_SHADER\n"
509 " gl_Position = ftransform();\n"
514 "#ifdef MODE_SHOWDEPTH\n"
515 "# ifdef VERTEX_SHADER\n"
518 " gl_Position = ftransform();\n"
519 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
522 "# ifdef FRAGMENT_SHADER\n"
525 " gl_FragColor = gl_Color;\n"
529 "#else // !MODE_SHOWDEPTH\n"
531 "#ifdef MODE_POSTPROCESS\n"
532 "# ifdef VERTEX_SHADER\n"
535 " gl_FrontColor = gl_Color;\n"
536 " gl_Position = ftransform();\n"
537 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
539 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
543 "# ifdef FRAGMENT_SHADER\n"
545 "uniform sampler2D Texture_First;\n"
547 "uniform sampler2D Texture_Second;\n"
549 "#ifdef USEGAMMARAMPS\n"
550 "uniform sampler2D Texture_GammaRamps;\n"
552 "#ifdef USESATURATION\n"
553 "uniform float Saturation;\n"
555 "#ifdef USEVIEWTINT\n"
556 "uniform vec4 TintColor;\n"
558 "//uncomment these if you want to use them:\n"
559 "uniform vec4 UserVec1;\n"
560 "// uniform vec4 UserVec2;\n"
561 "// uniform vec4 UserVec3;\n"
562 "// uniform vec4 UserVec4;\n"
563 "// uniform float ClientTime;\n"
564 "uniform vec2 PixelSize;\n"
567 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
569 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
571 "#ifdef USEVIEWTINT\n"
572 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
575 "#ifdef USEPOSTPROCESSING\n"
576 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
577 "// 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"
578 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
579 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
580 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
581 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
582 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
583 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
586 "#ifdef USESATURATION\n"
587 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
588 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
589 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
590 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
593 "#ifdef USEGAMMARAMPS\n"
594 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
595 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
596 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
603 "#ifdef MODE_GENERIC\n"
604 "# ifdef VERTEX_SHADER\n"
607 " gl_FrontColor = gl_Color;\n"
608 "# ifdef USEDIFFUSE\n"
609 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
611 "# ifdef USESPECULAR\n"
612 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
614 " gl_Position = ftransform();\n"
617 "# ifdef FRAGMENT_SHADER\n"
619 "# ifdef USEDIFFUSE\n"
620 "uniform sampler2D Texture_First;\n"
622 "# ifdef USESPECULAR\n"
623 "uniform sampler2D Texture_Second;\n"
628 " gl_FragColor = gl_Color;\n"
629 "# ifdef USEDIFFUSE\n"
630 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
633 "# ifdef USESPECULAR\n"
634 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
636 "# ifdef USECOLORMAPPING\n"
637 " gl_FragColor *= tex2;\n"
640 " gl_FragColor += tex2;\n"
642 "# ifdef USEVERTEXTEXTUREBLEND\n"
643 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
648 "#else // !MODE_GENERIC\n"
649 "#ifdef MODE_BLOOMBLUR\n"
650 "# ifdef VERTEX_SHADER\n"
653 " gl_FrontColor = gl_Color;\n"
654 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
655 " gl_Position = ftransform();\n"
658 "# ifdef FRAGMENT_SHADER\n"
660 "uniform sampler2D Texture_First;\n"
661 "uniform vec4 BloomBlur_Parameters;\n"
666 " vec2 tc = gl_TexCoord[0].xy;\n"
667 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
668 " tc += BloomBlur_Parameters.xy;\n"
669 " for (i = 1;i < SAMPLES;i++)\n"
671 " color += texture2D(Texture_First, tc).rgb;\n"
672 " tc += BloomBlur_Parameters.xy;\n"
674 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
678 "#else // !MODE_BLOOMBLUR\n"
680 "varying vec2 TexCoord;\n"
681 "#ifdef USEVERTEXTEXTUREBLEND\n"
682 "varying vec2 TexCoord2;\n"
684 "varying vec2 TexCoordLightmap;\n"
686 "#ifdef MODE_LIGHTSOURCE\n"
687 "varying vec3 CubeVector;\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 LightVector;\n"
693 "#ifdef MODE_LIGHTDIRECTION\n"
694 "varying vec3 LightVector;\n"
697 "varying vec3 EyeVector;\n"
699 "varying vec3 EyeVectorModelSpace;\n"
700 "varying float FogPlaneVertexDist;\n"
703 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
704 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
705 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
707 "#ifdef MODE_WATER\n"
708 "varying vec4 ModelViewProjectionPosition;\n"
710 "#ifdef MODE_REFRACTION\n"
711 "varying vec4 ModelViewProjectionPosition;\n"
713 "#ifdef USEREFLECTION\n"
714 "varying vec4 ModelViewProjectionPosition;\n"
721 "// vertex shader specific:\n"
722 "#ifdef VERTEX_SHADER\n"
724 "uniform vec3 LightPosition;\n"
725 "uniform vec3 EyePosition;\n"
726 "uniform vec3 LightDir;\n"
727 "uniform vec4 FogPlane;\n"
729 "// 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"
733 " gl_FrontColor = gl_Color;\n"
734 " // copy the surface texcoord\n"
735 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
736 "#ifdef USEVERTEXTEXTUREBLEND\n"
737 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
739 "#ifndef MODE_LIGHTSOURCE\n"
740 "# ifndef MODE_LIGHTDIRECTION\n"
741 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
745 "#ifdef MODE_LIGHTSOURCE\n"
746 " // transform vertex position into light attenuation/cubemap space\n"
747 " // (-1 to +1 across the light box)\n"
748 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
750 " // transform unnormalized light direction into tangent space\n"
751 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
752 " // normalize it per pixel)\n"
753 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
754 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
755 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
756 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
759 "#ifdef MODE_LIGHTDIRECTION\n"
760 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
761 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
762 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
765 " // transform unnormalized eye direction into tangent space\n"
767 " vec3 EyeVectorModelSpace;\n"
769 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
770 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
771 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
772 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
775 " FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
778 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
779 " VectorS = gl_MultiTexCoord1.xyz;\n"
780 " VectorT = gl_MultiTexCoord2.xyz;\n"
781 " VectorR = gl_MultiTexCoord3.xyz;\n"
784 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
785 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
786 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
787 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
790 "// transform vertex to camera space, using ftransform to match non-VS\n"
792 " gl_Position = ftransform();\n"
794 "#ifdef MODE_WATER\n"
795 " ModelViewProjectionPosition = gl_Position;\n"
797 "#ifdef MODE_REFRACTION\n"
798 " ModelViewProjectionPosition = gl_Position;\n"
800 "#ifdef USEREFLECTION\n"
801 " ModelViewProjectionPosition = gl_Position;\n"
805 "#endif // VERTEX_SHADER\n"
810 "// fragment shader specific:\n"
811 "#ifdef FRAGMENT_SHADER\n"
813 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
814 "uniform sampler2D Texture_Normal;\n"
815 "uniform sampler2D Texture_Color;\n"
816 "uniform sampler2D Texture_Gloss;\n"
817 "uniform sampler2D Texture_Glow;\n"
818 "uniform sampler2D Texture_SecondaryNormal;\n"
819 "uniform sampler2D Texture_SecondaryColor;\n"
820 "uniform sampler2D Texture_SecondaryGloss;\n"
821 "uniform sampler2D Texture_SecondaryGlow;\n"
822 "uniform sampler2D Texture_Pants;\n"
823 "uniform sampler2D Texture_Shirt;\n"
824 "uniform sampler2D Texture_FogMask;\n"
825 "uniform sampler2D Texture_Lightmap;\n"
826 "uniform sampler2D Texture_Deluxemap;\n"
827 "uniform sampler2D Texture_Refraction;\n"
828 "uniform sampler2D Texture_Reflection;\n"
829 "uniform sampler2D Texture_Attenuation;\n"
830 "uniform samplerCube Texture_Cube;\n"
832 "#define showshadowmap 0\n"
834 "#ifdef USESHADOWMAPRECT\n"
835 "# ifdef USESHADOWSAMPLER\n"
836 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
838 "uniform sampler2DRect Texture_ShadowMapRect;\n"
842 "#ifdef USESHADOWMAP2D\n"
843 "# ifdef USESHADOWSAMPLER\n"
844 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
846 "uniform sampler2D Texture_ShadowMap2D;\n"
850 "#ifdef USESHADOWMAPVSDCT\n"
851 "uniform samplerCube Texture_CubeProjection;\n"
854 "#ifdef USESHADOWMAPCUBE\n"
855 "# ifdef USESHADOWSAMPLER\n"
856 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
858 "uniform samplerCube Texture_ShadowMapCube;\n"
862 "uniform myhalf3 LightColor;\n"
863 "uniform myhalf3 AmbientColor;\n"
864 "uniform myhalf3 DiffuseColor;\n"
865 "uniform myhalf3 SpecularColor;\n"
866 "uniform myhalf3 Color_Pants;\n"
867 "uniform myhalf3 Color_Shirt;\n"
868 "uniform myhalf3 FogColor;\n"
870 "uniform myhalf4 TintColor;\n"
873 "//#ifdef MODE_WATER\n"
874 "uniform vec4 DistortScaleRefractReflect;\n"
875 "uniform vec4 ScreenScaleRefractReflect;\n"
876 "uniform vec4 ScreenCenterRefractReflect;\n"
877 "uniform myhalf4 RefractColor;\n"
878 "uniform myhalf4 ReflectColor;\n"
879 "uniform myhalf ReflectFactor;\n"
880 "uniform myhalf ReflectOffset;\n"
882 "//# ifdef MODE_REFRACTION\n"
883 "//uniform vec4 DistortScaleRefractReflect;\n"
884 "//uniform vec4 ScreenScaleRefractReflect;\n"
885 "//uniform vec4 ScreenCenterRefractReflect;\n"
886 "//uniform myhalf4 RefractColor;\n"
887 "//# ifdef USEREFLECTION\n"
888 "//uniform myhalf4 ReflectColor;\n"
891 "//# ifdef USEREFLECTION\n"
892 "//uniform vec4 DistortScaleRefractReflect;\n"
893 "//uniform vec4 ScreenScaleRefractReflect;\n"
894 "//uniform vec4 ScreenCenterRefractReflect;\n"
895 "//uniform myhalf4 ReflectColor;\n"
900 "uniform myhalf3 GlowColor;\n"
901 "uniform myhalf SceneBrightness;\n"
903 "uniform float OffsetMapping_Scale;\n"
904 "uniform float OffsetMapping_Bias;\n"
905 "uniform float FogRangeRecip;\n"
906 "uniform float FogPlaneViewDist;\n"
907 "uniform float FogHeightFade;\n"
909 "uniform myhalf AmbientScale;\n"
910 "uniform myhalf DiffuseScale;\n"
911 "uniform myhalf SpecularScale;\n"
912 "uniform myhalf SpecularPower;\n"
914 "#ifdef USEOFFSETMAPPING\n"
915 "vec2 OffsetMapping(vec2 TexCoord)\n"
917 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
918 " // 14 sample relief mapping: linear search and then binary search\n"
919 " // this basically steps forward a small amount repeatedly until it finds\n"
920 " // itself inside solid, then jitters forward and back using decreasing\n"
921 " // amounts to find the impact\n"
922 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
923 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
924 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
925 " vec3 RT = vec3(TexCoord, 1);\n"
926 " OffsetVector *= 0.1;\n"
927 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
928 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
929 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
930 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
931 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
937 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
938 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
939 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
940 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
943 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
944 " // this basically moves forward the full distance, and then backs up based\n"
945 " // on height of samples\n"
946 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
947 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
948 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
949 " TexCoord += OffsetVector;\n"
950 " OffsetVector *= 0.333;\n"
951 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
952 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
953 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
954 " return TexCoord;\n"
957 "#endif // USEOFFSETMAPPING\n"
959 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
960 "uniform vec2 ShadowMap_TextureScale;\n"
961 "uniform vec4 ShadowMap_Parameters;\n"
964 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
965 "vec3 GetShadowMapTC2D(vec3 dir)\n"
967 " vec3 adir = abs(dir);\n"
968 "# ifndef USESHADOWMAPVSDCT\n"
972 " if (adir.x > adir.y)\n"
974 " if (adir.x > adir.z) // X\n"
978 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
984 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
989 " if (adir.y > adir.z) // Y\n"
993 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
999 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1003 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1004 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1005 " stc.z += ShadowMap_Parameters.z;\n"
1006 "# if showshadowmap\n"
1007 " stc.xy *= ShadowMap_TextureScale;\n"
1011 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1012 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1013 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1014 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1015 " stc.z += ShadowMap_Parameters.z;\n"
1016 "# if showshadowmap\n"
1017 " stc.xy *= ShadowMap_TextureScale;\n"
1022 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1024 "#ifdef USESHADOWMAPCUBE\n"
1025 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1027 " vec3 adir = abs(dir);\n"
1028 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1032 "#if !showshadowmap\n"
1033 "# ifdef USESHADOWMAPRECT\n"
1034 "float ShadowMapCompare(vec3 dir)\n"
1036 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1038 "# ifdef USESHADOWSAMPLER\n"
1040 "# ifdef USESHADOWMAPPCF\n"
1041 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1042 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1044 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1049 "# ifdef USESHADOWMAPPCF\n"
1050 "# if USESHADOWMAPPCF > 1\n"
1051 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1052 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1053 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1054 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1055 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1056 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1057 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1058 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1060 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1061 " vec2 offset = fract(shadowmaptc.xy);\n"
1062 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1063 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1064 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1065 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1066 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1069 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1077 "# ifdef USESHADOWMAP2D\n"
1078 "float ShadowMapCompare(vec3 dir)\n"
1080 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1083 "# ifdef USESHADOWSAMPLER\n"
1084 "# ifdef USESHADOWMAPPCF\n"
1085 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1086 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1087 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1089 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1092 "# ifdef USESHADOWMAPPCF\n"
1093 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1094 "# ifdef GL_ARB_texture_gather\n"
1095 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1097 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1099 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1100 " center *= ShadowMap_TextureScale;\n"
1101 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1102 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1103 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1104 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1105 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1106 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1107 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1109 "# ifdef GL_EXT_gpu_shader4\n"
1110 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1112 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1114 "# if USESHADOWMAPPCF > 1\n"
1115 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1116 " center *= ShadowMap_TextureScale;\n"
1117 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1118 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1119 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1120 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1121 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1122 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1124 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1125 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1126 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1127 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1128 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1129 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1133 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1140 "# ifdef USESHADOWMAPCUBE\n"
1141 "float ShadowMapCompare(vec3 dir)\n"
1143 " // apply depth texture cubemap as light filter\n"
1144 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1146 "# ifdef USESHADOWSAMPLER\n"
1147 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1149 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1156 "#ifdef MODE_WATER\n"
1161 "#ifdef USEOFFSETMAPPING\n"
1162 " // apply offsetmapping\n"
1163 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1164 "#define TexCoord TexCoordOffset\n"
1167 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1168 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1169 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1170 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1171 " // FIXME temporary hack to detect the case that the reflection\n"
1172 " // gets blackened at edges due to leaving the area that contains actual\n"
1174 " // Remove this 'ack once we have a better way to stop this thing from\n"
1176 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1177 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1178 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1179 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1180 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1181 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1182 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1183 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1184 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1185 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1186 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1187 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1190 "#else // !MODE_WATER\n"
1191 "#ifdef MODE_REFRACTION\n"
1193 "// refraction pass\n"
1196 "#ifdef USEOFFSETMAPPING\n"
1197 " // apply offsetmapping\n"
1198 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1199 "#define TexCoord TexCoordOffset\n"
1202 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1203 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1204 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1205 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1206 " // FIXME temporary hack to detect the case that the reflection\n"
1207 " // gets blackened at edges due to leaving the area that contains actual\n"
1209 " // Remove this 'ack once we have a better way to stop this thing from\n"
1211 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1212 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1213 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1214 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1215 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1216 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1219 "#else // !MODE_REFRACTION\n"
1222 "#ifdef USEOFFSETMAPPING\n"
1223 " // apply offsetmapping\n"
1224 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1225 "#define TexCoord TexCoordOffset\n"
1228 " // combine the diffuse textures (base, pants, shirt)\n"
1229 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1230 "#ifdef USECOLORMAPPING\n"
1231 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1233 "#ifdef USEVERTEXTEXTUREBLEND\n"
1234 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1235 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1236 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1237 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1239 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1242 "#ifdef USEDIFFUSE\n"
1243 " // get the surface normal and the gloss color\n"
1244 "# ifdef USEVERTEXTEXTUREBLEND\n"
1245 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1246 "# ifdef USESPECULAR\n"
1247 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1250 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1251 "# ifdef USESPECULAR\n"
1252 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1259 "#ifdef MODE_LIGHTSOURCE\n"
1260 " // light source\n"
1262 " // calculate surface normal, light normal, and specular normal\n"
1263 " // compute color intensity for the two textures (colormap and glossmap)\n"
1264 " // scale by light color and attenuation as efficiently as possible\n"
1265 " // (do as much scalar math as possible rather than vector math)\n"
1266 "# ifdef USEDIFFUSE\n"
1267 " // get the light normal\n"
1268 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1270 "# ifdef USESPECULAR\n"
1271 "# ifndef USEEXACTSPECULARMATH\n"
1272 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1275 " // calculate directional shading\n"
1276 "# ifdef USEEXACTSPECULARMATH\n"
1277 " 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"
1279 " 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"
1282 "# ifdef USEDIFFUSE\n"
1283 " // calculate directional shading\n"
1284 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1286 " // calculate directionless shading\n"
1287 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1291 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1292 "#if !showshadowmap\n"
1293 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1297 "# ifdef USECUBEFILTER\n"
1298 " // apply light cubemap filter\n"
1299 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1300 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1302 "#endif // MODE_LIGHTSOURCE\n"
1307 "#ifdef MODE_LIGHTDIRECTION\n"
1308 " // directional model lighting\n"
1309 "# ifdef USEDIFFUSE\n"
1310 " // get the light normal\n"
1311 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1313 "# ifdef USESPECULAR\n"
1314 " // calculate directional shading\n"
1315 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1316 "# ifdef USEEXACTSPECULARMATH\n"
1317 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1319 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1320 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1323 "# ifdef USEDIFFUSE\n"
1325 " // calculate directional shading\n"
1326 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1328 " color.rgb *= AmbientColor;\n"
1331 "#endif // MODE_LIGHTDIRECTION\n"
1336 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1337 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1339 " // get the light normal\n"
1340 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1341 " myhalf3 diffusenormal;\n"
1342 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1343 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1344 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1345 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1346 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1347 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1348 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1349 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1350 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1351 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1352 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1353 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1354 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1355 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1356 "# ifdef USESPECULAR\n"
1357 "# ifdef USEEXACTSPECULARMATH\n"
1358 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1360 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1361 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1365 " // apply lightmap color\n"
1366 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1367 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1372 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1373 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1375 " // get the light normal\n"
1376 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1377 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1378 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1379 "# ifdef USESPECULAR\n"
1380 "# ifdef USEEXACTSPECULARMATH\n"
1381 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1383 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1384 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1388 " // apply lightmap color\n"
1389 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1390 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1395 "#ifdef MODE_LIGHTMAP\n"
1396 " // apply lightmap color\n"
1397 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1398 "#endif // MODE_LIGHTMAP\n"
1403 "#ifdef MODE_VERTEXCOLOR\n"
1404 " // apply lightmap color\n"
1405 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1406 "#endif // MODE_VERTEXCOLOR\n"
1411 "#ifdef MODE_FLATCOLOR\n"
1412 "#endif // MODE_FLATCOLOR\n"
1420 " color *= TintColor;\n"
1423 "#ifdef USEVERTEXTEXTUREBLEND\n"
1424 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1426 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1430 " color.rgb *= SceneBrightness;\n"
1432 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1435 "#ifdef USEFOGOUTSIDE\n"
1436 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1438 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1440 "// float FogHeightFade1 = -0.5/1024.0;\n"
1441 "// if (FogPlaneViewDist >= 0.0)\n"
1442 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1444 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1445 "//# ifdef USEFOGABOVE\n"
1446 "// if (FogPlaneViewDist >= 0.0)\n"
1447 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1449 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1450 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1451 "// fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1452 "// fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1453 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1455 " //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1456 " //float fade = -0.5/128.0;\n"
1457 " //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1458 " //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1459 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1460 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1461 " //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1462 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1464 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1466 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1469 " // 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"
1470 "#ifdef USEREFLECTION\n"
1471 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1472 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1473 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1474 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1475 " // FIXME temporary hack to detect the case that the reflection\n"
1476 " // gets blackened at edges due to leaving the area that contains actual\n"
1478 " // Remove this 'ack once we have a better way to stop this thing from\n"
1480 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1481 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1482 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1483 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1484 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1485 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1488 " gl_FragColor = vec4(color);\n"
1490 "#if showshadowmap\n"
1491 "# ifdef USESHADOWMAPRECT\n"
1492 "# ifdef USESHADOWSAMPLER\n"
1493 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1495 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1498 "# ifdef USESHADOWMAP2D\n"
1499 "# ifdef USESHADOWSAMPLER\n"
1500 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1502 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1506 "# ifdef USESHADOWMAPCUBE\n"
1507 "# ifdef USESHADOWSAMPLER\n"
1508 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1510 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1515 "#endif // !MODE_REFRACTION\n"
1516 "#endif // !MODE_WATER\n"
1518 "#endif // FRAGMENT_SHADER\n"
1520 "#endif // !MODE_BLOOMBLUR\n"
1521 "#endif // !MODE_GENERIC\n"
1522 "#endif // !MODE_POSTPROCESS\n"
1523 "#endif // !MODE_SHOWDEPTH\n"
1524 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1527 typedef struct shaderpermutationinfo_s
1529 const char *pretext;
1532 shaderpermutationinfo_t;
1534 typedef struct shadermodeinfo_s
1536 const char *vertexfilename;
1537 const char *geometryfilename;
1538 const char *fragmentfilename;
1539 const char *pretext;
1544 typedef enum shaderpermutation_e
1546 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1547 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1548 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1549 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1550 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1551 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1552 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1553 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1554 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1555 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1556 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1557 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1558 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1559 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1560 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1561 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1562 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1563 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1564 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1565 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1566 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1567 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1568 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1569 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1570 SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1571 SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1573 shaderpermutation_t;
1575 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1576 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1578 {"#define USEDIFFUSE\n", " diffuse"},
1579 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1580 {"#define USEVIEWTINT\n", " viewtint"},
1581 {"#define USECOLORMAPPING\n", " colormapping"},
1582 {"#define USESATURATION\n", " saturation"},
1583 {"#define USEFOGINSIDE\n", " foginside"},
1584 {"#define USEFOGOUTSIDE\n", " fogoutside"},
1585 {"#define USEGAMMARAMPS\n", " gammaramps"},
1586 {"#define USECUBEFILTER\n", " cubefilter"},
1587 {"#define USEGLOW\n", " glow"},
1588 {"#define USEBLOOM\n", " bloom"},
1589 {"#define USESPECULAR\n", " specular"},
1590 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1591 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1592 {"#define USEREFLECTION\n", " reflection"},
1593 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1594 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1595 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1596 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1597 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1598 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1599 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1600 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1601 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1604 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1605 typedef enum shadermode_e
1607 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1608 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1609 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1610 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1611 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1612 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1613 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1614 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1615 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1616 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1617 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1618 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1619 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1624 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1625 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1627 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1628 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1629 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1630 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1631 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1632 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1633 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1634 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1635 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1636 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1637 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1638 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1639 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1642 struct r_glsl_permutation_s;
1643 typedef struct r_glsl_permutation_s
1645 /// hash lookup data
1646 struct r_glsl_permutation_s *hashnext;
1648 unsigned int permutation;
1650 /// indicates if we have tried compiling this permutation already
1652 /// 0 if compilation failed
1654 /// locations of detected uniforms in program object, or -1 if not found
1655 int loc_Texture_First;
1656 int loc_Texture_Second;
1657 int loc_Texture_GammaRamps;
1658 int loc_Texture_Normal;
1659 int loc_Texture_Color;
1660 int loc_Texture_Gloss;
1661 int loc_Texture_Glow;
1662 int loc_Texture_SecondaryNormal;
1663 int loc_Texture_SecondaryColor;
1664 int loc_Texture_SecondaryGloss;
1665 int loc_Texture_SecondaryGlow;
1666 int loc_Texture_Pants;
1667 int loc_Texture_Shirt;
1668 int loc_Texture_FogMask;
1669 int loc_Texture_Lightmap;
1670 int loc_Texture_Deluxemap;
1671 int loc_Texture_Attenuation;
1672 int loc_Texture_Cube;
1673 int loc_Texture_Refraction;
1674 int loc_Texture_Reflection;
1675 int loc_Texture_ShadowMapRect;
1676 int loc_Texture_ShadowMapCube;
1677 int loc_Texture_ShadowMap2D;
1678 int loc_Texture_CubeProjection;
1680 int loc_LightPosition;
1681 int loc_EyePosition;
1682 int loc_Color_Pants;
1683 int loc_Color_Shirt;
1685 int loc_FogPlaneViewDist;
1686 int loc_FogRangeRecip;
1687 int loc_FogHeightFade;
1688 int loc_AmbientScale;
1689 int loc_DiffuseScale;
1690 int loc_SpecularScale;
1691 int loc_SpecularPower;
1693 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1694 int loc_OffsetMapping_Scale;
1696 int loc_AmbientColor;
1697 int loc_DiffuseColor;
1698 int loc_SpecularColor;
1700 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1701 int loc_GammaCoeff; ///< 1 / gamma
1702 int loc_DistortScaleRefractReflect;
1703 int loc_ScreenScaleRefractReflect;
1704 int loc_ScreenCenterRefractReflect;
1705 int loc_RefractColor;
1706 int loc_ReflectColor;
1707 int loc_ReflectFactor;
1708 int loc_ReflectOffset;
1716 int loc_ShadowMap_TextureScale;
1717 int loc_ShadowMap_Parameters;
1719 r_glsl_permutation_t;
1721 #define SHADERPERMUTATION_HASHSIZE 256
1723 /// information about each possible shader permutation
1724 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1725 /// currently selected permutation
1726 r_glsl_permutation_t *r_glsl_permutation;
1727 /// storage for permutations linked in the hash table
1728 memexpandablearray_t r_glsl_permutationarray;
1730 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1732 //unsigned int hashdepth = 0;
1733 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1734 r_glsl_permutation_t *p;
1735 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1737 if (p->mode == mode && p->permutation == permutation)
1739 //if (hashdepth > 10)
1740 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1745 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1747 p->permutation = permutation;
1748 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1749 r_glsl_permutationhash[mode][hashindex] = p;
1750 //if (hashdepth > 10)
1751 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1755 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1758 if (!filename || !filename[0])
1760 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1763 if (printfromdisknotice)
1764 Con_DPrint("from disk... ");
1765 return shaderstring;
1767 else if (!strcmp(filename, "glsl/default.glsl"))
1769 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1770 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1772 return shaderstring;
1775 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1778 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1779 int vertstrings_count = 0;
1780 int geomstrings_count = 0;
1781 int fragstrings_count = 0;
1782 char *vertexstring, *geometrystring, *fragmentstring;
1783 const char *vertstrings_list[32+3];
1784 const char *geomstrings_list[32+3];
1785 const char *fragstrings_list[32+3];
1786 char permutationname[256];
1793 permutationname[0] = 0;
1794 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1795 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1796 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1798 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1800 // the first pretext is which type of shader to compile as
1801 // (later these will all be bound together as a program object)
1802 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1803 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1804 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1806 // the second pretext is the mode (for example a light source)
1807 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1808 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1809 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1810 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1812 // now add all the permutation pretexts
1813 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1815 if (permutation & (1<<i))
1817 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1818 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1819 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1820 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1824 // keep line numbers correct
1825 vertstrings_list[vertstrings_count++] = "\n";
1826 geomstrings_list[geomstrings_count++] = "\n";
1827 fragstrings_list[fragstrings_count++] = "\n";
1831 // now append the shader text itself
1832 vertstrings_list[vertstrings_count++] = vertexstring;
1833 geomstrings_list[geomstrings_count++] = geometrystring;
1834 fragstrings_list[fragstrings_count++] = fragmentstring;
1836 // if any sources were NULL, clear the respective list
1838 vertstrings_count = 0;
1839 if (!geometrystring)
1840 geomstrings_count = 0;
1841 if (!fragmentstring)
1842 fragstrings_count = 0;
1844 // compile the shader program
1845 if (vertstrings_count + geomstrings_count + fragstrings_count)
1846 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1850 qglUseProgramObjectARB(p->program);CHECKGLERROR
1851 // look up all the uniform variable names we care about, so we don't
1852 // have to look them up every time we set them
1853 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1854 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1855 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1856 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1857 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1858 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1859 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1860 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1861 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1862 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1863 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1864 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1865 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1866 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1867 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1868 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1869 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1870 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1871 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1872 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1873 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1874 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1875 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1876 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1877 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1878 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1879 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1880 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1881 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1882 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
1883 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1884 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1885 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
1886 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1887 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1888 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1889 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1890 p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
1891 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1892 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1893 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1894 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1895 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1896 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1897 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1898 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1899 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1900 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1901 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1902 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1903 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1904 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1905 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1906 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1907 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1908 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1909 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1910 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1911 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1912 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1913 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1914 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1915 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1916 // initialize the samplers to refer to the texture units we use
1917 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1918 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1919 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1920 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1921 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1922 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1923 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1924 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1925 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1926 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1927 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1928 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1929 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1930 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1931 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1932 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1933 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1934 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1935 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1936 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1937 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1938 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1939 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1940 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1942 if (developer.integer)
1943 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1946 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1950 Mem_Free(vertexstring);
1952 Mem_Free(geometrystring);
1954 Mem_Free(fragmentstring);
1957 void R_GLSL_Restart_f(void)
1959 unsigned int i, limit;
1960 r_glsl_permutation_t *p;
1961 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1962 for (i = 0;i < limit;i++)
1964 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1966 GL_Backend_FreeProgram(p->program);
1967 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1970 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1973 void R_GLSL_DumpShader_f(void)
1977 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1980 Con_Printf("failed to write to glsl/default.glsl\n");
1984 FS_Print(file, "/* The engine may define the following macros:\n");
1985 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1986 for (i = 0;i < SHADERMODE_COUNT;i++)
1987 FS_Print(file, shadermodeinfo[i].pretext);
1988 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1989 FS_Print(file, shaderpermutationinfo[i].pretext);
1990 FS_Print(file, "*/\n");
1991 FS_Print(file, builtinshaderstring);
1994 Con_Printf("glsl/default.glsl written\n");
1997 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1999 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2000 if (r_glsl_permutation != perm)
2002 r_glsl_permutation = perm;
2003 if (!r_glsl_permutation->program)
2005 if (!r_glsl_permutation->compiled)
2006 R_GLSL_CompilePermutation(perm, mode, permutation);
2007 if (!r_glsl_permutation->program)
2009 // remove features until we find a valid permutation
2011 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2013 // reduce i more quickly whenever it would not remove any bits
2014 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2015 if (!(permutation & j))
2018 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2019 if (!r_glsl_permutation->compiled)
2020 R_GLSL_CompilePermutation(perm, mode, permutation);
2021 if (r_glsl_permutation->program)
2024 if (i >= SHADERPERMUTATION_COUNT)
2026 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");
2027 Cvar_SetValueQuick(&r_glsl, 0);
2028 R_GLSL_Restart_f(); // unload shaders
2029 return; // no bit left to clear
2034 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2038 void R_SetupGenericShader(qboolean usetexture)
2040 if (gl_support_fragment_shader)
2042 if (r_glsl.integer && r_glsl_usegeneric.integer)
2043 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2044 else if (r_glsl_permutation)
2046 r_glsl_permutation = NULL;
2047 qglUseProgramObjectARB(0);CHECKGLERROR
2052 void R_SetupGenericTwoTextureShader(int texturemode)
2054 if (gl_support_fragment_shader)
2056 if (r_glsl.integer && r_glsl_usegeneric.integer)
2057 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))));
2058 else if (r_glsl_permutation)
2060 r_glsl_permutation = NULL;
2061 qglUseProgramObjectARB(0);CHECKGLERROR
2064 if (!r_glsl_permutation)
2066 if (texturemode == GL_DECAL && gl_combine.integer)
2067 texturemode = GL_INTERPOLATE_ARB;
2068 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
2072 void R_SetupDepthOrShadowShader(void)
2074 if (gl_support_fragment_shader)
2076 if (r_glsl.integer && r_glsl_usegeneric.integer)
2077 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2078 else if (r_glsl_permutation)
2080 r_glsl_permutation = NULL;
2081 qglUseProgramObjectARB(0);CHECKGLERROR
2086 void R_SetupShowDepthShader(void)
2088 if (gl_support_fragment_shader)
2090 if (r_glsl.integer && r_glsl_usegeneric.integer)
2091 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2092 else if (r_glsl_permutation)
2094 r_glsl_permutation = NULL;
2095 qglUseProgramObjectARB(0);CHECKGLERROR
2100 extern rtexture_t *r_shadow_attenuationgradienttexture;
2101 extern rtexture_t *r_shadow_attenuation2dtexture;
2102 extern rtexture_t *r_shadow_attenuation3dtexture;
2103 extern qboolean r_shadow_usingshadowmaprect;
2104 extern qboolean r_shadow_usingshadowmapcube;
2105 extern qboolean r_shadow_usingshadowmap2d;
2106 extern float r_shadow_shadowmap_texturescale[2];
2107 extern float r_shadow_shadowmap_parameters[4];
2108 extern qboolean r_shadow_shadowmapvsdct;
2109 extern qboolean r_shadow_shadowmapsampler;
2110 extern int r_shadow_shadowmappcf;
2111 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2113 // select a permutation of the lighting shader appropriate to this
2114 // combination of texture, entity, light source, and fogging, only use the
2115 // minimum features necessary to avoid wasting rendering time in the
2116 // fragment shader on features that are not being used
2117 unsigned int permutation = 0;
2118 unsigned int mode = 0;
2119 // TODO: implement geometry-shader based shadow volumes someday
2120 if (r_glsl_offsetmapping.integer)
2122 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2123 if (r_glsl_offsetmapping_reliefmapping.integer)
2124 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2126 if (rsurfacepass == RSURFPASS_BACKGROUND)
2128 // distorted background
2129 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2130 mode = SHADERMODE_WATER;
2132 mode = SHADERMODE_REFRACTION;
2134 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2137 mode = SHADERMODE_LIGHTSOURCE;
2138 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2139 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2140 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2141 permutation |= SHADERPERMUTATION_CUBEFILTER;
2142 if (diffusescale > 0)
2143 permutation |= SHADERPERMUTATION_DIFFUSE;
2144 if (specularscale > 0)
2145 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2146 if (r_refdef.fogenabled)
2147 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2148 if (rsurface.texture->colormapping)
2149 permutation |= SHADERPERMUTATION_COLORMAPPING;
2150 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2152 if (r_shadow_usingshadowmaprect)
2153 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2154 if (r_shadow_usingshadowmap2d)
2155 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2156 if (r_shadow_usingshadowmapcube)
2157 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2158 else if(r_shadow_shadowmapvsdct)
2159 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2161 if (r_shadow_shadowmapsampler)
2162 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2163 if (r_shadow_shadowmappcf > 1)
2164 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2165 else if (r_shadow_shadowmappcf)
2166 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2169 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2171 // unshaded geometry (fullbright or ambient model lighting)
2172 mode = SHADERMODE_FLATCOLOR;
2173 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2174 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2175 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2176 permutation |= SHADERPERMUTATION_GLOW;
2177 if (r_refdef.fogenabled)
2178 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2179 if (rsurface.texture->colormapping)
2180 permutation |= SHADERPERMUTATION_COLORMAPPING;
2181 if (r_glsl_offsetmapping.integer)
2183 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2184 if (r_glsl_offsetmapping_reliefmapping.integer)
2185 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2187 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2188 permutation |= SHADERPERMUTATION_REFLECTION;
2190 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2192 // directional model lighting
2193 mode = SHADERMODE_LIGHTDIRECTION;
2194 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2195 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2196 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2197 permutation |= SHADERPERMUTATION_GLOW;
2198 permutation |= SHADERPERMUTATION_DIFFUSE;
2199 if (specularscale > 0)
2200 permutation |= SHADERPERMUTATION_SPECULAR;
2201 if (r_refdef.fogenabled)
2202 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2203 if (rsurface.texture->colormapping)
2204 permutation |= SHADERPERMUTATION_COLORMAPPING;
2205 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2206 permutation |= SHADERPERMUTATION_REFLECTION;
2208 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2210 // ambient model lighting
2211 mode = SHADERMODE_LIGHTDIRECTION;
2212 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2213 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2214 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2215 permutation |= SHADERPERMUTATION_GLOW;
2216 if (r_refdef.fogenabled)
2217 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2218 if (rsurface.texture->colormapping)
2219 permutation |= SHADERPERMUTATION_COLORMAPPING;
2220 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2221 permutation |= SHADERPERMUTATION_REFLECTION;
2226 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2228 // deluxemapping (light direction texture)
2229 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2230 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2232 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2233 permutation |= SHADERPERMUTATION_DIFFUSE;
2234 if (specularscale > 0)
2235 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2237 else if (r_glsl_deluxemapping.integer >= 2)
2239 // fake deluxemapping (uniform light direction in tangentspace)
2240 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2241 permutation |= SHADERPERMUTATION_DIFFUSE;
2242 if (specularscale > 0)
2243 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2245 else if (rsurface.uselightmaptexture)
2247 // ordinary lightmapping (q1bsp, q3bsp)
2248 mode = SHADERMODE_LIGHTMAP;
2252 // ordinary vertex coloring (q3bsp)
2253 mode = SHADERMODE_VERTEXCOLOR;
2255 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2256 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2257 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2258 permutation |= SHADERPERMUTATION_GLOW;
2259 if (r_refdef.fogenabled)
2260 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2261 if (rsurface.texture->colormapping)
2262 permutation |= SHADERPERMUTATION_COLORMAPPING;
2263 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2264 permutation |= SHADERPERMUTATION_REFLECTION;
2266 if(permutation & SHADERPERMUTATION_SPECULAR)
2267 if(r_shadow_glossexact.integer)
2268 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2269 R_SetupShader_SetPermutation(mode, permutation);
2270 if (mode == SHADERMODE_LIGHTSOURCE)
2272 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2273 if (permutation & SHADERPERMUTATION_DIFFUSE)
2275 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2276 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2277 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2278 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2282 // ambient only is simpler
2283 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]);
2284 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2285 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2286 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2288 // additive passes are only darkened by fog, not tinted
2289 if (r_glsl_permutation->loc_FogColor >= 0)
2290 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2291 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2292 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2296 if (mode == SHADERMODE_LIGHTDIRECTION)
2298 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);
2299 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);
2300 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);
2301 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]);
2305 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2306 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2307 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2309 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]);
2310 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2311 // additive passes are only darkened by fog, not tinted
2312 if (r_glsl_permutation->loc_FogColor >= 0)
2314 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2315 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2317 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2319 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);
2320 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]);
2321 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]);
2322 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2323 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2324 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2325 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2327 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2328 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2329 if (r_glsl_permutation->loc_Color_Pants >= 0)
2331 if (rsurface.texture->currentskinframe->pants)
2332 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2334 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2336 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2338 if (rsurface.texture->currentskinframe->shirt)
2339 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2341 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2343 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2344 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2345 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2346 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2347 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2349 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2353 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2355 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2359 #define SKINFRAME_HASH 1024
2363 int loadsequence; // incremented each level change
2364 memexpandablearray_t array;
2365 skinframe_t *hash[SKINFRAME_HASH];
2368 r_skinframe_t r_skinframe;
2370 void R_SkinFrame_PrepareForPurge(void)
2372 r_skinframe.loadsequence++;
2373 // wrap it without hitting zero
2374 if (r_skinframe.loadsequence >= 200)
2375 r_skinframe.loadsequence = 1;
2378 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2382 // mark the skinframe as used for the purging code
2383 skinframe->loadsequence = r_skinframe.loadsequence;
2386 void R_SkinFrame_Purge(void)
2390 for (i = 0;i < SKINFRAME_HASH;i++)
2392 for (s = r_skinframe.hash[i];s;s = s->next)
2394 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2396 if (s->merged == s->base)
2398 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2399 R_PurgeTexture(s->stain );s->stain = NULL;
2400 R_PurgeTexture(s->merged);s->merged = NULL;
2401 R_PurgeTexture(s->base );s->base = NULL;
2402 R_PurgeTexture(s->pants );s->pants = NULL;
2403 R_PurgeTexture(s->shirt );s->shirt = NULL;
2404 R_PurgeTexture(s->nmap );s->nmap = NULL;
2405 R_PurgeTexture(s->gloss );s->gloss = NULL;
2406 R_PurgeTexture(s->glow );s->glow = NULL;
2407 R_PurgeTexture(s->fog );s->fog = NULL;
2408 s->loadsequence = 0;
2414 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2416 char basename[MAX_QPATH];
2418 Image_StripImageExtension(name, basename, sizeof(basename));
2420 if( last == NULL ) {
2422 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2423 item = r_skinframe.hash[hashindex];
2428 // linearly search through the hash bucket
2429 for( ; item ; item = item->next ) {
2430 if( !strcmp( item->basename, basename ) ) {
2437 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2441 char basename[MAX_QPATH];
2443 Image_StripImageExtension(name, basename, sizeof(basename));
2445 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2446 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2447 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2451 rtexture_t *dyntexture;
2452 // check whether its a dynamic texture
2453 dyntexture = CL_GetDynTexture( basename );
2454 if (!add && !dyntexture)
2456 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2457 memset(item, 0, sizeof(*item));
2458 strlcpy(item->basename, basename, sizeof(item->basename));
2459 item->base = dyntexture; // either NULL or dyntexture handle
2460 item->textureflags = textureflags;
2461 item->comparewidth = comparewidth;
2462 item->compareheight = compareheight;
2463 item->comparecrc = comparecrc;
2464 item->next = r_skinframe.hash[hashindex];
2465 r_skinframe.hash[hashindex] = item;
2467 else if( item->base == NULL )
2469 rtexture_t *dyntexture;
2470 // check whether its a dynamic texture
2471 // 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]
2472 dyntexture = CL_GetDynTexture( basename );
2473 item->base = dyntexture; // either NULL or dyntexture handle
2476 R_SkinFrame_MarkUsed(item);
2480 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2482 unsigned long long avgcolor[5], wsum; \
2490 for(pix = 0; pix < cnt; ++pix) \
2493 for(comp = 0; comp < 3; ++comp) \
2495 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2498 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2500 for(comp = 0; comp < 3; ++comp) \
2501 avgcolor[comp] += getpixel * w; \
2504 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2505 avgcolor[4] += getpixel; \
2507 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2509 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2510 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2511 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2512 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2515 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2517 // FIXME: it should be possible to disable loading various layers using
2518 // cvars, to prevent wasted loading time and memory usage if the user does
2520 qboolean loadnormalmap = true;
2521 qboolean loadgloss = true;
2522 qboolean loadpantsandshirt = true;
2523 qboolean loadglow = true;
2525 unsigned char *pixels;
2526 unsigned char *bumppixels;
2527 unsigned char *basepixels = NULL;
2528 int basepixels_width;
2529 int basepixels_height;
2530 skinframe_t *skinframe;
2535 if (cls.state == ca_dedicated)
2538 // return an existing skinframe if already loaded
2539 // if loading of the first image fails, don't make a new skinframe as it
2540 // would cause all future lookups of this to be missing
2541 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2542 if (skinframe && skinframe->base)
2545 basepixels = loadimagepixelsbgra(name, complain, true);
2546 if (basepixels == NULL)
2549 if (developer_loading.integer)
2550 Con_Printf("loading skin \"%s\"\n", name);
2552 // we've got some pixels to store, so really allocate this new texture now
2554 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2555 skinframe->stain = NULL;
2556 skinframe->merged = NULL;
2557 skinframe->base = r_texture_notexture;
2558 skinframe->pants = NULL;
2559 skinframe->shirt = NULL;
2560 skinframe->nmap = r_texture_blanknormalmap;
2561 skinframe->gloss = NULL;
2562 skinframe->glow = NULL;
2563 skinframe->fog = NULL;
2565 basepixels_width = image_width;
2566 basepixels_height = image_height;
2567 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);
2569 if (textureflags & TEXF_ALPHA)
2571 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2572 if (basepixels[j] < 255)
2574 if (j < basepixels_width * basepixels_height * 4)
2576 // has transparent pixels
2579 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2580 for (j = 0;j < image_width * image_height * 4;j += 4)
2585 pixels[j+3] = basepixels[j+3];
2587 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);
2592 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2593 //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]);
2595 // _norm is the name used by tenebrae and has been adopted as standard
2598 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2600 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);
2604 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2606 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2607 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2608 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);
2610 Mem_Free(bumppixels);
2612 else if (r_shadow_bumpscale_basetexture.value > 0)
2614 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2615 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2616 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);
2620 // _luma is supported for tenebrae compatibility
2621 // (I think it's a very stupid name, but oh well)
2622 // _glow is the preferred name
2623 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;}
2624 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;}
2625 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;}
2626 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;}
2629 Mem_Free(basepixels);
2634 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2636 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, NULL);
2639 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)
2644 for (i = 0;i < width*height;i++)
2645 if (((unsigned char *)&palette[in[i]])[3] > 0)
2647 if (i == width*height)
2650 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2653 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2654 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2657 unsigned char *temp1, *temp2;
2658 skinframe_t *skinframe;
2660 if (cls.state == ca_dedicated)
2663 // if already loaded just return it, otherwise make a new skinframe
2664 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2665 if (skinframe && skinframe->base)
2668 skinframe->stain = NULL;
2669 skinframe->merged = NULL;
2670 skinframe->base = r_texture_notexture;
2671 skinframe->pants = NULL;
2672 skinframe->shirt = NULL;
2673 skinframe->nmap = r_texture_blanknormalmap;
2674 skinframe->gloss = NULL;
2675 skinframe->glow = NULL;
2676 skinframe->fog = NULL;
2678 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2682 if (developer_loading.integer)
2683 Con_Printf("loading 32bit skin \"%s\"\n", name);
2685 if (r_shadow_bumpscale_basetexture.value > 0)
2687 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2688 temp2 = temp1 + width * height * 4;
2689 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2690 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2693 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2694 if (textureflags & TEXF_ALPHA)
2696 for (i = 3;i < width * height * 4;i += 4)
2697 if (skindata[i] < 255)
2699 if (i < width * height * 4)
2701 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2702 memcpy(fogpixels, skindata, width * height * 4);
2703 for (i = 0;i < width * height * 4;i += 4)
2704 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2705 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2706 Mem_Free(fogpixels);
2710 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2711 //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]);
2716 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2719 unsigned char *temp1, *temp2;
2720 unsigned int *palette;
2721 skinframe_t *skinframe;
2723 if (cls.state == ca_dedicated)
2726 // if already loaded just return it, otherwise make a new skinframe
2727 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2728 if (skinframe && skinframe->base)
2731 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2733 skinframe->stain = NULL;
2734 skinframe->merged = NULL;
2735 skinframe->base = r_texture_notexture;
2736 skinframe->pants = NULL;
2737 skinframe->shirt = NULL;
2738 skinframe->nmap = r_texture_blanknormalmap;
2739 skinframe->gloss = NULL;
2740 skinframe->glow = NULL;
2741 skinframe->fog = NULL;
2743 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2747 if (developer_loading.integer)
2748 Con_Printf("loading quake skin \"%s\"\n", name);
2750 if (r_shadow_bumpscale_basetexture.value > 0)
2752 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2753 temp2 = temp1 + width * height * 4;
2754 // use either a custom palette or the quake palette
2755 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2756 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2757 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2760 // use either a custom palette, or the quake palette
2761 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2762 if (loadglowtexture)
2763 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2764 if (loadpantsandshirt)
2766 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2767 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2769 if (skinframe->pants || skinframe->shirt)
2770 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
2771 if (textureflags & TEXF_ALPHA)
2773 for (i = 0;i < width * height;i++)
2774 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2776 if (i < width * height)
2777 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2780 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2781 //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]);
2786 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2789 skinframe_t *skinframe;
2791 if (cls.state == ca_dedicated)
2794 // if already loaded just return it, otherwise make a new skinframe
2795 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2796 if (skinframe && skinframe->base)
2799 skinframe->stain = NULL;
2800 skinframe->merged = NULL;
2801 skinframe->base = r_texture_notexture;
2802 skinframe->pants = NULL;
2803 skinframe->shirt = NULL;
2804 skinframe->nmap = r_texture_blanknormalmap;
2805 skinframe->gloss = NULL;
2806 skinframe->glow = NULL;
2807 skinframe->fog = NULL;
2809 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2813 if (developer_loading.integer)
2814 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2816 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, skinframe->basename, palette, skinframe->textureflags, true);
2817 if (textureflags & TEXF_ALPHA)
2819 for (i = 0;i < width * height;i++)
2820 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
2822 if (i < width * height)
2823 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
2826 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2827 //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]);
2832 skinframe_t *R_SkinFrame_LoadMissing(void)
2834 skinframe_t *skinframe;
2836 if (cls.state == ca_dedicated)
2839 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2840 skinframe->stain = NULL;
2841 skinframe->merged = NULL;
2842 skinframe->base = r_texture_notexture;
2843 skinframe->pants = NULL;
2844 skinframe->shirt = NULL;
2845 skinframe->nmap = r_texture_blanknormalmap;
2846 skinframe->gloss = NULL;
2847 skinframe->glow = NULL;
2848 skinframe->fog = NULL;
2850 skinframe->avgcolor[0] = rand() / RAND_MAX;
2851 skinframe->avgcolor[1] = rand() / RAND_MAX;
2852 skinframe->avgcolor[2] = rand() / RAND_MAX;
2853 skinframe->avgcolor[3] = 1;
2858 void R_Main_FreeViewCache(void)
2860 if (r_refdef.viewcache.entityvisible)
2861 Mem_Free(r_refdef.viewcache.entityvisible);
2862 if (r_refdef.viewcache.world_pvsbits)
2863 Mem_Free(r_refdef.viewcache.world_pvsbits);
2864 if (r_refdef.viewcache.world_leafvisible)
2865 Mem_Free(r_refdef.viewcache.world_leafvisible);
2866 if (r_refdef.viewcache.world_surfacevisible)
2867 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2868 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2871 void R_Main_ResizeViewCache(void)
2873 int numentities = r_refdef.scene.numentities;
2874 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2875 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2876 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2877 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2878 if (r_refdef.viewcache.maxentities < numentities)
2880 r_refdef.viewcache.maxentities = numentities;
2881 if (r_refdef.viewcache.entityvisible)
2882 Mem_Free(r_refdef.viewcache.entityvisible);
2883 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2885 if (r_refdef.viewcache.world_numclusters != numclusters)
2887 r_refdef.viewcache.world_numclusters = numclusters;
2888 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2889 if (r_refdef.viewcache.world_pvsbits)
2890 Mem_Free(r_refdef.viewcache.world_pvsbits);
2891 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2893 if (r_refdef.viewcache.world_numleafs != numleafs)
2895 r_refdef.viewcache.world_numleafs = numleafs;
2896 if (r_refdef.viewcache.world_leafvisible)
2897 Mem_Free(r_refdef.viewcache.world_leafvisible);
2898 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2900 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2902 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2903 if (r_refdef.viewcache.world_surfacevisible)
2904 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2905 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2909 void gl_main_start(void)
2913 memset(r_queries, 0, sizeof(r_queries));
2915 r_qwskincache = NULL;
2916 r_qwskincache_size = 0;
2918 // set up r_skinframe loading system for textures
2919 memset(&r_skinframe, 0, sizeof(r_skinframe));
2920 r_skinframe.loadsequence = 1;
2921 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2923 r_main_texturepool = R_AllocTexturePool();
2924 R_BuildBlankTextures();
2926 if (gl_texturecubemap)
2929 R_BuildNormalizationCube();
2931 r_texture_fogattenuation = NULL;
2932 r_texture_gammaramps = NULL;
2933 //r_texture_fogintensity = NULL;
2934 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2935 memset(&r_waterstate, 0, sizeof(r_waterstate));
2936 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2937 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2938 memset(&r_svbsp, 0, sizeof (r_svbsp));
2940 r_refdef.fogmasktable_density = 0;
2943 extern rtexture_t *loadingscreentexture;
2944 void gl_main_shutdown(void)
2946 R_Main_FreeViewCache();
2949 qglDeleteQueriesARB(r_maxqueries, r_queries);
2953 memset(r_queries, 0, sizeof(r_queries));
2955 r_qwskincache = NULL;
2956 r_qwskincache_size = 0;
2958 // clear out the r_skinframe state
2959 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2960 memset(&r_skinframe, 0, sizeof(r_skinframe));
2963 Mem_Free(r_svbsp.nodes);
2964 memset(&r_svbsp, 0, sizeof (r_svbsp));
2965 R_FreeTexturePool(&r_main_texturepool);
2966 loadingscreentexture = NULL;
2967 r_texture_blanknormalmap = NULL;
2968 r_texture_white = NULL;
2969 r_texture_grey128 = NULL;
2970 r_texture_black = NULL;
2971 r_texture_whitecube = NULL;
2972 r_texture_normalizationcube = NULL;
2973 r_texture_fogattenuation = NULL;
2974 r_texture_gammaramps = NULL;
2975 //r_texture_fogintensity = NULL;
2976 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2977 memset(&r_waterstate, 0, sizeof(r_waterstate));
2981 extern void CL_ParseEntityLump(char *entitystring);
2982 void gl_main_newmap(void)
2984 // FIXME: move this code to client
2986 char *entities, entname[MAX_QPATH];
2988 Mem_Free(r_qwskincache);
2989 r_qwskincache = NULL;
2990 r_qwskincache_size = 0;
2993 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2994 l = (int)strlen(entname) - 4;
2995 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2997 memcpy(entname + l, ".ent", 5);
2998 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3000 CL_ParseEntityLump(entities);
3005 if (cl.worldmodel->brush.entities)
3006 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3008 R_Main_FreeViewCache();
3011 void GL_Main_Init(void)
3013 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3015 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3016 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3017 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3018 if (gamemode == GAME_NEHAHRA)
3020 Cvar_RegisterVariable (&gl_fogenable);
3021 Cvar_RegisterVariable (&gl_fogdensity);
3022 Cvar_RegisterVariable (&gl_fogred);
3023 Cvar_RegisterVariable (&gl_foggreen);
3024 Cvar_RegisterVariable (&gl_fogblue);
3025 Cvar_RegisterVariable (&gl_fogstart);
3026 Cvar_RegisterVariable (&gl_fogend);
3027 Cvar_RegisterVariable (&gl_skyclip);
3029 Cvar_RegisterVariable(&r_motionblur);
3030 Cvar_RegisterVariable(&r_motionblur_maxblur);
3031 Cvar_RegisterVariable(&r_motionblur_bmin);
3032 Cvar_RegisterVariable(&r_motionblur_vmin);
3033 Cvar_RegisterVariable(&r_motionblur_vmax);
3034 Cvar_RegisterVariable(&r_motionblur_vcoeff);
3035 Cvar_RegisterVariable(&r_motionblur_randomize);
3036 Cvar_RegisterVariable(&r_damageblur);
3037 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3038 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3039 Cvar_RegisterVariable(&r_equalize_entities_by);
3040 Cvar_RegisterVariable(&r_equalize_entities_to);
3041 Cvar_RegisterVariable(&r_animcache);
3042 Cvar_RegisterVariable(&r_depthfirst);
3043 Cvar_RegisterVariable(&r_useinfinitefarclip);
3044 Cvar_RegisterVariable(&r_farclip_base);
3045 Cvar_RegisterVariable(&r_farclip_world);
3046 Cvar_RegisterVariable(&r_nearclip);
3047 Cvar_RegisterVariable(&r_showbboxes);
3048 Cvar_RegisterVariable(&r_showsurfaces);
3049 Cvar_RegisterVariable(&r_showtris);
3050 Cvar_RegisterVariable(&r_shownormals);
3051 Cvar_RegisterVariable(&r_showlighting);
3052 Cvar_RegisterVariable(&r_showshadowvolumes);
3053 Cvar_RegisterVariable(&r_showcollisionbrushes);
3054 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3055 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3056 Cvar_RegisterVariable(&r_showdisabledepthtest);
3057 Cvar_RegisterVariable(&r_drawportals);
3058 Cvar_RegisterVariable(&r_drawentities);
3059 Cvar_RegisterVariable(&r_cullentities_trace);
3060 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3061 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3062 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3063 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3064 Cvar_RegisterVariable(&r_drawviewmodel);
3065 Cvar_RegisterVariable(&r_speeds);
3066 Cvar_RegisterVariable(&r_fullbrights);
3067 Cvar_RegisterVariable(&r_wateralpha);
3068 Cvar_RegisterVariable(&r_dynamic);
3069 Cvar_RegisterVariable(&r_fullbright);
3070 Cvar_RegisterVariable(&r_shadows);
3071 Cvar_RegisterVariable(&r_shadows_darken);
3072 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3073 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3074 Cvar_RegisterVariable(&r_shadows_throwdistance);
3075 Cvar_RegisterVariable(&r_shadows_throwdirection);
3076 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3077 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3078 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3079 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3080 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3081 Cvar_RegisterVariable(&r_fog_exp2);
3082 Cvar_RegisterVariable(&r_drawfog);
3083 Cvar_RegisterVariable(&r_textureunits);
3084 Cvar_RegisterVariable(&r_glsl);
3085 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3086 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3087 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3088 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3089 Cvar_RegisterVariable(&r_glsl_postprocess);
3090 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3091 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3092 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3093 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3094 Cvar_RegisterVariable(&r_glsl_usegeneric);
3095 Cvar_RegisterVariable(&r_water);
3096 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3097 Cvar_RegisterVariable(&r_water_clippingplanebias);
3098 Cvar_RegisterVariable(&r_water_refractdistort);
3099 Cvar_RegisterVariable(&r_water_reflectdistort);
3100 Cvar_RegisterVariable(&r_lerpsprites);
3101 Cvar_RegisterVariable(&r_lerpmodels);
3102 Cvar_RegisterVariable(&r_lerplightstyles);
3103 Cvar_RegisterVariable(&r_waterscroll);
3104 Cvar_RegisterVariable(&r_bloom);
3105 Cvar_RegisterVariable(&r_bloom_colorscale);
3106 Cvar_RegisterVariable(&r_bloom_brighten);
3107 Cvar_RegisterVariable(&r_bloom_blur);
3108 Cvar_RegisterVariable(&r_bloom_resolution);
3109 Cvar_RegisterVariable(&r_bloom_colorexponent);
3110 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3111 Cvar_RegisterVariable(&r_hdr);
3112 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3113 Cvar_RegisterVariable(&r_hdr_glowintensity);
3114 Cvar_RegisterVariable(&r_hdr_range);
3115 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3116 Cvar_RegisterVariable(&developer_texturelogging);
3117 Cvar_RegisterVariable(&gl_lightmaps);
3118 Cvar_RegisterVariable(&r_test);
3119 Cvar_RegisterVariable(&r_batchmode);
3120 Cvar_RegisterVariable(&r_glsl_saturation);
3121 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3122 Cvar_SetValue("r_fullbrights", 0);
3123 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3125 Cvar_RegisterVariable(&r_track_sprites);
3126 Cvar_RegisterVariable(&r_track_sprites_flags);
3127 Cvar_RegisterVariable(&r_track_sprites_scalew);
3128 Cvar_RegisterVariable(&r_track_sprites_scaleh);
3131 extern void R_Textures_Init(void);
3132 extern void GL_Draw_Init(void);
3133 extern void GL_Main_Init(void);
3134 extern void R_Shadow_Init(void);
3135 extern void R_Sky_Init(void);
3136 extern void GL_Surf_Init(void);
3137 extern void R_Particles_Init(void);
3138 extern void R_Explosion_Init(void);
3139 extern void gl_backend_init(void);
3140 extern void Sbar_Init(void);
3141 extern void R_LightningBeams_Init(void);
3142 extern void Mod_RenderInit(void);
3144 void Render_Init(void)
3156 R_LightningBeams_Init();
3165 extern char *ENGINE_EXTENSIONS;
3168 gl_renderer = (const char *)qglGetString(GL_RENDERER);
3169 gl_vendor = (const char *)qglGetString(GL_VENDOR);
3170 gl_version = (const char *)qglGetString(GL_VERSION);
3171 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3175 if (!gl_platformextensions)
3176 gl_platformextensions = "";
3178 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3179 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3180 Con_Printf("GL_VERSION: %s\n", gl_version);
3181 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3182 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3184 VID_CheckExtensions();
3186 // LordHavoc: report supported extensions
3187 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3189 // clear to black (loading plaque will be seen over this)
3191 qglClearColor(0,0,0,1);CHECKGLERROR
3192 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3195 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3199 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3201 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3204 p = r_refdef.view.frustum + i;
3209 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3213 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3217 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3221 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3225 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3229 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3233 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3237 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3245 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3249 for (i = 0;i < numplanes;i++)
3256 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3260 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3264 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3268 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3272 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3276 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3280 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3284 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3292 //==================================================================================
3294 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3297 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3298 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3299 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3302 typedef struct r_animcache_entity_s
3309 qboolean wantnormals;
3310 qboolean wanttangents;
3312 r_animcache_entity_t;
3314 typedef struct r_animcache_s
3316 r_animcache_entity_t entity[MAX_EDICTS];
3322 static r_animcache_t r_animcachestate;
3324 void R_AnimCache_Free(void)
3327 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3329 r_animcachestate.entity[idx].maxvertices = 0;
3330 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3331 r_animcachestate.entity[idx].vertex3f = NULL;
3332 r_animcachestate.entity[idx].normal3f = NULL;
3333 r_animcachestate.entity[idx].svector3f = NULL;
3334 r_animcachestate.entity[idx].tvector3f = NULL;
3336 r_animcachestate.currentindex = 0;
3337 r_animcachestate.maxindex = 0;
3340 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3344 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3346 if (cache->maxvertices >= numvertices)
3349 // Release existing memory
3350 if (cache->vertex3f)
3351 Mem_Free(cache->vertex3f);
3353 // Pad by 1024 verts
3354 cache->maxvertices = (numvertices + 1023) & ~1023;
3355 arraySize = cache->maxvertices * 3;
3357 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3358 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3359 r_animcachestate.entity[cacheIdx].vertex3f = base;
3360 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3361 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3362 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3364 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3367 void R_AnimCache_NewFrame(void)
3371 if (r_animcache.integer && r_drawentities.integer)
3372 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3373 else if (r_animcachestate.maxindex)
3376 r_animcachestate.currentindex = 0;
3378 for (i = 0;i < r_refdef.scene.numentities;i++)
3379 r_refdef.scene.entities[i]->animcacheindex = -1;
3382 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3384 dp_model_t *model = ent->model;
3385 r_animcache_entity_t *c;
3386 // see if it's already cached this frame
3387 if (ent->animcacheindex >= 0)
3389 // add normals/tangents if needed
3390 c = r_animcachestate.entity + ent->animcacheindex;
3392 wantnormals = false;
3393 if (c->wanttangents)
3394 wanttangents = false;
3395 if (wantnormals || wanttangents)
3396 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3400 // see if this ent is worth caching
3401 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3403 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3405 // assign it a cache entry and make sure the arrays are big enough
3406 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3407 ent->animcacheindex = r_animcachestate.currentindex++;
3408 c = r_animcachestate.entity + ent->animcacheindex;
3409 c->wantnormals = wantnormals;
3410 c->wanttangents = wanttangents;
3411 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3416 void R_AnimCache_CacheVisibleEntities(void)
3419 qboolean wantnormals;
3420 qboolean wanttangents;
3422 if (!r_animcachestate.maxindex)
3425 wantnormals = !r_showsurfaces.integer;
3426 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3428 // TODO: thread this?
3430 for (i = 0;i < r_refdef.scene.numentities;i++)
3432 if (!r_refdef.viewcache.entityvisible[i])
3434 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3438 //==================================================================================
3440 static void R_View_UpdateEntityLighting (void)
3443 entity_render_t *ent;
3444 vec3_t tempdiffusenormal, avg;
3445 vec_t f, fa, fd, fdd;
3447 for (i = 0;i < r_refdef.scene.numentities;i++)
3449 ent = r_refdef.scene.entities[i];
3451 // skip unseen models
3452 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3456 if (ent->model && ent->model->brush.num_leafs)
3458 // TODO: use modellight for r_ambient settings on world?
3459 VectorSet(ent->modellight_ambient, 0, 0, 0);
3460 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3461 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3465 // fetch the lighting from the worldmodel data
3466 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));
3467 VectorClear(ent->modellight_diffuse);
3468 VectorClear(tempdiffusenormal);
3469 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3472 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3473 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3474 if(ent->flags & RENDER_EQUALIZE)
3476 // first fix up ambient lighting...
3477 if(r_equalize_entities_minambient.value > 0)
3479 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3482 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3483 if(fa < r_equalize_entities_minambient.value * fd)
3486 // fa'/fd' = minambient
3487 // fa'+0.25*fd' = fa+0.25*fd
3489 // fa' = fd' * minambient
3490 // fd'*(0.25+minambient) = fa+0.25*fd
3492 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3493 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3495 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3496 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
3497 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3498 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3503 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3505 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3506 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3509 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3510 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3511 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3517 VectorSet(ent->modellight_ambient, 1, 1, 1);
3519 // move the light direction into modelspace coordinates for lighting code
3520 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3521 if(VectorLength2(ent->modellight_lightdir) == 0)
3522 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3523 VectorNormalize(ent->modellight_lightdir);
3527 #define MAX_LINEOFSIGHTTRACES 64
3529 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3532 vec3_t boxmins, boxmaxs;
3535 dp_model_t *model = r_refdef.scene.worldmodel;
3537 if (!model || !model->brush.TraceLineOfSight)
3540 // expand the box a little
3541 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3542 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3543 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3544 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3545 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3546 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3549 VectorCopy(eye, start);
3550 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3551 if (model->brush.TraceLineOfSight(model, start, end))
3554 // try various random positions
3555 for (i = 0;i < numsamples;i++)
3557 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3558 if (model->brush.TraceLineOfSight(model, start, end))
3566 static void R_View_UpdateEntityVisible (void)
3571 entity_render_t *ent;
3573 if (!r_drawentities.integer)
3576 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3577 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3579 // worldmodel can check visibility
3580 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3581 for (i = 0;i < r_refdef.scene.numentities;i++)
3583 ent = r_refdef.scene.entities[i];
3584 if (!(ent->flags & renderimask))
3585 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)))
3586 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3587 r_refdef.viewcache.entityvisible[i] = true;
3589 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3591 for (i = 0;i < r_refdef.scene.numentities;i++)
3593 ent = r_refdef.scene.entities[i];
3594 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3596 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3598 continue; // temp entities do pvs only
3599 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3600 ent->last_trace_visibility = realtime;
3601 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3602 r_refdef.viewcache.entityvisible[i] = 0;
3609 // no worldmodel or it can't check visibility
3610 for (i = 0;i < r_refdef.scene.numentities;i++)
3612 ent = r_refdef.scene.entities[i];
3613 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));
3618 /// only used if skyrendermasked, and normally returns false
3619 int R_DrawBrushModelsSky (void)
3622 entity_render_t *ent;
3624 if (!r_drawentities.integer)
3628 for (i = 0;i < r_refdef.scene.numentities;i++)
3630 if (!r_refdef.viewcache.entityvisible[i])
3632 ent = r_refdef.scene.entities[i];
3633 if (!ent->model || !ent->model->DrawSky)
3635 ent->model->DrawSky(ent);
3641 static void R_DrawNoModel(entity_render_t *ent);
3642 static void R_DrawModels(void)
3645 entity_render_t *ent;
3647 if (!r_drawentities.integer)
3650 for (i = 0;i < r_refdef.scene.numentities;i++)
3652 if (!r_refdef.viewcache.entityvisible[i])
3654 ent = r_refdef.scene.entities[i];
3655 r_refdef.stats.entities++;
3656 if (ent->model && ent->model->Draw != NULL)
3657 ent->model->Draw(ent);
3663 static void R_DrawModelsDepth(void)
3666 entity_render_t *ent;
3668 if (!r_drawentities.integer)
3671 for (i = 0;i < r_refdef.scene.numentities;i++)
3673 if (!r_refdef.viewcache.entityvisible[i])
3675 ent = r_refdef.scene.entities[i];
3676 if (ent->model && ent->model->DrawDepth != NULL)
3677 ent->model->DrawDepth(ent);
3681 static void R_DrawModelsDebug(void)
3684 entity_render_t *ent;
3686 if (!r_drawentities.integer)
3689 for (i = 0;i < r_refdef.scene.numentities;i++)
3691 if (!r_refdef.viewcache.entityvisible[i])
3693 ent = r_refdef.scene.entities[i];
3694 if (ent->model && ent->model->DrawDebug != NULL)
3695 ent->model->DrawDebug(ent);
3699 static void R_DrawModelsAddWaterPlanes(void)
3702 entity_render_t *ent;
3704 if (!r_drawentities.integer)
3707 for (i = 0;i < r_refdef.scene.numentities;i++)
3709 if (!r_refdef.viewcache.entityvisible[i])
3711 ent = r_refdef.scene.entities[i];
3712 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3713 ent->model->DrawAddWaterPlanes(ent);
3717 static void R_View_SetFrustum(void)
3720 double slopex, slopey;
3721 vec3_t forward, left, up, origin;
3723 // we can't trust r_refdef.view.forward and friends in reflected scenes
3724 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3727 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3728 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3729 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3730 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3731 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3732 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3733 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3734 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3735 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3736 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3737 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3738 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3742 zNear = r_refdef.nearclip;
3743 nudge = 1.0 - 1.0 / (1<<23);
3744 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3745 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3746 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3747 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3748 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3749 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3750 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3751 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3757 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3758 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3759 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3760 r_refdef.view.frustum[0].dist = m[15] - m[12];
3762 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3763 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3764 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3765 r_refdef.view.frustum[1].dist = m[15] + m[12];
3767 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3768 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3769 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3770 r_refdef.view.frustum[2].dist = m[15] - m[13];
3772 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3773 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3774 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3775 r_refdef.view.frustum[3].dist = m[15] + m[13];
3777 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3778 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3779 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3780 r_refdef.view.frustum[4].dist = m[15] - m[14];
3782 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3783 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3784 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3785 r_refdef.view.frustum[5].dist = m[15] + m[14];
3788 if (r_refdef.view.useperspective)
3790 slopex = 1.0 / r_refdef.view.frustum_x;
3791 slopey = 1.0 / r_refdef.view.frustum_y;
3792 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3793 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3794 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3795 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3796 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3798 // Leaving those out was a mistake, those were in the old code, and they
3799 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3800 // I couldn't reproduce it after adding those normalizations. --blub
3801 VectorNormalize(r_refdef.view.frustum[0].normal);
3802 VectorNormalize(r_refdef.view.frustum[1].normal);
3803 VectorNormalize(r_refdef.view.frustum[2].normal);
3804 VectorNormalize(r_refdef.view.frustum[3].normal);
3806 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3807 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3808 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3809 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3810 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3812 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3813 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3814 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3815 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3816 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3820 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3821 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3822 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3823 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3824 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3825 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3826 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3827 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3828 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3829 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3831 r_refdef.view.numfrustumplanes = 5;
3833 if (r_refdef.view.useclipplane)
3835 r_refdef.view.numfrustumplanes = 6;
3836 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3839 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3840 PlaneClassify(r_refdef.view.frustum + i);
3842 // LordHavoc: note to all quake engine coders, Quake had a special case
3843 // for 90 degrees which assumed a square view (wrong), so I removed it,
3844 // Quake2 has it disabled as well.
3846 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3847 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3848 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3849 //PlaneClassify(&frustum[0]);
3851 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3852 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3853 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3854 //PlaneClassify(&frustum[1]);
3856 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3857 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3858 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3859 //PlaneClassify(&frustum[2]);
3861 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3862 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3863 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3864 //PlaneClassify(&frustum[3]);
3867 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3868 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3869 //PlaneClassify(&frustum[4]);
3872 void R_View_Update(void)
3874 R_Main_ResizeViewCache();
3875 R_View_SetFrustum();
3876 R_View_WorldVisibility(r_refdef.view.useclipplane);
3877 R_View_UpdateEntityVisible();
3878 R_View_UpdateEntityLighting();
3881 void R_SetupView(qboolean allowwaterclippingplane)
3883 const double *customclipplane = NULL;
3885 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3887 // LordHavoc: couldn't figure out how to make this approach the
3888 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3889 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3890 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3891 dist = r_refdef.view.clipplane.dist;
3892 plane[0] = r_refdef.view.clipplane.normal[0];
3893 plane[1] = r_refdef.view.clipplane.normal[1];
3894 plane[2] = r_refdef.view.clipplane.normal[2];
3896 customclipplane = plane;
3899 if (!r_refdef.view.useperspective)
3900 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3901 else if (gl_stencil && r_useinfinitefarclip.integer)
3902 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3904 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3905 R_SetViewport(&r_refdef.view.viewport);
3908 void R_ResetViewRendering2D(void)
3910 r_viewport_t viewport;
3913 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3914 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3915 R_SetViewport(&viewport);
3916 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3917 GL_Color(1, 1, 1, 1);
3918 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3919 GL_BlendFunc(GL_ONE, GL_ZERO);
3920 GL_AlphaTest(false);
3921 GL_ScissorTest(false);
3922 GL_DepthMask(false);
3923 GL_DepthRange(0, 1);
3924 GL_DepthTest(false);
3925 R_Mesh_Matrix(&identitymatrix);
3926 R_Mesh_ResetTextureState();
3927 GL_PolygonOffset(0, 0);
3928 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3929 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3930 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3931 qglStencilMask(~0);CHECKGLERROR
3932 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3933 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3934 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3935 R_SetupGenericShader(true);
3938 void R_ResetViewRendering3D(void)
3943 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3944 GL_Color(1, 1, 1, 1);
3945 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3946 GL_BlendFunc(GL_ONE, GL_ZERO);
3947 GL_AlphaTest(false);
3948 GL_ScissorTest(true);
3950 GL_DepthRange(0, 1);
3952 R_Mesh_Matrix(&identitymatrix);
3953 R_Mesh_ResetTextureState();
3954 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3955 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3956 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3957 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3958 qglStencilMask(~0);CHECKGLERROR
3959 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3960 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3961 GL_CullFace(r_refdef.view.cullface_back);
3962 R_SetupGenericShader(true);
3965 void R_RenderScene(void);
3966 void R_RenderWaterPlanes(void);
3968 static void R_Water_StartFrame(void)
3971 int waterwidth, waterheight, texturewidth, textureheight;
3972 r_waterstate_waterplane_t *p;
3974 // set waterwidth and waterheight to the water resolution that will be
3975 // used (often less than the screen resolution for faster rendering)
3976 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3977 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3979 // calculate desired texture sizes
3980 // can't use water if the card does not support the texture size
3981 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3982 texturewidth = textureheight = waterwidth = waterheight = 0;
3983 else if (gl_support_arb_texture_non_power_of_two)
3985 texturewidth = waterwidth;
3986 textureheight = waterheight;
3990 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3991 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3994 // allocate textures as needed
3995 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3997 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3998 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
4000 if (p->texture_refraction)
4001 R_FreeTexture(p->texture_refraction);
4002 p->texture_refraction = NULL;
4003 if (p->texture_reflection)
4004 R_FreeTexture(p->texture_reflection);
4005 p->texture_reflection = NULL;
4007 memset(&r_waterstate, 0, sizeof(r_waterstate));
4008 r_waterstate.texturewidth = texturewidth;
4009 r_waterstate.textureheight = textureheight;
4012 if (r_waterstate.texturewidth)
4014 r_waterstate.enabled = true;
4016 // when doing a reduced render (HDR) we want to use a smaller area
4017 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4018 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4020 // set up variables that will be used in shader setup
4021 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4022 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4023 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4024 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4027 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4028 r_waterstate.numwaterplanes = 0;
4031 void R_Water_AddWaterPlane(msurface_t *surface)
4033 int triangleindex, planeindex;
4039 r_waterstate_waterplane_t *p;
4040 texture_t *t = R_GetCurrentTexture(surface->texture);
4041 // just use the first triangle with a valid normal for any decisions
4042 VectorClear(normal);
4043 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4045 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4046 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4047 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4048 TriangleNormal(vert[0], vert[1], vert[2], normal);
4049 if (VectorLength2(normal) >= 0.001)
4053 VectorCopy(normal, plane.normal);
4054 VectorNormalize(plane.normal);
4055 plane.dist = DotProduct(vert[0], plane.normal);
4056 PlaneClassify(&plane);
4057 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4059 // skip backfaces (except if nocullface is set)
4060 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4062 VectorNegate(plane.normal, plane.normal);
4064 PlaneClassify(&plane);
4068 // find a matching plane if there is one
4069 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4070 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4072 if (planeindex >= r_waterstate.maxwaterplanes)
4073 return; // nothing we can do, out of planes
4075 // if this triangle does not fit any known plane rendered this frame, add one
4076 if (planeindex >= r_waterstate.numwaterplanes)
4078 // store the new plane
4079 r_waterstate.numwaterplanes++;
4081 // clear materialflags and pvs
4082 p->materialflags = 0;
4083 p->pvsvalid = false;
4085 // merge this surface's materialflags into the waterplane
4086 p->materialflags |= t->currentmaterialflags;
4087 // merge this surface's PVS into the waterplane
4088 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4089 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4090 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4092 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4097 static void R_Water_ProcessPlanes(void)
4099 r_refdef_view_t originalview;
4100 r_refdef_view_t myview;
4102 r_waterstate_waterplane_t *p;
4104 originalview = r_refdef.view;
4106 // make sure enough textures are allocated
4107 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4109 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4111 if (!p->texture_refraction)
4112 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);
4113 if (!p->texture_refraction)
4117 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4119 if (!p->texture_reflection)
4120 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);
4121 if (!p->texture_reflection)
4127 r_refdef.view = originalview;
4128 r_refdef.view.showdebug = false;
4129 r_refdef.view.width = r_waterstate.waterwidth;
4130 r_refdef.view.height = r_waterstate.waterheight;
4131 r_refdef.view.useclipplane = true;
4132 myview = r_refdef.view;
4133 r_waterstate.renderingscene = true;
4134 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4136 // render the normal view scene and copy into texture
4137 // (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)
4138 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4140 r_refdef.view = myview;
4141 r_refdef.view.clipplane = p->plane;
4142 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4143 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4144 PlaneClassify(&r_refdef.view.clipplane);
4146 R_ResetViewRendering3D();
4147 R_ClearScreen(r_refdef.fogenabled);
4151 // copy view into the screen texture
4152 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4153 GL_ActiveTexture(0);
4155 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4158 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4160 r_refdef.view = myview;
4161 // render reflected scene and copy into texture
4162 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4163 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4164 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4165 r_refdef.view.clipplane = p->plane;
4166 // reverse the cullface settings for this render
4167 r_refdef.view.cullface_front = GL_FRONT;
4168 r_refdef.view.cullface_back = GL_BACK;
4169 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4171 r_refdef.view.usecustompvs = true;
4173 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4175 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4178 R_ResetViewRendering3D();
4179 R_ClearScreen(r_refdef.fogenabled);
4183 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4184 GL_ActiveTexture(0);
4186 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4189 r_waterstate.renderingscene = false;
4190 r_refdef.view = originalview;
4191 R_ResetViewRendering3D();
4192 R_ClearScreen(r_refdef.fogenabled);
4196 r_refdef.view = originalview;
4197 r_waterstate.renderingscene = false;
4198 Cvar_SetValueQuick(&r_water, 0);
4199 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
4203 void R_Bloom_StartFrame(void)
4205 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4207 // set bloomwidth and bloomheight to the bloom resolution that will be
4208 // used (often less than the screen resolution for faster rendering)
4209 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4210 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4211 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4212 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
4213 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
4215 // calculate desired texture sizes
4216 if (gl_support_arb_texture_non_power_of_two)
4218 screentexturewidth = r_refdef.view.width;
4219 screentextureheight = r_refdef.view.height;
4220 bloomtexturewidth = r_bloomstate.bloomwidth;
4221 bloomtextureheight = r_bloomstate.bloomheight;
4225 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
4226 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
4227 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
4228 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
4231 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))
4233 Cvar_SetValueQuick(&r_hdr, 0);
4234 Cvar_SetValueQuick(&r_bloom, 0);
4235 Cvar_SetValueQuick(&r_motionblur, 0);
4236 Cvar_SetValueQuick(&r_damageblur, 0);
4239 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)))
4240 screentexturewidth = screentextureheight = 0;
4241 if (!r_hdr.integer && !r_bloom.integer)
4242 bloomtexturewidth = bloomtextureheight = 0;
4244 // allocate textures as needed
4245 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4247 if (r_bloomstate.texture_screen)
4248 R_FreeTexture(r_bloomstate.texture_screen);
4249 r_bloomstate.texture_screen = NULL;
4250 r_bloomstate.screentexturewidth = screentexturewidth;
4251 r_bloomstate.screentextureheight = screentextureheight;
4252 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4253 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);
4255 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4257 if (r_bloomstate.texture_bloom)
4258 R_FreeTexture(r_bloomstate.texture_bloom);
4259 r_bloomstate.texture_bloom = NULL;
4260 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4261 r_bloomstate.bloomtextureheight = bloomtextureheight;
4262 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4263 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);
4266 // when doing a reduced render (HDR) we want to use a smaller area
4267 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4268 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4269 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4270 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4271 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4273 // set up a texcoord array for the full resolution screen image
4274 // (we have to keep this around to copy back during final render)
4275 r_bloomstate.screentexcoord2f[0] = 0;
4276 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4277 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4278 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4279 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4280 r_bloomstate.screentexcoord2f[5] = 0;
4281 r_bloomstate.screentexcoord2f[6] = 0;
4282 r_bloomstate.screentexcoord2f[7] = 0;
4284 // set up a texcoord array for the reduced resolution bloom image
4285 // (which will be additive blended over the screen image)
4286 r_bloomstate.bloomtexcoord2f[0] = 0;
4287 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4288 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4289 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4290 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4291 r_bloomstate.bloomtexcoord2f[5] = 0;
4292 r_bloomstate.bloomtexcoord2f[6] = 0;
4293 r_bloomstate.bloomtexcoord2f[7] = 0;
4295 if (r_hdr.integer || r_bloom.integer)
4297 r_bloomstate.enabled = true;
4298 r_bloomstate.hdr = r_hdr.integer != 0;
4301 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4304 void R_Bloom_CopyBloomTexture(float colorscale)
4306 r_refdef.stats.bloom++;
4308 // scale down screen texture to the bloom texture size
4310 R_SetViewport(&r_bloomstate.viewport);
4311 GL_BlendFunc(GL_ONE, GL_ZERO);
4312 GL_Color(colorscale, colorscale, colorscale, 1);
4313 // TODO: optimize with multitexture or GLSL
4314 R_SetupGenericShader(true);
4315 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4316 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4317 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4318 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4320 // we now have a bloom image in the framebuffer
4321 // copy it into the bloom image texture for later processing
4322 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4323 GL_ActiveTexture(0);
4325 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4326 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4329 void R_Bloom_CopyHDRTexture(void)
4331 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4332 GL_ActiveTexture(0);
4334 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4335 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4338 void R_Bloom_MakeTexture(void)
4341 float xoffset, yoffset, r, brighten;
4343 r_refdef.stats.bloom++;
4345 R_ResetViewRendering2D();
4346 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4347 R_Mesh_ColorPointer(NULL, 0, 0);
4348 R_SetupGenericShader(true);
4350 // we have a bloom image in the framebuffer
4352 R_SetViewport(&r_bloomstate.viewport);
4354 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4357 r = bound(0, r_bloom_colorexponent.value / x, 1);
4358 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4359 GL_Color(r, r, r, 1);
4360 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4361 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4362 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4363 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4365 // copy the vertically blurred bloom view to a texture
4366 GL_ActiveTexture(0);
4368 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4369 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4372 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4373 brighten = r_bloom_brighten.value;
4375 brighten *= r_hdr_range.value;
4376 brighten = sqrt(brighten);
4378 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4379 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4380 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4382 for (dir = 0;dir < 2;dir++)
4384 // blend on at multiple vertical offsets to achieve a vertical blur
4385 // TODO: do offset blends using GLSL
4386 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4387 GL_BlendFunc(GL_ONE, GL_ZERO);
4388 for (x = -range;x <= range;x++)
4390 if (!dir){xoffset = 0;yoffset = x;}
4391 else {xoffset = x;yoffset = 0;}
4392 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4393 yoffset /= (float)r_bloomstate.bloomtextureheight;
4394 // compute a texcoord array with the specified x and y offset
4395 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4396 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4397 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4398 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4399 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4400 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4401 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4402 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4403 // this r value looks like a 'dot' particle, fading sharply to
4404 // black at the edges
4405 // (probably not realistic but looks good enough)
4406 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4407 //r = brighten/(range*2+1);
4408 r = brighten / (range * 2 + 1);
4410 r *= (1 - x*x/(float)(range*range));
4411 GL_Color(r, r, r, 1);
4412 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4413 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4414 GL_BlendFunc(GL_ONE, GL_ONE);
4417 // copy the vertically blurred bloom view to a texture
4418 GL_ActiveTexture(0);
4420 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4421 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4424 // apply subtract last
4425 // (just like it would be in a GLSL shader)
4426 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4428 GL_BlendFunc(GL_ONE, GL_ZERO);
4429 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4430 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4431 GL_Color(1, 1, 1, 1);
4432 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4433 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4435 GL_BlendFunc(GL_ONE, GL_ONE);
4436 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4437 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4438 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4439 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4440 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4441 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4442 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4444 // copy the darkened bloom view to a texture
4445 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4446 GL_ActiveTexture(0);
4448 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4449 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4453 void R_HDR_RenderBloomTexture(void)
4455 int oldwidth, oldheight;
4456 float oldcolorscale;
4458 oldcolorscale = r_refdef.view.colorscale;
4459 oldwidth = r_refdef.view.width;
4460 oldheight = r_refdef.view.height;
4461 r_refdef.view.width = r_bloomstate.bloomwidth;
4462 r_refdef.view.height = r_bloomstate.bloomheight;
4464 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4465 // TODO: add exposure compensation features
4466 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4468 r_refdef.view.showdebug = false;
4469 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4471 R_ResetViewRendering3D();
4473 R_ClearScreen(r_refdef.fogenabled);
4474 if (r_timereport_active)
4475 R_TimeReport("HDRclear");
4478 if (r_timereport_active)
4479 R_TimeReport("visibility");
4481 // only do secondary renders with HDR if r_hdr is 2 or higher
4482 r_waterstate.numwaterplanes = 0;
4483 if (r_waterstate.enabled && r_hdr.integer >= 2)
4484 R_RenderWaterPlanes();
4486 r_refdef.view.showdebug = true;
4488 r_waterstate.numwaterplanes = 0;
4490 R_ResetViewRendering2D();
4492 R_Bloom_CopyHDRTexture();
4493 R_Bloom_MakeTexture();
4495 // restore the view settings
4496 r_refdef.view.width = oldwidth;
4497 r_refdef.view.height = oldheight;
4498 r_refdef.view.colorscale = oldcolorscale;
4500 R_ResetViewRendering3D();
4502 R_ClearScreen(r_refdef.fogenabled);
4503 if (r_timereport_active)
4504 R_TimeReport("viewclear");
4507 static void R_BlendView(void)
4509 if (r_bloomstate.texture_screen)
4511 // make sure the buffer is available
4512 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4514 R_ResetViewRendering2D();
4515 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4516 R_Mesh_ColorPointer(NULL, 0, 0);
4517 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4518 GL_ActiveTexture(0);CHECKGLERROR
4520 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4522 // declare variables
4524 static float avgspeed;
4526 speed = VectorLength(cl.movement_velocity);
4528 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4529 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4531 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4532 speed = bound(0, speed, 1);
4533 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4535 // calculate values into a standard alpha
4536 cl.motionbluralpha = 1 - exp(-
4538 (r_motionblur.value * speed / 80)
4540 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4543 max(0.0001, cl.time - cl.oldtime) // fps independent
4546 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4547 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4549 if (cl.motionbluralpha > 0)
4551 R_SetupGenericShader(true);
4552 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4553 GL_Color(1, 1, 1, cl.motionbluralpha);
4554 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4555 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4556 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4557 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4561 // copy view into the screen texture
4562 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4563 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4566 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4568 unsigned int permutation =
4569 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4570 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4571 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4572 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4573 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4575 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4577 // render simple bloom effect
4578 // copy the screen and shrink it and darken it for the bloom process
4579 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4580 // make the bloom texture
4581 R_Bloom_MakeTexture();
4584 R_ResetViewRendering2D();
4585 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4586 R_Mesh_ColorPointer(NULL, 0, 0);
4587 GL_Color(1, 1, 1, 1);
4588 GL_BlendFunc(GL_ONE, GL_ZERO);
4589 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4590 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4591 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4592 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4593 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4594 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4595 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4596 if (r_glsl_permutation->loc_TintColor >= 0)
4597 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4598 if (r_glsl_permutation->loc_ClientTime >= 0)
4599 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4600 if (r_glsl_permutation->loc_PixelSize >= 0)
4601 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4602 if (r_glsl_permutation->loc_UserVec1 >= 0)
4604 float a=0, b=0, c=0, d=0;
4605 #if _MSC_VER >= 1400
4606 #define sscanf sscanf_s
4608 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4609 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4611 if (r_glsl_permutation->loc_UserVec2 >= 0)
4613 float a=0, b=0, c=0, d=0;
4614 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4615 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4617 if (r_glsl_permutation->loc_UserVec3 >= 0)
4619 float a=0, b=0, c=0, d=0;
4620 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4621 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4623 if (r_glsl_permutation->loc_UserVec4 >= 0)
4625 float a=0, b=0, c=0, d=0;
4626 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4627 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4629 if (r_glsl_permutation->loc_Saturation >= 0)
4630 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4631 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4632 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4638 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4640 // render high dynamic range bloom effect
4641 // the bloom texture was made earlier this render, so we just need to
4642 // blend it onto the screen...
4643 R_ResetViewRendering2D();
4644 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4645 R_Mesh_ColorPointer(NULL, 0, 0);
4646 R_SetupGenericShader(true);
4647 GL_Color(1, 1, 1, 1);
4648 GL_BlendFunc(GL_ONE, GL_ONE);
4649 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4650 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4651 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4652 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4654 else if (r_bloomstate.texture_bloom)
4656 // render simple bloom effect
4657 // copy the screen and shrink it and darken it for the bloom process
4658 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4659 // make the bloom texture
4660 R_Bloom_MakeTexture();
4661 // put the original screen image back in place and blend the bloom
4663 R_ResetViewRendering2D();
4664 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4665 R_Mesh_ColorPointer(NULL, 0, 0);
4666 GL_Color(1, 1, 1, 1);
4667 GL_BlendFunc(GL_ONE, GL_ZERO);
4668 // do both in one pass if possible
4669 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4670 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4671 if (r_textureunits.integer >= 2 && gl_combine.integer)
4673 R_SetupGenericTwoTextureShader(GL_ADD);
4674 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4675 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4679 R_SetupGenericShader(true);
4680 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4681 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4682 // now blend on the bloom texture
4683 GL_BlendFunc(GL_ONE, GL_ONE);
4684 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4685 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4687 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4688 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4690 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4692 // apply a color tint to the whole view
4693 R_ResetViewRendering2D();
4694 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4695 R_Mesh_ColorPointer(NULL, 0, 0);
4696 R_SetupGenericShader(false);
4697 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4698 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4699 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4703 matrix4x4_t r_waterscrollmatrix;
4705 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4707 if (r_refdef.fog_density)
4709 r_refdef.fogcolor[0] = r_refdef.fog_red;
4710 r_refdef.fogcolor[1] = r_refdef.fog_green;
4711 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4713 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
4714 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
4715 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
4716 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
4720 VectorCopy(r_refdef.fogcolor, fogvec);
4721 // color.rgb *= ContrastBoost * SceneBrightness;
4722 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4723 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4724 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4725 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4730 void R_UpdateVariables(void)
4734 r_refdef.scene.ambient = r_ambient.value;
4736 r_refdef.farclip = r_farclip_base.value;
4737 if (r_refdef.scene.worldmodel)
4738 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
4739 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4741 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4742 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4743 r_refdef.polygonfactor = 0;
4744 r_refdef.polygonoffset = 0;
4745 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4746 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4748 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4749 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4750 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4751 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4752 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4753 if (r_showsurfaces.integer)
4755 r_refdef.scene.rtworld = false;
4756 r_refdef.scene.rtworldshadows = false;
4757 r_refdef.scene.rtdlight = false;
4758 r_refdef.scene.rtdlightshadows = false;
4759 r_refdef.lightmapintensity = 0;
4762 if (gamemode == GAME_NEHAHRA)
4764 if (gl_fogenable.integer)
4766 r_refdef.oldgl_fogenable = true;
4767 r_refdef.fog_density = gl_fogdensity.value;
4768 r_refdef.fog_red = gl_fogred.value;
4769 r_refdef.fog_green = gl_foggreen.value;
4770 r_refdef.fog_blue = gl_fogblue.value;
4771 r_refdef.fog_alpha = 1;
4772 r_refdef.fog_start = 0;
4773 r_refdef.fog_end = gl_skyclip.value;
4774 r_refdef.fog_height = 1<<30;
4775 r_refdef.fog_fadedepth = 128;
4777 else if (r_refdef.oldgl_fogenable)
4779 r_refdef.oldgl_fogenable = false;
4780 r_refdef.fog_density = 0;
4781 r_refdef.fog_red = 0;
4782 r_refdef.fog_green = 0;
4783 r_refdef.fog_blue = 0;
4784 r_refdef.fog_alpha = 0;
4785 r_refdef.fog_start = 0;
4786 r_refdef.fog_end = 0;
4787 r_refdef.fog_height = 1<<30;
4788 r_refdef.fog_fadedepth = 128;
4792 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4793 r_refdef.fog_start = max(0, r_refdef.fog_start);
4794 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4796 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4798 if (r_refdef.fog_density && r_drawfog.integer)
4800 r_refdef.fogenabled = true;
4801 // this is the point where the fog reaches 0.9986 alpha, which we
4802 // consider a good enough cutoff point for the texture
4803 // (0.9986 * 256 == 255.6)
4804 if (r_fog_exp2.integer)
4805 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4807 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4808 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4809 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4810 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4811 // fog color was already set
4812 // update the fog texture
4813 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)
4814 R_BuildFogTexture();
4817 r_refdef.fogenabled = false;
4819 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4821 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4823 // build GLSL gamma texture
4824 #define RAMPWIDTH 256
4825 unsigned short ramp[RAMPWIDTH * 3];
4826 unsigned char rampbgr[RAMPWIDTH][4];
4829 r_texture_gammaramps_serial = vid_gammatables_serial;
4831 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4832 for(i = 0; i < RAMPWIDTH; ++i)
4834 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4835 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4836 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4839 if (r_texture_gammaramps)
4841 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4845 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);
4851 // remove GLSL gamma texture
4855 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4856 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4862 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4863 if( scenetype != r_currentscenetype ) {
4864 // store the old scenetype
4865 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4866 r_currentscenetype = scenetype;
4867 // move in the new scene
4868 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4877 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4879 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4880 if( scenetype == r_currentscenetype ) {
4881 return &r_refdef.scene;
4883 return &r_scenes_store[ scenetype ];
4892 void R_RenderView(void)
4894 if (r_timereport_active)
4895 R_TimeReport("start");
4896 r_frame++; // used only by R_GetCurrentTexture
4897 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4899 R_AnimCache_NewFrame();
4901 if (r_refdef.view.isoverlay)
4903 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4904 GL_Clear( GL_DEPTH_BUFFER_BIT );
4905 R_TimeReport("depthclear");
4907 r_refdef.view.showdebug = false;
4909 r_waterstate.enabled = false;
4910 r_waterstate.numwaterplanes = 0;
4918 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4919 return; //Host_Error ("R_RenderView: NULL worldmodel");
4921 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4923 // break apart the view matrix into vectors for various purposes
4924 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4925 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4926 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4927 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4928 // make an inverted copy of the view matrix for tracking sprites
4929 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4931 R_Shadow_UpdateWorldLightSelection();
4933 R_Bloom_StartFrame();
4934 R_Water_StartFrame();
4937 if (r_timereport_active)
4938 R_TimeReport("viewsetup");
4940 R_ResetViewRendering3D();
4942 if (r_refdef.view.clear || r_refdef.fogenabled)
4944 R_ClearScreen(r_refdef.fogenabled);
4945 if (r_timereport_active)
4946 R_TimeReport("viewclear");
4948 r_refdef.view.clear = true;
4950 // this produces a bloom texture to be used in R_BlendView() later
4952 R_HDR_RenderBloomTexture();
4954 r_refdef.view.showdebug = true;
4957 if (r_timereport_active)
4958 R_TimeReport("visibility");
4960 r_waterstate.numwaterplanes = 0;
4961 if (r_waterstate.enabled)
4962 R_RenderWaterPlanes();
4965 r_waterstate.numwaterplanes = 0;
4968 if (r_timereport_active)
4969 R_TimeReport("blendview");
4971 GL_Scissor(0, 0, vid.width, vid.height);
4972 GL_ScissorTest(false);
4976 void R_RenderWaterPlanes(void)
4978 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4980 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4981 if (r_timereport_active)
4982 R_TimeReport("waterworld");
4985 // don't let sound skip if going slow
4986 if (r_refdef.scene.extraupdate)
4989 R_DrawModelsAddWaterPlanes();
4990 if (r_timereport_active)
4991 R_TimeReport("watermodels");
4993 if (r_waterstate.numwaterplanes)
4995 R_Water_ProcessPlanes();
4996 if (r_timereport_active)
4997 R_TimeReport("waterscenes");
5001 extern void R_DrawLightningBeams (void);
5002 extern void VM_CL_AddPolygonsToMeshQueue (void);
5003 extern void R_DrawPortals (void);
5004 extern cvar_t cl_locs_show;
5005 static void R_DrawLocs(void);
5006 static void R_DrawEntityBBoxes(void);
5007 static void R_DrawModelDecals(void);
5008 extern cvar_t cl_decals_newsystem;
5009 void R_RenderScene(void)
5011 r_refdef.stats.renders++;
5015 // don't let sound skip if going slow
5016 if (r_refdef.scene.extraupdate)
5019 R_MeshQueue_BeginScene();
5023 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);
5025 if (cl.csqc_vidvars.drawworld)
5027 // don't let sound skip if going slow
5028 if (r_refdef.scene.extraupdate)
5031 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5033 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5034 if (r_timereport_active)
5035 R_TimeReport("worldsky");
5038 if (R_DrawBrushModelsSky() && r_timereport_active)
5039 R_TimeReport("bmodelsky");
5041 if (skyrendermasked && skyrenderlater)
5043 // we have to force off the water clipping plane while rendering sky
5050 R_AnimCache_CacheVisibleEntities();
5052 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5054 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5055 if (r_timereport_active)
5056 R_TimeReport("worlddepth");
5058 if (r_depthfirst.integer >= 2)
5060 R_DrawModelsDepth();
5061 if (r_timereport_active)
5062 R_TimeReport("modeldepth");
5065 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5067 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5068 if (r_timereport_active)
5069 R_TimeReport("world");
5072 // don't let sound skip if going slow
5073 if (r_refdef.scene.extraupdate)
5077 if (r_timereport_active)
5078 R_TimeReport("models");
5080 // don't let sound skip if going slow
5081 if (r_refdef.scene.extraupdate)
5084 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5086 R_DrawModelShadows();
5087 R_ResetViewRendering3D();
5088 // don't let sound skip if going slow
5089 if (r_refdef.scene.extraupdate)
5093 R_ShadowVolumeLighting(false);
5094 if (r_timereport_active)
5095 R_TimeReport("rtlights");
5097 // don't let sound skip if going slow
5098 if (r_refdef.scene.extraupdate)
5101 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5103 R_DrawModelShadows();
5104 R_ResetViewRendering3D();
5105 // don't let sound skip if going slow
5106 if (r_refdef.scene.extraupdate)
5110 if (cl.csqc_vidvars.drawworld)
5112 if (cl_decals_newsystem.integer)
5114 R_DrawModelDecals();
5115 if (r_timereport_active)
5116 R_TimeReport("modeldecals");
5121 if (r_timereport_active)
5122 R_TimeReport("decals");
5126 if (r_timereport_active)
5127 R_TimeReport("particles");
5130 if (r_timereport_active)
5131 R_TimeReport("explosions");
5133 R_DrawLightningBeams();
5134 if (r_timereport_active)
5135 R_TimeReport("lightning");
5138 R_SetupGenericShader(true);
5139 VM_CL_AddPolygonsToMeshQueue();
5141 if (r_refdef.view.showdebug)
5143 if (cl_locs_show.integer)
5146 if (r_timereport_active)
5147 R_TimeReport("showlocs");
5150 if (r_drawportals.integer)
5153 if (r_timereport_active)
5154 R_TimeReport("portals");
5157 if (r_showbboxes.value > 0)
5159 R_DrawEntityBBoxes();
5160 if (r_timereport_active)
5161 R_TimeReport("bboxes");
5165 R_SetupGenericShader(true);
5166 R_MeshQueue_RenderTransparent();
5167 if (r_timereport_active)
5168 R_TimeReport("drawtrans");
5170 R_SetupGenericShader(true);
5172 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))
5174 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5175 if (r_timereport_active)
5176 R_TimeReport("worlddebug");
5177 R_DrawModelsDebug();
5178 if (r_timereport_active)
5179 R_TimeReport("modeldebug");
5182 R_SetupGenericShader(true);
5184 if (cl.csqc_vidvars.drawworld)
5187 if (r_timereport_active)
5188 R_TimeReport("coronas");
5191 // don't let sound skip if going slow
5192 if (r_refdef.scene.extraupdate)
5195 R_ResetViewRendering2D();
5198 static const unsigned short bboxelements[36] =
5208 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5211 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5213 RSurf_ActiveWorldEntity();
5215 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5216 GL_DepthMask(false);
5217 GL_DepthRange(0, 1);
5218 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5219 R_Mesh_ResetTextureState();
5221 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5222 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5223 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5224 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5225 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5226 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5227 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5228 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5229 R_FillColors(color4f, 8, cr, cg, cb, ca);
5230 if (r_refdef.fogenabled)
5232 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5234 f1 = RSurf_FogVertex(v);
5236 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5237 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5238 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5241 R_Mesh_VertexPointer(vertex3f, 0, 0);
5242 R_Mesh_ColorPointer(color4f, 0, 0);
5243 R_Mesh_ResetTextureState();
5244 R_SetupGenericShader(false);
5245 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5248 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5252 prvm_edict_t *edict;
5253 prvm_prog_t *prog_save = prog;
5255 // this function draws bounding boxes of server entities
5259 GL_CullFace(GL_NONE);
5260 R_SetupGenericShader(false);
5264 for (i = 0;i < numsurfaces;i++)
5266 edict = PRVM_EDICT_NUM(surfacelist[i]);
5267 switch ((int)edict->fields.server->solid)
5269 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
5270 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
5271 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
5272 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5273 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
5274 default: Vector4Set(color, 0, 0, 0, 0.50);break;
5276 color[3] *= r_showbboxes.value;
5277 color[3] = bound(0, color[3], 1);
5278 GL_DepthTest(!r_showdisabledepthtest.integer);
5279 GL_CullFace(r_refdef.view.cullface_front);
5280 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5286 static void R_DrawEntityBBoxes(void)
5289 prvm_edict_t *edict;
5291 prvm_prog_t *prog_save = prog;
5293 // this function draws bounding boxes of server entities
5299 for (i = 0;i < prog->num_edicts;i++)
5301 edict = PRVM_EDICT_NUM(i);
5302 if (edict->priv.server->free)
5304 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5305 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5307 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5309 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5310 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5316 static const int nomodelelement3i[24] =
5328 static const unsigned short nomodelelement3s[24] =
5340 static const float nomodelvertex3f[6*3] =
5350 static const float nomodelcolor4f[6*4] =
5352 0.0f, 0.0f, 0.5f, 1.0f,
5353 0.0f, 0.0f, 0.5f, 1.0f,
5354 0.0f, 0.5f, 0.0f, 1.0f,
5355 0.0f, 0.5f, 0.0f, 1.0f,
5356 0.5f, 0.0f, 0.0f, 1.0f,
5357 0.5f, 0.0f, 0.0f, 1.0f
5360 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5366 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
5368 // this is only called once per entity so numsurfaces is always 1, and
5369 // surfacelist is always {0}, so this code does not handle batches
5371 if (rsurface.ent_flags & RENDER_ADDITIVE)
5373 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5374 GL_DepthMask(false);
5376 else if (rsurface.ent_color[3] < 1)
5378 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5379 GL_DepthMask(false);
5383 GL_BlendFunc(GL_ONE, GL_ZERO);
5386 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5387 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5388 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5389 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5390 R_SetupGenericShader(false);
5391 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5392 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5393 R_Mesh_ColorPointer(color4f, 0, 0);
5394 for (i = 0, c = color4f;i < 6;i++, c += 4)
5396 c[0] *= rsurface.ent_color[0];
5397 c[1] *= rsurface.ent_color[1];
5398 c[2] *= rsurface.ent_color[2];
5399 c[3] *= rsurface.ent_color[3];
5401 if (r_refdef.fogenabled)
5403 for (i = 0, c = color4f;i < 6;i++, c += 4)
5405 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5407 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5408 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5409 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5412 R_Mesh_ResetTextureState();
5413 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5416 void R_DrawNoModel(entity_render_t *ent)
5419 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5420 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5421 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5423 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5426 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5428 vec3_t right1, right2, diff, normal;
5430 VectorSubtract (org2, org1, normal);
5432 // calculate 'right' vector for start
5433 VectorSubtract (r_refdef.view.origin, org1, diff);
5434 CrossProduct (normal, diff, right1);
5435 VectorNormalize (right1);
5437 // calculate 'right' vector for end
5438 VectorSubtract (r_refdef.view.origin, org2, diff);
5439 CrossProduct (normal, diff, right2);
5440 VectorNormalize (right2);
5442 vert[ 0] = org1[0] + width * right1[0];
5443 vert[ 1] = org1[1] + width * right1[1];
5444 vert[ 2] = org1[2] + width * right1[2];
5445 vert[ 3] = org1[0] - width * right1[0];
5446 vert[ 4] = org1[1] - width * right1[1];
5447 vert[ 5] = org1[2] - width * right1[2];
5448 vert[ 6] = org2[0] - width * right2[0];
5449 vert[ 7] = org2[1] - width * right2[1];
5450 vert[ 8] = org2[2] - width * right2[2];
5451 vert[ 9] = org2[0] + width * right2[0];
5452 vert[10] = org2[1] + width * right2[1];
5453 vert[11] = org2[2] + width * right2[2];
5456 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
5458 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5459 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5460 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5461 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5462 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5463 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5464 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5465 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5466 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5467 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5468 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5469 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5472 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5477 VectorSet(v, x, y, z);
5478 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5479 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5481 if (i == mesh->numvertices)
5483 if (mesh->numvertices < mesh->maxvertices)
5485 VectorCopy(v, vertex3f);
5486 mesh->numvertices++;
5488 return mesh->numvertices;
5494 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5498 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5499 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5500 e = mesh->element3i + mesh->numtriangles * 3;
5501 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5503 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5504 if (mesh->numtriangles < mesh->maxtriangles)
5509 mesh->numtriangles++;
5511 element[1] = element[2];
5515 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5519 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5520 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5521 e = mesh->element3i + mesh->numtriangles * 3;
5522 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5524 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5525 if (mesh->numtriangles < mesh->maxtriangles)
5530 mesh->numtriangles++;
5532 element[1] = element[2];
5536 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5537 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5539 int planenum, planenum2;
5542 mplane_t *plane, *plane2;
5544 double temppoints[2][256*3];
5545 // figure out how large a bounding box we need to properly compute this brush
5547 for (w = 0;w < numplanes;w++)
5548 maxdist = max(maxdist, fabs(planes[w].dist));
5549 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5550 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5551 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5555 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5556 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5558 if (planenum2 == planenum)
5560 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);
5563 if (tempnumpoints < 3)
5565 // generate elements forming a triangle fan for this polygon
5566 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5570 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)
5572 texturelayer_t *layer;
5573 layer = t->currentlayers + t->currentnumlayers++;
5575 layer->depthmask = depthmask;
5576 layer->blendfunc1 = blendfunc1;
5577 layer->blendfunc2 = blendfunc2;
5578 layer->texture = texture;
5579 layer->texmatrix = *matrix;
5580 layer->color[0] = r * r_refdef.view.colorscale;
5581 layer->color[1] = g * r_refdef.view.colorscale;
5582 layer->color[2] = b * r_refdef.view.colorscale;
5583 layer->color[3] = a;
5586 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5589 index = parms[2] + r_refdef.scene.time * parms[3];
5590 index -= floor(index);
5594 case Q3WAVEFUNC_NONE:
5595 case Q3WAVEFUNC_NOISE:
5596 case Q3WAVEFUNC_COUNT:
5599 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5600 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5601 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5602 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5603 case Q3WAVEFUNC_TRIANGLE:
5605 f = index - floor(index);
5616 return (float)(parms[0] + parms[1] * f);
5619 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5624 matrix4x4_t matrix, temp;
5625 switch(tcmod->tcmod)
5629 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5630 matrix = r_waterscrollmatrix;
5632 matrix = identitymatrix;
5634 case Q3TCMOD_ENTITYTRANSLATE:
5635 // this is used in Q3 to allow the gamecode to control texcoord
5636 // scrolling on the entity, which is not supported in darkplaces yet.
5637 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5639 case Q3TCMOD_ROTATE:
5640 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5641 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5642 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5645 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5647 case Q3TCMOD_SCROLL:
5648 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5650 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5651 w = (int) tcmod->parms[0];
5652 h = (int) tcmod->parms[1];
5653 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5655 idx = (int) floor(f * w * h);
5656 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5658 case Q3TCMOD_STRETCH:
5659 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5660 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5662 case Q3TCMOD_TRANSFORM:
5663 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5664 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5665 VectorSet(tcmat + 6, 0 , 0 , 1);
5666 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5667 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5669 case Q3TCMOD_TURBULENT:
5670 // this is handled in the RSurf_PrepareVertices function
5671 matrix = identitymatrix;
5675 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5678 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5680 int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5681 char name[MAX_QPATH];
5682 skinframe_t *skinframe;
5683 unsigned char pixels[296*194];
5684 strlcpy(cache->name, skinname, sizeof(cache->name));
5685 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5686 if (developer_loading.integer)
5687 Con_Printf("loading %s\n", name);
5688 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5689 if (!skinframe || !skinframe->base)
5692 fs_offset_t filesize;
5694 f = FS_LoadFile(name, tempmempool, true, &filesize);
5697 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5698 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5702 cache->skinframe = skinframe;
5705 texture_t *R_GetCurrentTexture(texture_t *t)
5708 const entity_render_t *ent = rsurface.entity;
5709 dp_model_t *model = ent->model;
5710 q3shaderinfo_layer_tcmod_t *tcmod;
5712 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5713 return t->currentframe;
5714 t->update_lastrenderframe = r_frame;
5715 t->update_lastrenderentity = (void *)ent;
5717 // switch to an alternate material if this is a q1bsp animated material
5719 texture_t *texture = t;
5720 int s = rsurface.ent_skinnum;
5721 if ((unsigned int)s >= (unsigned int)model->numskins)
5723 if (model->skinscenes)
5725 if (model->skinscenes[s].framecount > 1)
5726 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5728 s = model->skinscenes[s].firstframe;
5731 t = t + s * model->num_surfaces;
5734 // use an alternate animation if the entity's frame is not 0,
5735 // and only if the texture has an alternate animation
5736 if (rsurface.ent_alttextures && t->anim_total[1])
5737 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5739 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5741 texture->currentframe = t;
5744 // update currentskinframe to be a qw skin or animation frame
5745 if (rsurface.ent_qwskin >= 0)
5747 i = rsurface.ent_qwskin;
5748 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5750 r_qwskincache_size = cl.maxclients;
5752 Mem_Free(r_qwskincache);
5753 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5755 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5756 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5757 t->currentskinframe = r_qwskincache[i].skinframe;
5758 if (t->currentskinframe == NULL)
5759 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5761 else if (t->numskinframes >= 2)
5762 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5763 if (t->backgroundnumskinframes >= 2)
5764 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
5766 t->currentmaterialflags = t->basematerialflags;
5767 t->currentalpha = rsurface.ent_color[3];
5768 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5769 t->currentalpha *= r_wateralpha.value;
5770 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5771 t->currentalpha *= t->r_water_wateralpha;
5772 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5773 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5774 if (!(rsurface.ent_flags & RENDER_LIGHT))
5775 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5776 else if (rsurface.modeltexcoordlightmap2f == NULL)
5778 // pick a model lighting mode
5779 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
5780 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5782 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5784 if (rsurface.ent_flags & RENDER_ADDITIVE)
5785 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5786 else if (t->currentalpha < 1)
5787 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5788 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
5789 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5790 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
5791 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5792 if (t->backgroundnumskinframes)
5793 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5794 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5796 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5797 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5800 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5802 // there is no tcmod
5803 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5805 t->currenttexmatrix = r_waterscrollmatrix;
5806 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5808 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
5810 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5811 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5814 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5815 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5816 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5817 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5819 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
5820 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5821 t->glosstexture = r_texture_black;
5822 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5823 t->backgroundglosstexture = r_texture_black;
5824 t->specularpower = r_shadow_glossexponent.value;
5825 // TODO: store reference values for these in the texture?
5826 t->specularscale = 0;
5827 if (r_shadow_gloss.integer > 0)
5829 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5831 if (r_shadow_glossintensity.value > 0)
5833 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5834 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5835 t->specularscale = r_shadow_glossintensity.value;
5838 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5840 t->glosstexture = r_texture_white;
5841 t->backgroundglosstexture = r_texture_white;
5842 t->specularscale = r_shadow_gloss2intensity.value;
5843 t->specularpower = r_shadow_gloss2exponent.value;
5846 t->specularscale *= t->specularscalemod;
5847 t->specularpower *= t->specularpowermod;
5849 // lightmaps mode looks bad with dlights using actual texturing, so turn
5850 // off the colormap and glossmap, but leave the normalmap on as it still
5851 // accurately represents the shading involved
5852 if (gl_lightmaps.integer)
5854 t->basetexture = r_texture_grey128;
5855 t->backgroundbasetexture = NULL;
5856 t->specularscale = 0;
5857 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5860 Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
5861 VectorClear(t->dlightcolor);
5862 t->currentnumlayers = 0;
5863 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5866 int blendfunc1, blendfunc2;
5868 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5870 blendfunc1 = GL_SRC_ALPHA;
5871 blendfunc2 = GL_ONE;
5873 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5875 blendfunc1 = GL_SRC_ALPHA;
5876 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5878 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5880 blendfunc1 = t->customblendfunc[0];
5881 blendfunc2 = t->customblendfunc[1];
5885 blendfunc1 = GL_ONE;
5886 blendfunc2 = GL_ZERO;
5888 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5889 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5890 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5891 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5893 // fullbright is not affected by r_refdef.lightmapintensity
5894 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]);
5895 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5896 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5897 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5898 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5902 vec3_t ambientcolor;
5904 // set the color tint used for lights affecting this surface
5905 VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
5907 // q3bsp has no lightmap updates, so the lightstylevalue that
5908 // would normally be baked into the lightmap must be
5909 // applied to the color
5910 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5911 if (model->type == mod_brushq3)
5912 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5913 colorscale *= r_refdef.lightmapintensity;
5914 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5915 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5916 // basic lit geometry
5917 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]);
5918 // add pants/shirt if needed
5919 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5920 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5921 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5922 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5923 // now add ambient passes if needed
5924 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5926 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]);
5927 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5928 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5929 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5930 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5933 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5934 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]);
5935 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5937 // if this is opaque use alpha blend which will darken the earlier
5940 // if this is an alpha blended material, all the earlier passes
5941 // were darkened by fog already, so we only need to add the fog
5942 // color ontop through the fog mask texture
5944 // if this is an additive blended material, all the earlier passes
5945 // were darkened by fog already, and we should not add fog color
5946 // (because the background was not darkened, there is no fog color
5947 // that was lost behind it).
5948 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]);
5952 return t->currentframe;
5955 rsurfacestate_t rsurface;
5957 void R_Mesh_ResizeArrays(int newvertices)
5960 if (rsurface.array_size >= newvertices)
5962 if (rsurface.array_modelvertex3f)
5963 Mem_Free(rsurface.array_modelvertex3f);
5964 rsurface.array_size = (newvertices + 1023) & ~1023;
5965 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5966 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5967 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5968 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5969 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5970 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5971 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5972 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5973 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5974 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5975 rsurface.array_color4f = base + rsurface.array_size * 27;
5976 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5979 void RSurf_ActiveWorldEntity(void)
5981 dp_model_t *model = r_refdef.scene.worldmodel;
5982 //if (rsurface.entity == r_refdef.scene.worldentity)
5984 rsurface.entity = r_refdef.scene.worldentity;
5985 rsurface.ent_skinnum = 0;
5986 rsurface.ent_qwskin = -1;
5987 rsurface.ent_shadertime = 0;
5988 Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
5989 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
5990 if (rsurface.array_size < model->surfmesh.num_vertices)
5991 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5992 rsurface.matrix = identitymatrix;
5993 rsurface.inversematrix = identitymatrix;
5994 rsurface.matrixscale = 1;
5995 rsurface.inversematrixscale = 1;
5996 R_Mesh_Matrix(&identitymatrix);
5997 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
5998 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
5999 rsurface.fograngerecip = r_refdef.fograngerecip;
6000 rsurface.fogheightfade = r_refdef.fogheightfade;
6001 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6002 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6003 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6004 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6005 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6006 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6007 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6008 VectorSet(rsurface.glowmod, 1, 1, 1);
6009 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6010 rsurface.frameblend[0].lerp = 1;
6011 rsurface.ent_alttextures = false;
6012 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6013 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6014 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
6015 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6016 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6017 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6018 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6019 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6020 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6021 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6022 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6023 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
6024 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6025 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6026 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
6027 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6028 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6029 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
6030 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6031 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6032 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
6033 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6034 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6035 rsurface.modelelement3i = model->surfmesh.data_element3i;
6036 rsurface.modelelement3s = model->surfmesh.data_element3s;
6037 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6038 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6039 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6040 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6041 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6042 rsurface.modelsurfaces = model->data_surfaces;
6043 rsurface.generatedvertex = false;
6044 rsurface.vertex3f = rsurface.modelvertex3f;
6045 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6046 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6047 rsurface.svector3f = rsurface.modelsvector3f;
6048 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6049 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6050 rsurface.tvector3f = rsurface.modeltvector3f;
6051 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6052 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6053 rsurface.normal3f = rsurface.modelnormal3f;
6054 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6055 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6056 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6059 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6061 dp_model_t *model = ent->model;
6062 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6064 rsurface.entity = (entity_render_t *)ent;
6065 rsurface.ent_skinnum = ent->skinnum;
6066 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6067 rsurface.ent_shadertime = ent->shadertime;
6068 Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6069 rsurface.ent_flags = ent->flags;
6070 if (rsurface.array_size < model->surfmesh.num_vertices)
6071 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6072 rsurface.matrix = ent->matrix;
6073 rsurface.inversematrix = ent->inversematrix;
6074 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6075 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6076 R_Mesh_Matrix(&rsurface.matrix);
6077 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6078 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6079 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6080 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6081 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6082 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6083 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6084 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6085 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6086 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6087 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6088 VectorCopy(ent->glowmod, rsurface.glowmod);
6089 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6090 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6091 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6092 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6093 if (ent->model->brush.submodel)
6095 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6096 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6098 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6100 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
6102 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
6103 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
6104 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
6105 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
6107 else if (wanttangents)
6109 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6110 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6111 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6112 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6113 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6115 else if (wantnormals)
6117 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6118 rsurface.modelsvector3f = NULL;
6119 rsurface.modeltvector3f = NULL;
6120 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6121 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6125 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6126 rsurface.modelsvector3f = NULL;
6127 rsurface.modeltvector3f = NULL;
6128 rsurface.modelnormal3f = NULL;
6129 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6131 rsurface.modelvertex3f_bufferobject = 0;
6132 rsurface.modelvertex3f_bufferoffset = 0;
6133 rsurface.modelsvector3f_bufferobject = 0;
6134 rsurface.modelsvector3f_bufferoffset = 0;
6135 rsurface.modeltvector3f_bufferobject = 0;
6136 rsurface.modeltvector3f_bufferoffset = 0;
6137 rsurface.modelnormal3f_bufferobject = 0;
6138 rsurface.modelnormal3f_bufferoffset = 0;
6139 rsurface.generatedvertex = true;
6143 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
6144 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6145 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6146 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6147 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6148 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6149 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6150 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6151 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6152 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
6153 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6154 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6155 rsurface.generatedvertex = false;
6157 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
6158 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6159 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6160 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
6161 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6162 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6163 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
6164 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6165 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6166 rsurface.modelelement3i = model->surfmesh.data_element3i;
6167 rsurface.modelelement3s = model->surfmesh.data_element3s;
6168 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6169 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6170 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6171 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6172 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6173 rsurface.modelsurfaces = model->data_surfaces;
6174 rsurface.vertex3f = rsurface.modelvertex3f;
6175 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6176 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6177 rsurface.svector3f = rsurface.modelsvector3f;
6178 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6179 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6180 rsurface.tvector3f = rsurface.modeltvector3f;
6181 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6182 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6183 rsurface.normal3f = rsurface.modelnormal3f;
6184 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6185 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6186 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6189 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
6191 rsurface.entity = r_refdef.scene.worldentity;
6192 rsurface.ent_skinnum = 0;
6193 rsurface.ent_qwskin = -1;
6194 rsurface.ent_shadertime = shadertime;
6195 Vector4Set(rsurface.ent_color, r, g, b, a);
6196 rsurface.ent_flags = entflags;
6197 rsurface.modelnum_vertices = numvertices;
6198 rsurface.modelnum_triangles = numtriangles;
6199 if (rsurface.array_size < rsurface.modelnum_vertices)
6200 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6201 rsurface.matrix = *matrix;
6202 rsurface.inversematrix = *inversematrix;
6203 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6204 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6205 R_Mesh_Matrix(&rsurface.matrix);
6206 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6207 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6208 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6209 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6210 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6211 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6212 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6213 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6214 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6215 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6216 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6217 VectorSet(rsurface.glowmod, 1, 1, 1);
6218 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6219 rsurface.frameblend[0].lerp = 1;
6220 rsurface.ent_alttextures = false;
6221 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6222 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6225 rsurface.modelvertex3f = vertex3f;
6226 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6227 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6228 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6230 else if (wantnormals)
6232 rsurface.modelvertex3f = vertex3f;
6233 rsurface.modelsvector3f = NULL;
6234 rsurface.modeltvector3f = NULL;
6235 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6239 rsurface.modelvertex3f = vertex3f;
6240 rsurface.modelsvector3f = NULL;
6241 rsurface.modeltvector3f = NULL;
6242 rsurface.modelnormal3f = NULL;
6244 rsurface.modelvertex3f_bufferobject = 0;
6245 rsurface.modelvertex3f_bufferoffset = 0;
6246 rsurface.modelsvector3f_bufferobject = 0;
6247 rsurface.modelsvector3f_bufferoffset = 0;
6248 rsurface.modeltvector3f_bufferobject = 0;
6249 rsurface.modeltvector3f_bufferoffset = 0;
6250 rsurface.modelnormal3f_bufferobject = 0;
6251 rsurface.modelnormal3f_bufferoffset = 0;
6252 rsurface.generatedvertex = true;
6253 rsurface.modellightmapcolor4f = color4f;
6254 rsurface.modellightmapcolor4f_bufferobject = 0;
6255 rsurface.modellightmapcolor4f_bufferoffset = 0;
6256 rsurface.modeltexcoordtexture2f = texcoord2f;
6257 rsurface.modeltexcoordtexture2f_bufferobject = 0;
6258 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6259 rsurface.modeltexcoordlightmap2f = NULL;
6260 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6261 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6262 rsurface.modelelement3i = element3i;
6263 rsurface.modelelement3s = element3s;
6264 rsurface.modelelement3i_bufferobject = 0;
6265 rsurface.modelelement3s_bufferobject = 0;
6266 rsurface.modellightmapoffsets = NULL;
6267 rsurface.modelsurfaces = NULL;
6268 rsurface.vertex3f = rsurface.modelvertex3f;
6269 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6270 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6271 rsurface.svector3f = rsurface.modelsvector3f;
6272 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6273 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6274 rsurface.tvector3f = rsurface.modeltvector3f;
6275 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6276 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6277 rsurface.normal3f = rsurface.modelnormal3f;
6278 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6279 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6280 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6282 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6284 if ((wantnormals || wanttangents) && !normal3f)
6285 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6286 if (wanttangents && !svector3f)
6287 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6291 float RSurf_FogPoint(const float *v)
6293 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6294 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6295 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6296 float FogHeightFade = r_refdef.fogheightfade;
6298 unsigned int fogmasktableindex;
6299 if (r_refdef.fogplaneviewabove)
6300 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6302 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6303 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6304 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6307 float RSurf_FogVertex(const float *v)
6309 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6310 float FogPlaneViewDist = rsurface.fogplaneviewdist;
6311 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6312 float FogHeightFade = rsurface.fogheightfade;
6314 unsigned int fogmasktableindex;
6315 if (r_refdef.fogplaneviewabove)
6316 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6318 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6319 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6320 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6323 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6324 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6327 int texturesurfaceindex;
6332 const float *v1, *in_tc;
6334 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6336 q3shaderinfo_deform_t *deform;
6337 // 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
6338 if (rsurface.generatedvertex)
6340 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6341 generatenormals = true;
6342 for (i = 0;i < Q3MAXDEFORMS;i++)
6344 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6346 generatetangents = true;
6347 generatenormals = true;
6349 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6350 generatenormals = true;
6352 if (generatenormals && !rsurface.modelnormal3f)
6354 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6355 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6356 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6357 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6359 if (generatetangents && !rsurface.modelsvector3f)
6361 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6362 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6363 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6364 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6365 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6366 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6367 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6370 rsurface.vertex3f = rsurface.modelvertex3f;
6371 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6372 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6373 rsurface.svector3f = rsurface.modelsvector3f;
6374 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6375 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6376 rsurface.tvector3f = rsurface.modeltvector3f;
6377 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6378 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6379 rsurface.normal3f = rsurface.modelnormal3f;
6380 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6381 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6382 // if vertices are deformed (sprite flares and things in maps, possibly
6383 // water waves, bulges and other deformations), generate them into
6384 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6385 // (may be static model data or generated data for an animated model, or
6386 // the previous deform pass)
6387 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6389 switch (deform->deform)
6392 case Q3DEFORM_PROJECTIONSHADOW:
6393 case Q3DEFORM_TEXT0:
6394 case Q3DEFORM_TEXT1:
6395 case Q3DEFORM_TEXT2:
6396 case Q3DEFORM_TEXT3:
6397 case Q3DEFORM_TEXT4:
6398 case Q3DEFORM_TEXT5:
6399 case Q3DEFORM_TEXT6:
6400 case Q3DEFORM_TEXT7:
6403 case Q3DEFORM_AUTOSPRITE:
6404 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6405 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6406 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6407 VectorNormalize(newforward);
6408 VectorNormalize(newright);
6409 VectorNormalize(newup);
6410 // make deformed versions of only the model vertices used by the specified surfaces
6411 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6413 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6414 // a single autosprite surface can contain multiple sprites...
6415 for (j = 0;j < surface->num_vertices - 3;j += 4)
6417 VectorClear(center);
6418 for (i = 0;i < 4;i++)
6419 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6420 VectorScale(center, 0.25f, center);
6421 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
6422 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6423 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6424 for (i = 0;i < 4;i++)
6426 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6427 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6430 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6431 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6433 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6434 rsurface.vertex3f_bufferobject = 0;
6435 rsurface.vertex3f_bufferoffset = 0;
6436 rsurface.svector3f = rsurface.array_deformedsvector3f;
6437 rsurface.svector3f_bufferobject = 0;
6438 rsurface.svector3f_bufferoffset = 0;
6439 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6440 rsurface.tvector3f_bufferobject = 0;
6441 rsurface.tvector3f_bufferoffset = 0;
6442 rsurface.normal3f = rsurface.array_deformednormal3f;
6443 rsurface.normal3f_bufferobject = 0;
6444 rsurface.normal3f_bufferoffset = 0;
6446 case Q3DEFORM_AUTOSPRITE2:
6447 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6448 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6449 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6450 VectorNormalize(newforward);
6451 VectorNormalize(newright);
6452 VectorNormalize(newup);
6453 // make deformed versions of only the model vertices used by the specified surfaces
6454 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6456 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6457 const float *v1, *v2;
6467 memset(shortest, 0, sizeof(shortest));
6468 // a single autosprite surface can contain multiple sprites...
6469 for (j = 0;j < surface->num_vertices - 3;j += 4)
6471 VectorClear(center);
6472 for (i = 0;i < 4;i++)
6473 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6474 VectorScale(center, 0.25f, center);
6475 // find the two shortest edges, then use them to define the
6476 // axis vectors for rotating around the central axis
6477 for (i = 0;i < 6;i++)
6479 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6480 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6482 Debug_PolygonBegin(NULL, 0);
6483 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6484 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);
6485 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6488 l = VectorDistance2(v1, v2);
6489 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6491 l += (1.0f / 1024.0f);
6492 if (shortest[0].length2 > l || i == 0)
6494 shortest[1] = shortest[0];
6495 shortest[0].length2 = l;
6496 shortest[0].v1 = v1;
6497 shortest[0].v2 = v2;
6499 else if (shortest[1].length2 > l || i == 1)
6501 shortest[1].length2 = l;
6502 shortest[1].v1 = v1;
6503 shortest[1].v2 = v2;
6506 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6507 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6509 Debug_PolygonBegin(NULL, 0);
6510 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6511 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);
6512 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6515 // this calculates the right vector from the shortest edge
6516 // and the up vector from the edge midpoints
6517 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6518 VectorNormalize(right);
6519 VectorSubtract(end, start, up);
6520 VectorNormalize(up);
6521 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6522 VectorSubtract(rsurface.localvieworigin, center, forward);
6523 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6524 VectorNegate(forward, forward);
6525 VectorReflect(forward, 0, up, forward);
6526 VectorNormalize(forward);
6527 CrossProduct(up, forward, newright);
6528 VectorNormalize(newright);
6530 Debug_PolygonBegin(NULL, 0);
6531 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);
6532 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6533 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6537 Debug_PolygonBegin(NULL, 0);
6538 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6539 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6540 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6543 // rotate the quad around the up axis vector, this is made
6544 // especially easy by the fact we know the quad is flat,
6545 // so we only have to subtract the center position and
6546 // measure distance along the right vector, and then
6547 // multiply that by the newright vector and add back the
6549 // we also need to subtract the old position to undo the
6550 // displacement from the center, which we do with a
6551 // DotProduct, the subtraction/addition of center is also
6552 // optimized into DotProducts here
6553 l = DotProduct(right, center);
6554 for (i = 0;i < 4;i++)
6556 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6557 f = DotProduct(right, v1) - l;
6558 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6561 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6562 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6564 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6565 rsurface.vertex3f_bufferobject = 0;
6566 rsurface.vertex3f_bufferoffset = 0;
6567 rsurface.svector3f = rsurface.array_deformedsvector3f;
6568 rsurface.svector3f_bufferobject = 0;
6569 rsurface.svector3f_bufferoffset = 0;
6570 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6571 rsurface.tvector3f_bufferobject = 0;
6572 rsurface.tvector3f_bufferoffset = 0;
6573 rsurface.normal3f = rsurface.array_deformednormal3f;
6574 rsurface.normal3f_bufferobject = 0;
6575 rsurface.normal3f_bufferoffset = 0;
6577 case Q3DEFORM_NORMAL:
6578 // deform the normals to make reflections wavey
6579 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6581 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6582 for (j = 0;j < surface->num_vertices;j++)
6585 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6586 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6587 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6588 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6589 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6590 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6591 VectorNormalize(normal);
6593 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6595 rsurface.svector3f = rsurface.array_deformedsvector3f;
6596 rsurface.svector3f_bufferobject = 0;
6597 rsurface.svector3f_bufferoffset = 0;
6598 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6599 rsurface.tvector3f_bufferobject = 0;
6600 rsurface.tvector3f_bufferoffset = 0;
6601 rsurface.normal3f = rsurface.array_deformednormal3f;
6602 rsurface.normal3f_bufferobject = 0;
6603 rsurface.normal3f_bufferoffset = 0;
6606 // deform vertex array to make wavey water and flags and such
6607 waveparms[0] = deform->waveparms[0];
6608 waveparms[1] = deform->waveparms[1];
6609 waveparms[2] = deform->waveparms[2];
6610 waveparms[3] = deform->waveparms[3];
6611 // this is how a divisor of vertex influence on deformation
6612 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6613 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6614 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6616 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6617 for (j = 0;j < surface->num_vertices;j++)
6619 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6620 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6621 // if the wavefunc depends on time, evaluate it per-vertex
6624 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6625 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6627 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6630 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6631 rsurface.vertex3f_bufferobject = 0;
6632 rsurface.vertex3f_bufferoffset = 0;
6634 case Q3DEFORM_BULGE:
6635 // deform vertex array to make the surface have moving bulges
6636 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6638 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6639 for (j = 0;j < surface->num_vertices;j++)
6641 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6642 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6645 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6646 rsurface.vertex3f_bufferobject = 0;
6647 rsurface.vertex3f_bufferoffset = 0;
6650 // deform vertex array
6651 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6652 VectorScale(deform->parms, scale, waveparms);
6653 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6655 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6656 for (j = 0;j < surface->num_vertices;j++)
6657 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6659 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6660 rsurface.vertex3f_bufferobject = 0;
6661 rsurface.vertex3f_bufferoffset = 0;
6665 // generate texcoords based on the chosen texcoord source
6666 switch(rsurface.texture->tcgen.tcgen)
6669 case Q3TCGEN_TEXTURE:
6670 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6671 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6672 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6674 case Q3TCGEN_LIGHTMAP:
6675 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6676 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6677 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6679 case Q3TCGEN_VECTOR:
6680 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6682 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6683 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)
6685 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6686 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6689 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6690 rsurface.texcoordtexture2f_bufferobject = 0;
6691 rsurface.texcoordtexture2f_bufferoffset = 0;
6693 case Q3TCGEN_ENVIRONMENT:
6694 // make environment reflections using a spheremap
6695 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6697 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6698 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6699 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6700 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6701 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6703 // identical to Q3A's method, but executed in worldspace so
6704 // carried models can be shiny too
6706 float viewer[3], d, reflected[3], worldreflected[3];
6708 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6709 // VectorNormalize(viewer);
6711 d = DotProduct(normal, viewer);
6713 reflected[0] = normal[0]*2*d - viewer[0];
6714 reflected[1] = normal[1]*2*d - viewer[1];
6715 reflected[2] = normal[2]*2*d - viewer[2];
6716 // note: this is proportinal to viewer, so we can normalize later
6718 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6719 VectorNormalize(worldreflected);
6721 // note: this sphere map only uses world x and z!
6722 // so positive and negative y will LOOK THE SAME.
6723 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6724 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6727 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6728 rsurface.texcoordtexture2f_bufferobject = 0;
6729 rsurface.texcoordtexture2f_bufferoffset = 0;
6732 // the only tcmod that needs software vertex processing is turbulent, so
6733 // check for it here and apply the changes if needed
6734 // and we only support that as the first one
6735 // (handling a mixture of turbulent and other tcmods would be problematic
6736 // without punting it entirely to a software path)
6737 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6739 amplitude = rsurface.texture->tcmods[0].parms[1];
6740 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6741 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6743 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6744 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)
6746 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6747 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6750 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6751 rsurface.texcoordtexture2f_bufferobject = 0;
6752 rsurface.texcoordtexture2f_bufferoffset = 0;
6754 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6755 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6756 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6757 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6760 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6763 const msurface_t *surface = texturesurfacelist[0];
6764 const msurface_t *surface2;
6769 // TODO: lock all array ranges before render, rather than on each surface
6770 if (texturenumsurfaces == 1)
6772 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6773 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);
6775 else if (r_batchmode.integer == 2)
6777 #define MAXBATCHTRIANGLES 4096
6778 int batchtriangles = 0;
6779 int batchelements[MAXBATCHTRIANGLES*3];
6780 for (i = 0;i < texturenumsurfaces;i = j)
6782 surface = texturesurfacelist[i];
6784 if (surface->num_triangles > MAXBATCHTRIANGLES)
6786 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);
6789 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6790 batchtriangles = surface->num_triangles;
6791 firstvertex = surface->num_firstvertex;
6792 endvertex = surface->num_firstvertex + surface->num_vertices;
6793 for (;j < texturenumsurfaces;j++)
6795 surface2 = texturesurfacelist[j];
6796 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6798 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6799 batchtriangles += surface2->num_triangles;
6800 firstvertex = min(firstvertex, surface2->num_firstvertex);
6801 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6803 surface2 = texturesurfacelist[j-1];
6804 numvertices = endvertex - firstvertex;
6805 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6808 else if (r_batchmode.integer == 1)
6810 for (i = 0;i < texturenumsurfaces;i = j)
6812 surface = texturesurfacelist[i];
6813 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6814 if (texturesurfacelist[j] != surface2)
6816 surface2 = texturesurfacelist[j-1];
6817 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6818 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6819 GL_LockArrays(surface->num_firstvertex, numvertices);
6820 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6825 for (i = 0;i < texturenumsurfaces;i++)
6827 surface = texturesurfacelist[i];
6828 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6829 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);
6834 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6836 int i, planeindex, vertexindex;
6840 r_waterstate_waterplane_t *p, *bestp;
6841 const msurface_t *surface;
6842 if (r_waterstate.renderingscene)
6844 for (i = 0;i < texturenumsurfaces;i++)
6846 surface = texturesurfacelist[i];
6847 if (lightmaptexunit >= 0)
6848 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6849 if (deluxemaptexunit >= 0)
6850 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6851 // pick the closest matching water plane
6854 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6857 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6859 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6860 d += fabs(PlaneDiff(vert, &p->plane));
6862 if (bestd > d || !bestp)
6870 if (refractiontexunit >= 0)
6871 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6872 if (reflectiontexunit >= 0)
6873 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6877 if (refractiontexunit >= 0)
6878 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6879 if (reflectiontexunit >= 0)
6880 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6882 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6883 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);
6887 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6891 const msurface_t *surface = texturesurfacelist[0];
6892 const msurface_t *surface2;
6897 // TODO: lock all array ranges before render, rather than on each surface
6898 if (texturenumsurfaces == 1)
6900 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6901 if (deluxemaptexunit >= 0)
6902 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6903 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6904 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);
6906 else if (r_batchmode.integer == 2)
6908 #define MAXBATCHTRIANGLES 4096
6909 int batchtriangles = 0;
6910 int batchelements[MAXBATCHTRIANGLES*3];
6911 for (i = 0;i < texturenumsurfaces;i = j)
6913 surface = texturesurfacelist[i];
6914 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6915 if (deluxemaptexunit >= 0)
6916 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6918 if (surface->num_triangles > MAXBATCHTRIANGLES)
6920 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);
6923 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6924 batchtriangles = surface->num_triangles;
6925 firstvertex = surface->num_firstvertex;
6926 endvertex = surface->num_firstvertex + surface->num_vertices;
6927 for (;j < texturenumsurfaces;j++)
6929 surface2 = texturesurfacelist[j];
6930 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6932 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6933 batchtriangles += surface2->num_triangles;
6934 firstvertex = min(firstvertex, surface2->num_firstvertex);
6935 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6937 surface2 = texturesurfacelist[j-1];
6938 numvertices = endvertex - firstvertex;
6939 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6942 else if (r_batchmode.integer == 1)
6945 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6946 for (i = 0;i < texturenumsurfaces;i = j)
6948 surface = texturesurfacelist[i];
6949 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6950 if (texturesurfacelist[j] != surface2)
6952 Con_Printf(" %i", j - i);
6955 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6957 for (i = 0;i < texturenumsurfaces;i = j)
6959 surface = texturesurfacelist[i];
6960 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6961 if (deluxemaptexunit >= 0)
6962 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6963 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6964 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6967 Con_Printf(" %i", j - i);
6969 surface2 = texturesurfacelist[j-1];
6970 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6971 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6972 GL_LockArrays(surface->num_firstvertex, numvertices);
6973 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6981 for (i = 0;i < texturenumsurfaces;i++)
6983 surface = texturesurfacelist[i];
6984 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6985 if (deluxemaptexunit >= 0)
6986 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6987 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6988 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);
6993 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6996 int texturesurfaceindex;
6997 if (r_showsurfaces.integer == 2)
6999 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7001 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7002 for (j = 0;j < surface->num_triangles;j++)
7004 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7005 GL_Color(f, f, f, 1);
7006 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7012 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7014 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7015 int k = (int)(((size_t)surface) / sizeof(msurface_t));
7016 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);
7017 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7018 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);
7023 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7025 int texturesurfaceindex;
7029 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7031 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7032 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)
7040 rsurface.lightmapcolor4f = rsurface.array_color4f;
7041 rsurface.lightmapcolor4f_bufferobject = 0;
7042 rsurface.lightmapcolor4f_bufferoffset = 0;
7045 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7047 int texturesurfaceindex;
7053 if (rsurface.lightmapcolor4f)
7055 // generate color arrays for the surfaces in this list
7056 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7058 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7059 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)
7061 f = RSurf_FogVertex(v);
7071 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7073 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7074 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)
7076 f = RSurf_FogVertex(v);
7084 rsurface.lightmapcolor4f = rsurface.array_color4f;
7085 rsurface.lightmapcolor4f_bufferobject = 0;
7086 rsurface.lightmapcolor4f_bufferoffset = 0;
7089 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7091 int texturesurfaceindex;
7097 if (!rsurface.lightmapcolor4f)
7099 // generate color arrays for the surfaces in this list
7100 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7102 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7103 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)
7105 f = RSurf_FogVertex(v);
7106 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7107 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7108 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7112 rsurface.lightmapcolor4f = rsurface.array_color4f;
7113 rsurface.lightmapcolor4f_bufferobject = 0;
7114 rsurface.lightmapcolor4f_bufferoffset = 0;
7117 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7119 int texturesurfaceindex;
7123 if (!rsurface.lightmapcolor4f)
7125 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7127 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7128 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)
7136 rsurface.lightmapcolor4f = rsurface.array_color4f;
7137 rsurface.lightmapcolor4f_bufferobject = 0;
7138 rsurface.lightmapcolor4f_bufferoffset = 0;
7141 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7143 int texturesurfaceindex;
7147 if (!rsurface.lightmapcolor4f)
7149 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7151 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7152 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)
7154 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7155 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7156 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7160 rsurface.lightmapcolor4f = rsurface.array_color4f;
7161 rsurface.lightmapcolor4f_bufferobject = 0;
7162 rsurface.lightmapcolor4f_bufferoffset = 0;
7165 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7168 rsurface.lightmapcolor4f = NULL;
7169 rsurface.lightmapcolor4f_bufferobject = 0;
7170 rsurface.lightmapcolor4f_bufferoffset = 0;
7171 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7172 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7173 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7174 GL_Color(r, g, b, a);
7175 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7178 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7180 // TODO: optimize applyfog && applycolor case
7181 // just apply fog if necessary, and tint the fog color array if necessary
7182 rsurface.lightmapcolor4f = NULL;
7183 rsurface.lightmapcolor4f_bufferobject = 0;
7184 rsurface.lightmapcolor4f_bufferoffset = 0;
7185 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7186 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7187 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7188 GL_Color(r, g, b, a);
7189 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7192 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7194 int texturesurfaceindex;
7198 if (texturesurfacelist[0]->lightmapinfo)
7200 // generate color arrays for the surfaces in this list
7201 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7203 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7204 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7206 if (surface->lightmapinfo->samples)
7208 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7209 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7210 VectorScale(lm, scale, c);
7211 if (surface->lightmapinfo->styles[1] != 255)
7213 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7215 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7216 VectorMA(c, scale, lm, c);
7217 if (surface->lightmapinfo->styles[2] != 255)
7220 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7221 VectorMA(c, scale, lm, c);
7222 if (surface->lightmapinfo->styles[3] != 255)
7225 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7226 VectorMA(c, scale, lm, c);
7236 rsurface.lightmapcolor4f = rsurface.array_color4f;
7237 rsurface.lightmapcolor4f_bufferobject = 0;
7238 rsurface.lightmapcolor4f_bufferoffset = 0;
7242 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7243 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7244 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7246 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7247 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7248 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7249 GL_Color(r, g, b, a);
7250 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7253 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7255 int texturesurfaceindex;
7262 vec3_t ambientcolor;
7263 vec3_t diffusecolor;
7267 VectorCopy(rsurface.modellight_lightdir, lightdir);
7268 f = 0.5f * r_refdef.lightmapintensity;
7269 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7270 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7271 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7272 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7273 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7274 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7276 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7278 // generate color arrays for the surfaces in this list
7279 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7281 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7282 int numverts = surface->num_vertices;
7283 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7284 n = rsurface.normal3f + 3 * surface->num_firstvertex;
7285 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7286 // q3-style directional shading
7287 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7289 if ((f = DotProduct(n, lightdir)) > 0)
7290 VectorMA(ambientcolor, f, diffusecolor, c);
7292 VectorCopy(ambientcolor, c);
7300 rsurface.lightmapcolor4f = rsurface.array_color4f;
7301 rsurface.lightmapcolor4f_bufferobject = 0;
7302 rsurface.lightmapcolor4f_bufferoffset = 0;
7303 *applycolor = false;
7307 *r = ambientcolor[0];
7308 *g = ambientcolor[1];
7309 *b = ambientcolor[2];
7310 rsurface.lightmapcolor4f = NULL;
7311 rsurface.lightmapcolor4f_bufferobject = 0;
7312 rsurface.lightmapcolor4f_bufferoffset = 0;
7316 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7318 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7319 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7320 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7321 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7322 GL_Color(r, g, b, a);
7323 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7326 void RSurf_SetupDepthAndCulling(void)
7328 // submodels are biased to avoid z-fighting with world surfaces that they
7329 // may be exactly overlapping (avoids z-fighting artifacts on certain
7330 // doors and things in Quake maps)
7331 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7332 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7333 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7334 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7337 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7339 // transparent sky would be ridiculous
7340 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7342 R_SetupGenericShader(false);
7343 skyrenderlater = true;
7344 RSurf_SetupDepthAndCulling();
7346 // LordHavoc: HalfLife maps have freaky skypolys so don't use
7347 // skymasking on them, and Quake3 never did sky masking (unlike
7348 // software Quake and software Quake2), so disable the sky masking
7349 // in Quake3 maps as it causes problems with q3map2 sky tricks,
7350 // and skymasking also looks very bad when noclipping outside the
7351 // level, so don't use it then either.
7352 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7354 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7355 R_Mesh_ColorPointer(NULL, 0, 0);
7356 R_Mesh_ResetTextureState();
7357 if (skyrendermasked)
7359 R_SetupDepthOrShadowShader();
7360 // depth-only (masking)
7361 GL_ColorMask(0,0,0,0);
7362 // just to make sure that braindead drivers don't draw
7363 // anything despite that colormask...
7364 GL_BlendFunc(GL_ZERO, GL_ONE);
7368 R_SetupGenericShader(false);
7370 GL_BlendFunc(GL_ONE, GL_ZERO);
7372 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7373 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7374 if (skyrendermasked)
7375 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7377 R_Mesh_ResetTextureState();
7378 GL_Color(1, 1, 1, 1);
7381 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7383 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7386 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7387 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7388 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7389 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7390 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7391 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7392 if (rsurface.texture->backgroundcurrentskinframe)
7394 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7395 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7396 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7397 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7399 if(rsurface.texture->colormapping)
7401 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7402 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7404 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7405 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7406 R_Mesh_ColorPointer(NULL, 0, 0);
7408 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7410 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7412 // render background
7413 GL_BlendFunc(GL_ONE, GL_ZERO);
7415 GL_AlphaTest(false);
7417 GL_Color(1, 1, 1, 1);
7418 R_Mesh_ColorPointer(NULL, 0, 0);
7420 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7421 if (r_glsl_permutation)
7423 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7424 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7425 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7426 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7427 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7428 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7429 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);
7431 GL_LockArrays(0, 0);
7433 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7434 GL_DepthMask(false);
7435 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7436 R_Mesh_ColorPointer(NULL, 0, 0);
7438 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7439 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7440 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7443 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7444 if (!r_glsl_permutation)
7447 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7448 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7449 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7450 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7451 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7452 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7454 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7456 GL_BlendFunc(GL_ONE, GL_ZERO);
7458 GL_AlphaTest(false);
7462 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7463 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7464 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7467 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7469 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7470 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);
7472 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7476 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7477 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);
7479 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7481 GL_LockArrays(0, 0);
7484 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7486 // OpenGL 1.3 path - anything not completely ancient
7487 int texturesurfaceindex;
7488 qboolean applycolor;
7492 const texturelayer_t *layer;
7493 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7495 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7498 int layertexrgbscale;
7499 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7501 if (layerindex == 0)
7505 GL_AlphaTest(false);
7506 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7509 GL_DepthMask(layer->depthmask && writedepth);
7510 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7511 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7513 layertexrgbscale = 4;
7514 VectorScale(layer->color, 0.25f, layercolor);
7516 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7518 layertexrgbscale = 2;
7519 VectorScale(layer->color, 0.5f, layercolor);
7523 layertexrgbscale = 1;
7524 VectorScale(layer->color, 1.0f, layercolor);
7526 layercolor[3] = layer->color[3];
7527 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7528 R_Mesh_ColorPointer(NULL, 0, 0);
7529 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7530 switch (layer->type)
7532 case TEXTURELAYERTYPE_LITTEXTURE:
7533 memset(&m, 0, sizeof(m));
7534 m.tex[0] = R_GetTexture(r_texture_white);
7535 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7536 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7537 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7538 m.tex[1] = R_GetTexture(layer->texture);
7539 m.texmatrix[1] = layer->texmatrix;
7540 m.texrgbscale[1] = layertexrgbscale;
7541 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7542 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7543 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7544 R_Mesh_TextureState(&m);
7545 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7546 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7547 else if (rsurface.uselightmaptexture)
7548 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7550 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7552 case TEXTURELAYERTYPE_TEXTURE:
7553 memset(&m, 0, sizeof(m));
7554 m.tex[0] = R_GetTexture(layer->texture);
7555 m.texmatrix[0] = layer->texmatrix;
7556 m.texrgbscale[0] = layertexrgbscale;
7557 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7558 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7559 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7560 R_Mesh_TextureState(&m);
7561 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7563 case TEXTURELAYERTYPE_FOG:
7564 memset(&m, 0, sizeof(m));
7565 m.texrgbscale[0] = layertexrgbscale;
7568 m.tex[0] = R_GetTexture(layer->texture);
7569 m.texmatrix[0] = layer->texmatrix;
7570 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7571 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7572 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7574 R_Mesh_TextureState(&m);
7575 // generate a color array for the fog pass
7576 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7577 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7583 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7584 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)
7586 f = 1 - RSurf_FogVertex(v);
7587 c[0] = layercolor[0];
7588 c[1] = layercolor[1];
7589 c[2] = layercolor[2];
7590 c[3] = f * layercolor[3];
7593 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7596 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7598 GL_LockArrays(0, 0);
7601 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7603 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7604 GL_AlphaTest(false);
7608 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7610 // OpenGL 1.1 - crusty old voodoo path
7611 int texturesurfaceindex;
7615 const texturelayer_t *layer;
7616 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7618 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7620 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7622 if (layerindex == 0)
7626 GL_AlphaTest(false);
7627 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7630 GL_DepthMask(layer->depthmask && writedepth);
7631 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7632 R_Mesh_ColorPointer(NULL, 0, 0);
7633 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7634 switch (layer->type)
7636 case TEXTURELAYERTYPE_LITTEXTURE:
7637 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7639 // two-pass lit texture with 2x rgbscale
7640 // first the lightmap pass
7641 memset(&m, 0, sizeof(m));
7642 m.tex[0] = R_GetTexture(r_texture_white);
7643 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7644 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7645 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7646 R_Mesh_TextureState(&m);
7647 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7648 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7649 else if (rsurface.uselightmaptexture)
7650 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7652 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7653 GL_LockArrays(0, 0);
7654 // then apply the texture to it
7655 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7656 memset(&m, 0, sizeof(m));
7657 m.tex[0] = R_GetTexture(layer->texture);
7658 m.texmatrix[0] = layer->texmatrix;
7659 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7660 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7661 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7662 R_Mesh_TextureState(&m);
7663 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);
7667 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7668 memset(&m, 0, sizeof(m));
7669 m.tex[0] = R_GetTexture(layer->texture);
7670 m.texmatrix[0] = layer->texmatrix;
7671 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7672 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7673 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7674 R_Mesh_TextureState(&m);
7675 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7676 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);
7678 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);
7681 case TEXTURELAYERTYPE_TEXTURE:
7682 // singletexture unlit texture with transparency support
7683 memset(&m, 0, sizeof(m));
7684 m.tex[0] = R_GetTexture(layer->texture);
7685 m.texmatrix[0] = layer->texmatrix;
7686 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7687 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7688 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7689 R_Mesh_TextureState(&m);
7690 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);
7692 case TEXTURELAYERTYPE_FOG:
7693 // singletexture fogging
7694 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7697 memset(&m, 0, sizeof(m));
7698 m.tex[0] = R_GetTexture(layer->texture);
7699 m.texmatrix[0] = layer->texmatrix;
7700 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7701 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7702 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7703 R_Mesh_TextureState(&m);
7706 R_Mesh_ResetTextureState();
7707 // generate a color array for the fog pass
7708 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7714 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7715 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)
7717 f = 1 - RSurf_FogVertex(v);
7718 c[0] = layer->color[0];
7719 c[1] = layer->color[1];
7720 c[2] = layer->color[2];
7721 c[3] = f * layer->color[3];
7724 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7727 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7729 GL_LockArrays(0, 0);
7732 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7734 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7735 GL_AlphaTest(false);
7739 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7743 GL_AlphaTest(false);
7744 R_Mesh_ColorPointer(NULL, 0, 0);
7745 R_Mesh_ResetTextureState();
7746 R_SetupGenericShader(false);
7748 if(rsurface.texture && rsurface.texture->currentskinframe)
7750 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7751 c[3] *= rsurface.texture->currentalpha;
7761 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7763 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7764 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7765 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7768 // brighten it up (as texture value 127 means "unlit")
7769 c[0] *= 2 * r_refdef.view.colorscale;
7770 c[1] *= 2 * r_refdef.view.colorscale;
7771 c[2] *= 2 * r_refdef.view.colorscale;
7773 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7774 c[3] *= r_wateralpha.value;
7776 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7778 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7779 GL_DepthMask(false);
7781 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7783 GL_BlendFunc(GL_ONE, GL_ONE);
7784 GL_DepthMask(false);
7786 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7788 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7789 GL_DepthMask(false);
7791 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7793 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7794 GL_DepthMask(false);
7798 GL_BlendFunc(GL_ONE, GL_ZERO);
7799 GL_DepthMask(writedepth);
7802 rsurface.lightmapcolor4f = NULL;
7804 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7806 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7808 rsurface.lightmapcolor4f = NULL;
7809 rsurface.lightmapcolor4f_bufferobject = 0;
7810 rsurface.lightmapcolor4f_bufferoffset = 0;
7812 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7814 qboolean applycolor = true;
7817 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7819 r_refdef.lightmapintensity = 1;
7820 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7821 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7825 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7827 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7828 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7829 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7832 if(!rsurface.lightmapcolor4f)
7833 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7835 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7836 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7837 if(r_refdef.fogenabled)
7838 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7840 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7841 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7844 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7847 RSurf_SetupDepthAndCulling();
7848 if (r_showsurfaces.integer == 3)
7849 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7850 else if (r_glsl.integer && gl_support_fragment_shader)
7851 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7852 else if (gl_combine.integer && r_textureunits.integer >= 2)
7853 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7855 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7859 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7862 RSurf_SetupDepthAndCulling();
7863 if (r_showsurfaces.integer == 3)
7864 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7865 else if (r_glsl.integer && gl_support_fragment_shader)
7866 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7867 else if (gl_combine.integer && r_textureunits.integer >= 2)
7868 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7870 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7874 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7877 int texturenumsurfaces, endsurface;
7879 const msurface_t *surface;
7880 const msurface_t *texturesurfacelist[1024];
7882 // if the model is static it doesn't matter what value we give for
7883 // wantnormals and wanttangents, so this logic uses only rules applicable
7884 // to a model, knowing that they are meaningless otherwise
7885 if (ent == r_refdef.scene.worldentity)
7886 RSurf_ActiveWorldEntity();
7887 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7888 RSurf_ActiveModelEntity(ent, false, false);
7890 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7892 for (i = 0;i < numsurfaces;i = j)
7895 surface = rsurface.modelsurfaces + surfacelist[i];
7896 texture = surface->texture;
7897 rsurface.texture = R_GetCurrentTexture(texture);
7898 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7899 // scan ahead until we find a different texture
7900 endsurface = min(i + 1024, numsurfaces);
7901 texturenumsurfaces = 0;
7902 texturesurfacelist[texturenumsurfaces++] = surface;
7903 for (;j < endsurface;j++)
7905 surface = rsurface.modelsurfaces + surfacelist[j];
7906 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7908 texturesurfacelist[texturenumsurfaces++] = surface;
7910 // render the range of surfaces
7911 if (ent == r_refdef.scene.worldentity)
7912 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7914 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7916 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7917 GL_AlphaTest(false);
7920 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7922 const entity_render_t *queueentity = r_refdef.scene.worldentity;
7926 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7928 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7930 RSurf_SetupDepthAndCulling();
7931 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7932 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7934 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7936 RSurf_SetupDepthAndCulling();
7937 GL_AlphaTest(false);
7938 R_Mesh_ColorPointer(NULL, 0, 0);
7939 R_Mesh_ResetTextureState();
7940 R_SetupGenericShader(false);
7941 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7943 GL_BlendFunc(GL_ONE, GL_ZERO);
7944 GL_Color(0, 0, 0, 1);
7945 GL_DepthTest(writedepth);
7946 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7948 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7950 RSurf_SetupDepthAndCulling();
7951 GL_AlphaTest(false);
7952 R_Mesh_ColorPointer(NULL, 0, 0);
7953 R_Mesh_ResetTextureState();
7954 R_SetupGenericShader(false);
7955 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7957 GL_BlendFunc(GL_ONE, GL_ZERO);
7959 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7961 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7962 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7963 else if (!rsurface.texture->currentnumlayers)
7965 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7967 // transparent surfaces get pushed off into the transparent queue
7968 int surfacelistindex;
7969 const msurface_t *surface;
7970 vec3_t tempcenter, center;
7971 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7973 surface = texturesurfacelist[surfacelistindex];
7974 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7975 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7976 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7977 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7978 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7983 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7984 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7989 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7993 // break the surface list down into batches by texture and use of lightmapping
7994 for (i = 0;i < numsurfaces;i = j)
7997 // texture is the base texture pointer, rsurface.texture is the
7998 // current frame/skin the texture is directing us to use (for example
7999 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8000 // use skin 1 instead)
8001 texture = surfacelist[i]->texture;
8002 rsurface.texture = R_GetCurrentTexture(texture);
8003 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8004 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8006 // if this texture is not the kind we want, skip ahead to the next one
8007 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8011 // simply scan ahead until we find a different texture or lightmap state
8012 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8014 // render the range of surfaces
8015 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
8019 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
8024 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8026 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8028 RSurf_SetupDepthAndCulling();
8029 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8030 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8032 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8034 RSurf_SetupDepthAndCulling();
8035 GL_AlphaTest(false);
8036 R_Mesh_ColorPointer(NULL, 0, 0);
8037 R_Mesh_ResetTextureState();
8038 R_SetupGenericShader(false);
8039 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8041 GL_BlendFunc(GL_ONE, GL_ZERO);
8042 GL_Color(0, 0, 0, 1);
8043 GL_DepthTest(writedepth);
8044 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8046 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8048 RSurf_SetupDepthAndCulling();
8049 GL_AlphaTest(false);
8050 R_Mesh_ColorPointer(NULL, 0, 0);
8051 R_Mesh_ResetTextureState();
8052 R_SetupGenericShader(false);
8053 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8055 GL_BlendFunc(GL_ONE, GL_ZERO);
8057 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8059 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8060 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8061 else if (!rsurface.texture->currentnumlayers)
8063 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8065 // transparent surfaces get pushed off into the transparent queue
8066 int surfacelistindex;
8067 const msurface_t *surface;
8068 vec3_t tempcenter, center;
8069 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8071 surface = texturesurfacelist[surfacelistindex];
8072 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8073 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8074 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8075 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8076 if (queueentity->transparent_offset) // transparent offset
8078 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8079 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8080 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8082 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8087 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8088 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8093 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8097 // break the surface list down into batches by texture and use of lightmapping
8098 for (i = 0;i < numsurfaces;i = j)
8101 // texture is the base texture pointer, rsurface.texture is the
8102 // current frame/skin the texture is directing us to use (for example
8103 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8104 // use skin 1 instead)
8105 texture = surfacelist[i]->texture;
8106 rsurface.texture = R_GetCurrentTexture(texture);
8107 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8108 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8110 // if this texture is not the kind we want, skip ahead to the next one
8111 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8115 // simply scan ahead until we find a different texture or lightmap state
8116 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8118 // render the range of surfaces
8119 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
8123 float locboxvertex3f[6*4*3] =
8125 1,0,1, 1,0,0, 1,1,0, 1,1,1,
8126 0,1,1, 0,1,0, 0,0,0, 0,0,1,
8127 1,1,1, 1,1,0, 0,1,0, 0,1,1,
8128 0,0,1, 0,0,0, 1,0,0, 1,0,1,
8129 0,0,1, 1,0,1, 1,1,1, 0,1,1,
8130 1,0,0, 0,0,0, 0,1,0, 1,1,0
8133 unsigned short locboxelements[6*2*3] =
8143 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8146 cl_locnode_t *loc = (cl_locnode_t *)ent;
8148 float vertex3f[6*4*3];
8150 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8151 GL_DepthMask(false);
8152 GL_DepthRange(0, 1);
8153 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8155 GL_CullFace(GL_NONE);
8156 R_Mesh_Matrix(&identitymatrix);
8158 R_Mesh_VertexPointer(vertex3f, 0, 0);
8159 R_Mesh_ColorPointer(NULL, 0, 0);
8160 R_Mesh_ResetTextureState();
8161 R_SetupGenericShader(false);
8164 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8165 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8166 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8167 surfacelist[0] < 0 ? 0.5f : 0.125f);
8169 if (VectorCompare(loc->mins, loc->maxs))
8171 VectorSet(size, 2, 2, 2);
8172 VectorMA(loc->mins, -0.5f, size, mins);
8176 VectorCopy(loc->mins, mins);
8177 VectorSubtract(loc->maxs, loc->mins, size);
8180 for (i = 0;i < 6*4*3;)
8181 for (j = 0;j < 3;j++, i++)
8182 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8184 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8187 void R_DrawLocs(void)
8190 cl_locnode_t *loc, *nearestloc;
8192 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8193 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8195 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8196 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8200 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8202 if (decalsystem->decals)
8203 Mem_Free(decalsystem->decals);
8204 memset(decalsystem, 0, sizeof(*decalsystem));
8207 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
8214 // expand or initialize the system
8215 if (decalsystem->maxdecals <= decalsystem->numdecals)
8217 decalsystem_t old = *decalsystem;
8218 qboolean useshortelements;
8219 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8220 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8221 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
8222 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8223 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8224 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8225 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8226 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8227 if (decalsystem->numdecals)
8228 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8229 Mem_Free(old.decals);
8230 for (i = 0;i < decalsystem->maxdecals*3;i++)
8231 decalsystem->element3i[i] = i;
8232 if (useshortelements)
8233 for (i = 0;i < decalsystem->maxdecals*3;i++)
8234 decalsystem->element3s[i] = i;
8237 // grab a decal and search for another free slot for the next one
8238 maxdecals = decalsystem->maxdecals;
8239 decals = decalsystem->decals;
8240 decal = decalsystem->decals + (i = decalsystem->freedecal++);
8241 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
8243 decalsystem->freedecal = i;
8244 if (decalsystem->numdecals <= i)
8245 decalsystem->numdecals = i + 1;
8247 // initialize the decal
8249 decal->triangleindex = triangleindex;
8250 decal->surfaceindex = surfaceindex;
8251 decal->decalsequence = decalsequence;
8252 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
8253 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
8254 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
8255 decal->color4ub[0][3] = 255;
8256 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
8257 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
8258 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
8259 decal->color4ub[1][3] = 255;
8260 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
8261 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
8262 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
8263 decal->color4ub[2][3] = 255;
8264 decal->vertex3f[0][0] = v0[0];
8265 decal->vertex3f[0][1] = v0[1];
8266 decal->vertex3f[0][2] = v0[2];
8267 decal->vertex3f[1][0] = v1[0];
8268 decal->vertex3f[1][1] = v1[1];
8269 decal->vertex3f[1][2] = v1[2];
8270 decal->vertex3f[2][0] = v2[0];
8271 decal->vertex3f[2][1] = v2[1];
8272 decal->vertex3f[2][2] = v2[2];
8273 decal->texcoord2f[0][0] = t0[0];
8274 decal->texcoord2f[0][1] = t0[1];
8275 decal->texcoord2f[1][0] = t1[0];
8276 decal->texcoord2f[1][1] = t1[1];
8277 decal->texcoord2f[2][0] = t2[0];
8278 decal->texcoord2f[2][1] = t2[1];
8281 extern cvar_t cl_decals_bias;
8282 extern cvar_t cl_decals_models;
8283 extern cvar_t cl_decals_newsystem_intensitymultiplier;
8284 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8286 matrix4x4_t projection;
8287 decalsystem_t *decalsystem;
8290 const float *vertex3f;
8291 const msurface_t *surface;
8292 const msurface_t *surfaces;
8293 const int *surfacelist;
8294 const texture_t *texture;
8298 int surfacelistindex;
8301 int decalsurfaceindex;
8306 float localorigin[3];
8307 float localnormal[3];
8318 float points[2][9][3];
8322 decalsystem = &ent->decalsystem;
8324 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8326 R_DecalSystem_Reset(&ent->decalsystem);
8330 if (!model->brush.data_nodes && !cl_decals_models.integer)
8332 if (decalsystem->model)
8333 R_DecalSystem_Reset(decalsystem);
8337 if (decalsystem->model != model)
8338 R_DecalSystem_Reset(decalsystem);
8339 decalsystem->model = model;
8341 RSurf_ActiveModelEntity(ent, false, false);
8343 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8344 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8345 VectorNormalize(localnormal);
8346 localsize = worldsize*rsurface.inversematrixscale;
8347 ilocalsize = 1.0f / localsize;
8348 localmins[0] = localorigin[0] - localsize;
8349 localmins[1] = localorigin[1] - localsize;
8350 localmins[2] = localorigin[2] - localsize;
8351 localmaxs[0] = localorigin[0] + localsize;
8352 localmaxs[1] = localorigin[1] + localsize;
8353 localmaxs[2] = localorigin[2] + localsize;
8355 //VectorCopy(localnormal, planes[4]);
8356 //VectorVectors(planes[4], planes[2], planes[0]);
8357 AnglesFromVectors(angles, localnormal, NULL, false);
8358 AngleVectors(angles, planes[0], planes[2], planes[4]);
8359 VectorNegate(planes[0], planes[1]);
8360 VectorNegate(planes[2], planes[3]);
8361 VectorNegate(planes[4], planes[5]);
8362 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8363 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8364 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8365 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8366 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8367 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8372 matrix4x4_t forwardprojection;
8373 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8374 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8379 float projectionvector[4][3];
8380 VectorScale(planes[0], ilocalsize, projectionvector[0]);
8381 VectorScale(planes[2], ilocalsize, projectionvector[1]);
8382 VectorScale(planes[4], ilocalsize, projectionvector[2]);
8383 projectionvector[0][0] = planes[0][0] * ilocalsize;
8384 projectionvector[0][1] = planes[1][0] * ilocalsize;
8385 projectionvector[0][2] = planes[2][0] * ilocalsize;
8386 projectionvector[1][0] = planes[0][1] * ilocalsize;
8387 projectionvector[1][1] = planes[1][1] * ilocalsize;
8388 projectionvector[1][2] = planes[2][1] * ilocalsize;
8389 projectionvector[2][0] = planes[0][2] * ilocalsize;
8390 projectionvector[2][1] = planes[1][2] * ilocalsize;
8391 projectionvector[2][2] = planes[2][2] * ilocalsize;
8392 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8393 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8394 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8395 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8399 dynamic = model->surfmesh.isanimated;
8400 vertex3f = rsurface.modelvertex3f;
8401 numsurfacelist = model->nummodelsurfaces;
8402 surfacelist = model->sortedmodelsurfaces;
8403 surfaces = model->data_surfaces;
8404 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8406 surfaceindex = surfacelist[surfacelistindex];
8407 surface = surfaces + surfaceindex;
8408 // skip transparent surfaces
8409 texture = surface->texture;
8410 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8412 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8414 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8416 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
8417 numvertices = surface->num_vertices;
8418 numtriangles = surface->num_triangles;
8419 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8421 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8423 index = 3*e[cornerindex];
8424 VectorCopy(vertex3f + index, v[cornerindex]);
8427 //TriangleNormal(v[0], v[1], v[2], normal);
8428 //if (DotProduct(normal, localnormal) < 0.0f)
8430 // clip by each of the box planes formed from the projection matrix
8431 // if anything survives, we emit the decal
8432 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8435 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8438 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8441 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8444 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8447 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
8450 // some part of the triangle survived, so we have to accept it...
8453 // dynamic always uses the original triangle
8455 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8457 index = 3*e[cornerindex];
8458 VectorCopy(vertex3f + index, v[cornerindex]);
8461 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8463 // convert vertex positions to texcoords
8464 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8465 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8466 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8467 // calculate distance fade from the projection origin
8468 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
8469 f = bound(0.0f, f, 1.0f);
8470 c[cornerindex][0] = r * f;
8471 c[cornerindex][1] = g * f;
8472 c[cornerindex][2] = b * f;
8473 c[cornerindex][3] = 1.0f;
8474 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8477 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
8479 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8480 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
8485 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
8486 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8488 int renderentityindex;
8491 entity_render_t *ent;
8493 if (!cl_decals_newsystem.integer)
8496 worldmins[0] = worldorigin[0] - worldsize;
8497 worldmins[1] = worldorigin[1] - worldsize;
8498 worldmins[2] = worldorigin[2] - worldsize;
8499 worldmaxs[0] = worldorigin[0] + worldsize;
8500 worldmaxs[1] = worldorigin[1] + worldsize;
8501 worldmaxs[2] = worldorigin[2] + worldsize;
8503 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8505 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8507 ent = r_refdef.scene.entities[renderentityindex];
8508 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8511 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8515 typedef struct r_decalsystem_splatqueue_s
8524 r_decalsystem_splatqueue_t;
8526 int r_decalsystem_numqueued = 0;
8527 #define MAX_DECALSYSTEM_QUEUE 1024
8528 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
8530 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8532 r_decalsystem_splatqueue_t *queue;
8534 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
8537 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
8538 VectorCopy(worldorigin, queue->worldorigin);
8539 VectorCopy(worldnormal, queue->worldnormal);
8540 Vector4Set(queue->color, r, g, b, a);
8541 Vector4Set(queue->tcrange, s1, t1, s2, t2);
8542 queue->worldsize = worldsize;
8543 queue->decalsequence = cl.decalsequence++;
8546 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
8549 r_decalsystem_splatqueue_t *queue;
8551 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
8552 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
8553 r_decalsystem_numqueued = 0;
8556 extern cvar_t cl_decals_max;
8557 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
8560 decalsystem_t *decalsystem = &ent->decalsystem;
8567 if (!decalsystem->numdecals)
8570 if (r_showsurfaces.integer)
8573 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8575 R_DecalSystem_Reset(decalsystem);
8579 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
8580 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
8582 if (decalsystem->lastupdatetime)
8583 frametime = (cl.time - decalsystem->lastupdatetime);
8586 decalsystem->lastupdatetime = cl.time;
8587 decal = decalsystem->decals;
8588 numdecals = decalsystem->numdecals;
8590 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8592 if (decal->color4ub[0][3])
8594 decal->lived += frametime;
8595 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
8597 memset(decal, 0, sizeof(*decal));
8598 if (decalsystem->freedecal > i)
8599 decalsystem->freedecal = i;
8603 decal = decalsystem->decals;
8604 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
8607 // collapse the array by shuffling the tail decals into the gaps
8610 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
8611 decalsystem->freedecal++;
8612 if (decalsystem->freedecal == numdecals)
8614 decal[decalsystem->freedecal] = decal[--numdecals];
8617 decalsystem->numdecals = numdecals;
8621 // if there are no decals left, reset decalsystem
8622 R_DecalSystem_Reset(decalsystem);
8626 extern skinframe_t *decalskinframe;
8627 static void R_DrawModelDecals_Entity(entity_render_t *ent)
8630 decalsystem_t *decalsystem = &ent->decalsystem;
8640 const unsigned char *surfacevisible = r_refdef.viewcache.world_surfacevisible;
8643 numdecals = decalsystem->numdecals;
8647 if (r_showsurfaces.integer)
8650 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8652 R_DecalSystem_Reset(decalsystem);
8656 // if the model is static it doesn't matter what value we give for
8657 // wantnormals and wanttangents, so this logic uses only rules applicable
8658 // to a model, knowing that they are meaningless otherwise
8659 if (ent == r_refdef.scene.worldentity)
8660 RSurf_ActiveWorldEntity();
8662 RSurf_ActiveModelEntity(ent, false, false);
8664 decalsystem->lastupdatetime = cl.time;
8665 decal = decalsystem->decals;
8667 fadedelay = cl_decals_time.value;
8668 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
8670 // update vertex positions for animated models
8671 v3f = decalsystem->vertex3f;
8672 c4f = decalsystem->color4f;
8673 t2f = decalsystem->texcoord2f;
8674 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8676 if (!decal->color4ub[0][3])
8679 if (decal->surfaceindex >= 0 && !surfacevisible[decal->surfaceindex])
8682 // update color values for fading decals
8683 if (decal->lived >= cl_decals_time.value)
8685 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
8686 alpha *= (1.0f/255.0f);
8689 alpha = 1.0f/255.0f;
8691 c4f[ 0] = decal->color4ub[0][0] * alpha;
8692 c4f[ 1] = decal->color4ub[0][1] * alpha;
8693 c4f[ 2] = decal->color4ub[0][2] * alpha;
8695 c4f[ 4] = decal->color4ub[1][0] * alpha;
8696 c4f[ 5] = decal->color4ub[1][1] * alpha;
8697 c4f[ 6] = decal->color4ub[1][2] * alpha;
8699 c4f[ 8] = decal->color4ub[2][0] * alpha;
8700 c4f[ 9] = decal->color4ub[2][1] * alpha;
8701 c4f[10] = decal->color4ub[2][2] * alpha;
8704 t2f[0] = decal->texcoord2f[0][0];
8705 t2f[1] = decal->texcoord2f[0][1];
8706 t2f[2] = decal->texcoord2f[1][0];
8707 t2f[3] = decal->texcoord2f[1][1];
8708 t2f[4] = decal->texcoord2f[2][0];
8709 t2f[5] = decal->texcoord2f[2][1];
8711 // update vertex positions for animated models
8712 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
8714 e = rsurface.modelelement3i + 3*decal->triangleindex;
8715 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
8716 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
8717 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
8721 VectorCopy(decal->vertex3f[0], v3f);
8722 VectorCopy(decal->vertex3f[1], v3f + 3);
8723 VectorCopy(decal->vertex3f[2], v3f + 6);
8734 r_refdef.stats.drawndecals += numtris;
8735 // now render the decals all at once
8736 // (this assumes they all use one particle font texture!)
8737 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
8738 R_Mesh_ResetTextureState();
8739 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
8740 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
8741 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
8742 R_SetupGenericShader(true);
8743 GL_DepthMask(false);
8744 GL_DepthRange(0, 1);
8745 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
8747 GL_CullFace(GL_NONE);
8748 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
8749 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
8750 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8751 GL_LockArrays(0, numtris * 3);
8752 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
8753 GL_LockArrays(0, 0);
8757 static void R_DrawModelDecals(void)
8761 // fade faster when there are too many decals
8762 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8763 for (i = 0;i < r_refdef.scene.numentities;i++)
8764 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8766 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
8767 for (i = 0;i < r_refdef.scene.numentities;i++)
8768 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8769 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
8771 R_DecalSystem_ApplySplatEntitiesQueue();
8773 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8774 for (i = 0;i < r_refdef.scene.numentities;i++)
8775 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8777 r_refdef.stats.totaldecals += numdecals;
8779 if (r_showsurfaces.integer)
8782 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
8784 if (!r_drawentities.integer)
8787 for (i = 0;i < r_refdef.scene.numentities;i++)
8789 if (!r_refdef.viewcache.entityvisible[i])
8791 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8792 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
8796 void R_DrawDebugModel(void)
8798 entity_render_t *ent = rsurface.entity;
8799 int i, j, k, l, flagsmask;
8800 const int *elements;
8802 const msurface_t *surface;
8803 dp_model_t *model = ent->model;
8806 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
8808 R_Mesh_ColorPointer(NULL, 0, 0);
8809 R_Mesh_ResetTextureState();
8810 R_SetupGenericShader(false);
8811 GL_DepthRange(0, 1);
8812 GL_DepthTest(!r_showdisabledepthtest.integer);
8813 GL_DepthMask(false);
8814 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8816 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
8818 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
8819 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
8821 if (brush->colbrushf && brush->colbrushf->numtriangles)
8823 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
8824 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);
8825 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
8828 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
8830 if (surface->num_collisiontriangles)
8832 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
8833 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);
8834 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
8839 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8841 if (r_showtris.integer || r_shownormals.integer)
8843 if (r_showdisabledepthtest.integer)
8845 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8846 GL_DepthMask(false);
8850 GL_BlendFunc(GL_ONE, GL_ZERO);
8853 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
8855 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
8857 rsurface.texture = R_GetCurrentTexture(surface->texture);
8858 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
8860 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
8861 if (r_showtris.value > 0)
8863 if (!rsurface.texture->currentlayers->depthmask)
8864 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
8865 else if (ent == r_refdef.scene.worldentity)
8866 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
8868 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
8869 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
8870 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
8871 R_Mesh_ColorPointer(NULL, 0, 0);
8872 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
8873 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
8874 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
8875 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);
8876 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
8879 if (r_shownormals.value < 0)
8882 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8884 VectorCopy(rsurface.vertex3f + l * 3, v);
8885 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8886 qglVertex3f(v[0], v[1], v[2]);
8887 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
8888 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8889 qglVertex3f(v[0], v[1], v[2]);
8894 if (r_shownormals.value > 0)
8897 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8899 VectorCopy(rsurface.vertex3f + l * 3, v);
8900 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8901 qglVertex3f(v[0], v[1], v[2]);
8902 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
8903 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8904 qglVertex3f(v[0], v[1], v[2]);
8909 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8911 VectorCopy(rsurface.vertex3f + l * 3, v);
8912 GL_Color(0, r_refdef.view.colorscale, 0, 1);
8913 qglVertex3f(v[0], v[1], v[2]);
8914 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
8915 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8916 qglVertex3f(v[0], v[1], v[2]);
8921 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8923 VectorCopy(rsurface.vertex3f + l * 3, v);
8924 GL_Color(0, 0, r_refdef.view.colorscale, 1);
8925 qglVertex3f(v[0], v[1], v[2]);
8926 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
8927 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8928 qglVertex3f(v[0], v[1], v[2]);
8935 rsurface.texture = NULL;
8939 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
8940 int r_maxsurfacelist = 0;
8941 const msurface_t **r_surfacelist = NULL;
8942 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8944 int i, j, endj, f, flagsmask;
8946 dp_model_t *model = r_refdef.scene.worldmodel;
8947 msurface_t *surfaces;
8948 unsigned char *update;
8949 int numsurfacelist = 0;
8953 if (r_maxsurfacelist < model->num_surfaces)
8955 r_maxsurfacelist = model->num_surfaces;
8957 Mem_Free(r_surfacelist);
8958 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8961 RSurf_ActiveWorldEntity();
8963 surfaces = model->data_surfaces;
8964 update = model->brushq1.lightmapupdateflags;
8966 // update light styles on this submodel
8967 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8969 model_brush_lightstyleinfo_t *style;
8970 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8972 if (style->value != r_refdef.scene.lightstylevalue[style->style])
8974 int *list = style->surfacelist;
8975 style->value = r_refdef.scene.lightstylevalue[style->style];
8976 for (j = 0;j < style->numsurfaces;j++)
8977 update[list[j]] = true;
8982 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8987 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8993 rsurface.uselightmaptexture = false;
8994 rsurface.texture = NULL;
8995 rsurface.rtlight = NULL;
8997 // add visible surfaces to draw list
8998 for (i = 0;i < model->nummodelsurfaces;i++)
9000 j = model->sortedmodelsurfaces[i];
9001 if (r_refdef.viewcache.world_surfacevisible[j])
9002 r_surfacelist[numsurfacelist++] = surfaces + j;
9004 // update lightmaps if needed
9006 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9007 if (r_refdef.viewcache.world_surfacevisible[j])
9009 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
9010 // don't do anything if there were no surfaces
9011 if (!numsurfacelist)
9013 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9016 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9017 GL_AlphaTest(false);
9019 // add to stats if desired
9020 if (r_speeds.integer && !skysurfaces && !depthonly)
9022 r_refdef.stats.world_surfaces += numsurfacelist;
9023 for (j = 0;j < numsurfacelist;j++)
9024 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
9027 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9030 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9032 int i, j, endj, f, flagsmask;
9034 dp_model_t *model = ent->model;
9035 msurface_t *surfaces;
9036 unsigned char *update;
9037 int numsurfacelist = 0;
9041 if (r_maxsurfacelist < model->num_surfaces)
9043 r_maxsurfacelist = model->num_surfaces;
9045 Mem_Free(r_surfacelist);
9046 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9049 // if the model is static it doesn't matter what value we give for
9050 // wantnormals and wanttangents, so this logic uses only rules applicable
9051 // to a model, knowing that they are meaningless otherwise
9052 if (ent == r_refdef.scene.worldentity)
9053 RSurf_ActiveWorldEntity();
9054 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9055 RSurf_ActiveModelEntity(ent, false, false);
9057 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
9059 surfaces = model->data_surfaces;
9060 update = model->brushq1.lightmapupdateflags;
9062 // update light styles
9063 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9065 model_brush_lightstyleinfo_t *style;
9066 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9068 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9070 int *list = style->surfacelist;
9071 style->value = r_refdef.scene.lightstylevalue[style->style];
9072 for (j = 0;j < style->numsurfaces;j++)
9073 update[list[j]] = true;
9078 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9083 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9089 rsurface.uselightmaptexture = false;
9090 rsurface.texture = NULL;
9091 rsurface.rtlight = NULL;
9093 // add visible surfaces to draw list
9094 for (i = 0;i < model->nummodelsurfaces;i++)
9095 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
9096 // don't do anything if there were no surfaces
9097 if (!numsurfacelist)
9099 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9102 // update lightmaps if needed
9104 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9106 R_BuildLightMap(ent, surfaces + j);
9107 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9108 GL_AlphaTest(false);
9110 // add to stats if desired
9111 if (r_speeds.integer && !skysurfaces && !depthonly)
9113 r_refdef.stats.entities_surfaces += numsurfacelist;
9114 for (j = 0;j < numsurfacelist;j++)
9115 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9118 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9121 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
9123 static texture_t texture;
9124 static msurface_t surface;
9125 const msurface_t *surfacelist = &surface;
9127 // fake enough texture and surface state to render this geometry
9129 texture.update_lastrenderframe = -1; // regenerate this texture
9130 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9131 texture.currentskinframe = skinframe;
9132 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9133 texture.specularscalemod = 1;
9134 texture.specularpowermod = 1;
9136 surface.texture = &texture;
9137 surface.num_triangles = numtriangles;
9138 surface.num_firsttriangle = firsttriangle;
9139 surface.num_vertices = numvertices;
9140 surface.num_firstvertex = firstvertex;
9143 rsurface.texture = R_GetCurrentTexture(surface.texture);
9144 rsurface.uselightmaptexture = false;
9145 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);