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.
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
35 r_viewcache_t r_viewcache;
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "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"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 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)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 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"};
44 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"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 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"};
47 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"};
48 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"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
65 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
66 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
67 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
68 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
69 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
70 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
71 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
73 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)"};
75 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
76 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
77 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
78 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
79 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)"};
81 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
82 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
83 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
85 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
86 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
87 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
88 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
89 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
90 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
91 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
93 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
94 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
95 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
96 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)"};
98 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"};
100 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"};
102 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
104 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
105 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
107 extern qboolean v_flipped_state;
109 typedef struct r_glsl_bloomshader_s
112 int loc_Texture_Bloom;
114 r_glsl_bloomshader_t;
116 static struct r_bloomstate_s
121 int bloomwidth, bloomheight;
123 int screentexturewidth, screentextureheight;
124 rtexture_t *texture_screen;
126 int bloomtexturewidth, bloomtextureheight;
127 rtexture_t *texture_bloom;
129 r_glsl_bloomshader_t *shader;
131 // arrays for rendering the screen passes
132 float screentexcoord2f[8];
133 float bloomtexcoord2f[8];
134 float offsettexcoord2f[8];
138 // shadow volume bsp struct with automatically growing nodes buffer
141 rtexture_t *r_texture_blanknormalmap;
142 rtexture_t *r_texture_white;
143 rtexture_t *r_texture_black;
144 rtexture_t *r_texture_notexture;
145 rtexture_t *r_texture_whitecube;
146 rtexture_t *r_texture_normalizationcube;
147 rtexture_t *r_texture_fogattenuation;
148 //rtexture_t *r_texture_fogintensity;
150 // information about each possible shader permutation
151 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
152 // currently selected permutation
153 r_glsl_permutation_t *r_glsl_permutation;
155 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
156 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
158 // vertex coordinates for a quad that covers the screen exactly
159 const static float r_screenvertex3f[12] =
167 extern void R_DrawModelShadows(void);
169 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
172 for (i = 0;i < verts;i++)
183 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
186 for (i = 0;i < verts;i++)
196 // FIXME: move this to client?
199 if (gamemode == GAME_NEHAHRA)
201 Cvar_Set("gl_fogenable", "0");
202 Cvar_Set("gl_fogdensity", "0.2");
203 Cvar_Set("gl_fogred", "0.3");
204 Cvar_Set("gl_foggreen", "0.3");
205 Cvar_Set("gl_fogblue", "0.3");
207 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
210 float FogPoint_World(const vec3_t p)
212 int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
213 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
216 float FogPoint_Model(const vec3_t p)
218 int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
219 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
222 static void R_BuildBlankTextures(void)
224 unsigned char data[4];
225 data[0] = 128; // normal X
226 data[1] = 128; // normal Y
227 data[2] = 255; // normal Z
228 data[3] = 128; // height
229 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
234 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
239 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
242 static void R_BuildNoTexture(void)
245 unsigned char pix[16][16][4];
246 // this makes a light grey/dark grey checkerboard texture
247 for (y = 0;y < 16;y++)
249 for (x = 0;x < 16;x++)
251 if ((y < 8) ^ (x < 8))
267 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
270 static void R_BuildWhiteCube(void)
272 unsigned char data[6*1*1*4];
273 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
274 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
275 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
276 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
277 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
278 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
279 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
282 static void R_BuildNormalizationCube(void)
286 vec_t s, t, intensity;
288 unsigned char data[6][NORMSIZE][NORMSIZE][4];
289 for (side = 0;side < 6;side++)
291 for (y = 0;y < NORMSIZE;y++)
293 for (x = 0;x < NORMSIZE;x++)
295 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
296 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
331 intensity = 127.0f / sqrt(DotProduct(v, v));
332 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
333 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
334 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
335 data[side][y][x][3] = 255;
339 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
342 static void R_BuildFogTexture(void)
346 unsigned char data1[FOGWIDTH][4];
347 //unsigned char data2[FOGWIDTH][4];
348 for (x = 0;x < FOGWIDTH;x++)
350 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
355 //data2[x][0] = 255 - b;
356 //data2[x][1] = 255 - b;
357 //data2[x][2] = 255 - b;
360 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
361 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
364 static const char *builtinshaderstring =
365 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
366 "// written by Forest 'LordHavoc' Hale\n"
368 "// common definitions between vertex shader and fragment shader:\n"
370 "#ifdef __GLSL_CG_DATA_TYPES\n"
371 "#define myhalf half\n"
372 "#define myhvec2 hvec2\n"
373 "#define myhvec3 hvec3\n"
374 "#define myhvec4 hvec4\n"
376 "#define myhalf float\n"
377 "#define myhvec2 vec2\n"
378 "#define myhvec3 vec3\n"
379 "#define myhvec4 vec4\n"
382 "varying vec2 TexCoord;\n"
383 "varying vec2 TexCoordLightmap;\n"
385 "varying vec3 CubeVector;\n"
386 "varying vec3 LightVector;\n"
387 "varying vec3 EyeVector;\n"
389 "varying vec3 EyeVectorModelSpace;\n"
392 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
393 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
394 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
399 "// vertex shader specific:\n"
400 "#ifdef VERTEX_SHADER\n"
402 "uniform vec3 LightPosition;\n"
403 "uniform vec3 EyePosition;\n"
404 "uniform vec3 LightDir;\n"
406 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
410 " gl_FrontColor = gl_Color;\n"
411 " // copy the surface texcoord\n"
412 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
413 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
414 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
417 "#ifdef MODE_LIGHTSOURCE\n"
418 " // transform vertex position into light attenuation/cubemap space\n"
419 " // (-1 to +1 across the light box)\n"
420 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
422 " // transform unnormalized light direction into tangent space\n"
423 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
424 " // normalize it per pixel)\n"
425 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
426 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
427 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
428 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
431 "#ifdef MODE_LIGHTDIRECTION\n"
432 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
433 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
434 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
437 " // transform unnormalized eye direction into tangent space\n"
439 " vec3 EyeVectorModelSpace;\n"
441 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
442 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
443 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
444 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
446 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
447 " VectorS = gl_MultiTexCoord1.xyz;\n"
448 " VectorT = gl_MultiTexCoord2.xyz;\n"
449 " VectorR = gl_MultiTexCoord3.xyz;\n"
452 " // transform vertex to camera space, using ftransform to match non-VS\n"
454 " gl_Position = ftransform();\n"
457 "#endif // VERTEX_SHADER\n"
462 "// fragment shader specific:\n"
463 "#ifdef FRAGMENT_SHADER\n"
465 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
466 "uniform sampler2D Texture_Normal;\n"
467 "uniform sampler2D Texture_Color;\n"
468 "uniform sampler2D Texture_Gloss;\n"
469 "uniform samplerCube Texture_Cube;\n"
470 "uniform sampler2D Texture_Attenuation;\n"
471 "uniform sampler2D Texture_FogMask;\n"
472 "uniform sampler2D Texture_Pants;\n"
473 "uniform sampler2D Texture_Shirt;\n"
474 "uniform sampler2D Texture_Lightmap;\n"
475 "uniform sampler2D Texture_Deluxemap;\n"
476 "uniform sampler2D Texture_Glow;\n"
478 "uniform myhvec3 LightColor;\n"
479 "uniform myhvec3 AmbientColor;\n"
480 "uniform myhvec3 DiffuseColor;\n"
481 "uniform myhvec3 SpecularColor;\n"
482 "uniform myhvec3 Color_Pants;\n"
483 "uniform myhvec3 Color_Shirt;\n"
484 "uniform myhvec3 FogColor;\n"
486 "uniform myhalf GlowScale;\n"
487 "uniform myhalf SceneBrightness;\n"
489 "uniform float OffsetMapping_Scale;\n"
490 "uniform float OffsetMapping_Bias;\n"
491 "uniform float FogRangeRecip;\n"
493 "uniform myhalf AmbientScale;\n"
494 "uniform myhalf DiffuseScale;\n"
495 "uniform myhalf SpecularScale;\n"
496 "uniform myhalf SpecularPower;\n"
498 "#ifdef USEOFFSETMAPPING\n"
499 "vec2 OffsetMapping(vec2 TexCoord)\n"
501 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
502 " // 14 sample relief mapping: linear search and then binary search\n"
503 " // this basically steps forward a small amount repeatedly until it finds\n"
504 " // itself inside solid, then jitters forward and back using decreasing\n"
505 " // amounts to find the impact\n"
506 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
507 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
508 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
509 " vec3 RT = vec3(TexCoord, 1);\n"
510 " OffsetVector *= 0.1;\n"
511 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
512 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
513 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
514 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
515 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
516 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
517 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
519 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
520 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
521 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
522 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
523 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
524 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
527 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
528 " // this basically moves forward the full distance, and then backs up based\n"
529 " // on height of samples\n"
530 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
531 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
532 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
533 " TexCoord += OffsetVector;\n"
534 " OffsetVector *= 0.333;\n"
535 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
536 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
537 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
538 " return TexCoord;\n"
545 "#ifdef USEOFFSETMAPPING\n"
546 " // apply offsetmapping\n"
547 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
548 "#define TexCoord TexCoordOffset\n"
551 " // combine the diffuse textures (base, pants, shirt)\n"
552 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
553 "#ifdef USECOLORMAPPING\n"
554 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
560 "#ifdef MODE_LIGHTSOURCE\n"
563 " // calculate surface normal, light normal, and specular normal\n"
564 " // compute color intensity for the two textures (colormap and glossmap)\n"
565 " // scale by light color and attenuation as efficiently as possible\n"
566 " // (do as much scalar math as possible rather than vector math)\n"
567 "#ifdef USESPECULAR\n"
568 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
569 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
570 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
572 " // calculate directional shading\n"
573 " color.rgb = LightColor * 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)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
575 "#ifdef USEDIFFUSE\n"
576 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
577 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
579 " // calculate directional shading\n"
580 " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
582 " // calculate directionless shading\n"
583 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
587 "#ifdef USECUBEFILTER\n"
588 " // apply light cubemap filter\n"
589 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
590 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
596 "#elif defined(MODE_LIGHTDIRECTION)\n"
597 " // directional model lighting\n"
599 " // get the surface normal and light normal\n"
600 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
601 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
603 " // calculate directional shading\n"
604 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
605 "#ifdef USESPECULAR\n"
606 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
607 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
613 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
614 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
616 " // get the surface normal and light normal\n"
617 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
619 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
620 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
621 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
623 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
625 " // calculate directional shading\n"
626 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
627 "#ifdef USESPECULAR\n"
628 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
629 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
632 " // apply lightmap color\n"
633 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
636 "#else // MODE none (lightmap)\n"
637 " // apply lightmap color\n"
638 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
641 " color *= myhvec4(gl_Color);\n"
644 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
649 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
652 " color.rgb *= SceneBrightness;\n"
654 " gl_FragColor = vec4(color);\n"
657 "#endif // FRAGMENT_SHADER\n"
660 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
661 const char *permutationinfo[][2] =
663 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
664 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
665 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
666 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
667 {"#define USEGLOW\n", " glow"},
668 {"#define USEFOG\n", " fog"},
669 {"#define USECOLORMAPPING\n", " colormapping"},
670 {"#define USEDIFFUSE\n", " diffuse"},
671 {"#define USESPECULAR\n", " specular"},
672 {"#define USECUBEFILTER\n", " cubefilter"},
673 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
674 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
678 void R_GLSL_CompilePermutation(const char *filename, int permutation)
681 qboolean shaderfound;
682 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
683 int vertstrings_count;
684 int geomstrings_count;
685 int fragstrings_count;
687 const char *vertstrings_list[32+1];
688 const char *geomstrings_list[32+1];
689 const char *fragstrings_list[32+1];
690 char permutationname[256];
695 vertstrings_list[0] = "#define VERTEX_SHADER\n";
696 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
697 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
698 vertstrings_count = 1;
699 geomstrings_count = 1;
700 fragstrings_count = 1;
701 permutationname[0] = 0;
702 for (i = 0;permutationinfo[i][0];i++)
704 if (permutation & (1<<i))
706 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
707 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
708 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
709 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
713 // keep line numbers correct
714 vertstrings_list[vertstrings_count++] = "\n";
715 geomstrings_list[geomstrings_count++] = "\n";
716 fragstrings_list[fragstrings_count++] = "\n";
719 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
723 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
724 vertstrings_list[vertstrings_count++] = shaderstring;
725 geomstrings_list[geomstrings_count++] = shaderstring;
726 fragstrings_list[fragstrings_count++] = shaderstring;
729 else if (!strcmp(filename, "glsl/default.glsl"))
731 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
732 vertstrings_list[vertstrings_count++] = builtinshaderstring;
733 geomstrings_list[geomstrings_count++] = builtinshaderstring;
734 fragstrings_list[fragstrings_count++] = builtinshaderstring;
737 // clear any lists that are not needed by this shader
738 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
739 vertstrings_count = 0;
740 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
741 geomstrings_count = 0;
742 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
743 fragstrings_count = 0;
744 // compile the shader program
745 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
746 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
750 qglUseProgramObjectARB(p->program);CHECKGLERROR
751 // look up all the uniform variable names we care about, so we don't
752 // have to look them up every time we set them
753 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
754 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
755 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
756 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
757 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
758 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
759 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
760 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
761 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
762 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
763 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
764 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
765 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
766 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
767 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
768 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
769 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
770 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
771 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
772 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
773 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
774 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
775 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
776 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
777 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
778 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
779 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
780 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
781 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
782 // initialize the samplers to refer to the texture units we use
783 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
784 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
785 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
786 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
787 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
788 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
789 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
790 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
791 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
792 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
793 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
795 qglUseProgramObjectARB(0);CHECKGLERROR
798 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
800 Mem_Free(shaderstring);
803 void R_GLSL_Restart_f(void)
806 for (i = 0;i < SHADERPERMUTATION_MAX;i++)
807 if (r_glsl_permutations[i].program)
808 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
809 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
812 extern rtexture_t *r_shadow_attenuationgradienttexture;
813 extern rtexture_t *r_shadow_attenuation2dtexture;
814 extern rtexture_t *r_shadow_attenuation3dtexture;
815 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
817 // select a permutation of the lighting shader appropriate to this
818 // combination of texture, entity, light source, and fogging, only use the
819 // minimum features necessary to avoid wasting rendering time in the
820 // fragment shader on features that are not being used
821 const char *shaderfilename = NULL;
822 unsigned int permutation = 0;
823 r_glsl_permutation = NULL;
824 // TODO: implement geometry-shader based shadow volumes someday
825 if (rsurface.rtlight)
828 shaderfilename = "glsl/default.glsl";
829 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
830 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
831 permutation |= SHADERPERMUTATION_CUBEFILTER;
832 if (diffusescale > 0)
833 permutation |= SHADERPERMUTATION_DIFFUSE;
834 if (specularscale > 0)
835 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
836 if (r_refdef.fogenabled)
837 permutation |= SHADERPERMUTATION_FOG;
838 if (rsurface.texture->colormapping)
839 permutation |= SHADERPERMUTATION_COLORMAPPING;
840 if (r_glsl_offsetmapping.integer)
842 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
843 if (r_glsl_offsetmapping_reliefmapping.integer)
844 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
847 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
849 // bright unshaded geometry
850 shaderfilename = "glsl/default.glsl";
851 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
852 if (rsurface.texture->currentskinframe->glow)
853 permutation |= SHADERPERMUTATION_GLOW;
854 if (r_refdef.fogenabled)
855 permutation |= SHADERPERMUTATION_FOG;
856 if (rsurface.texture->colormapping)
857 permutation |= SHADERPERMUTATION_COLORMAPPING;
858 if (r_glsl_offsetmapping.integer)
860 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
861 if (r_glsl_offsetmapping_reliefmapping.integer)
862 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
865 else if (modellighting)
867 // directional model lighting
868 shaderfilename = "glsl/default.glsl";
869 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
870 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
871 if (rsurface.texture->currentskinframe->glow)
872 permutation |= SHADERPERMUTATION_GLOW;
873 if (specularscale > 0)
874 permutation |= SHADERPERMUTATION_SPECULAR;
875 if (r_refdef.fogenabled)
876 permutation |= SHADERPERMUTATION_FOG;
877 if (rsurface.texture->colormapping)
878 permutation |= SHADERPERMUTATION_COLORMAPPING;
879 if (r_glsl_offsetmapping.integer)
881 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
882 if (r_glsl_offsetmapping_reliefmapping.integer)
883 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
889 shaderfilename = "glsl/default.glsl";
890 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
891 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
893 // deluxemapping (light direction texture)
894 if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
895 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
897 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
898 if (specularscale > 0)
899 permutation |= SHADERPERMUTATION_SPECULAR;
901 else if (r_glsl_deluxemapping.integer >= 2)
903 // fake deluxemapping (uniform light direction in tangentspace)
904 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
905 if (specularscale > 0)
906 permutation |= SHADERPERMUTATION_SPECULAR;
910 // ordinary lightmapping
913 if (rsurface.texture->currentskinframe->glow)
914 permutation |= SHADERPERMUTATION_GLOW;
915 if (r_refdef.fogenabled)
916 permutation |= SHADERPERMUTATION_FOG;
917 if (rsurface.texture->colormapping)
918 permutation |= SHADERPERMUTATION_COLORMAPPING;
919 if (r_glsl_offsetmapping.integer)
921 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
922 if (r_glsl_offsetmapping_reliefmapping.integer)
923 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
926 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
928 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
929 R_GLSL_CompilePermutation(shaderfilename, permutation);
930 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
932 // remove features until we find a valid permutation
934 for (i = SHADERPERMUTATION_MASK;;i>>=1)
937 return 0; // utterly failed
938 // reduce i more quickly whenever it would not remove any bits
942 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
943 R_GLSL_CompilePermutation(shaderfilename, permutation);
944 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
949 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
951 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
952 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
953 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
955 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
956 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
957 if (permutation & SHADERPERMUTATION_DIFFUSE)
959 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
960 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
961 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
962 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
966 // ambient only is simpler
967 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
968 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
969 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
970 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
973 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
975 if (r_glsl_permutation->loc_AmbientColor >= 0)
976 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
977 if (r_glsl_permutation->loc_DiffuseColor >= 0)
978 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
979 if (r_glsl_permutation->loc_SpecularColor >= 0)
980 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
981 if (r_glsl_permutation->loc_LightDir >= 0)
982 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
986 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
987 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
988 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
990 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
991 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
992 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
993 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
994 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
995 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
996 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
997 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
998 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
999 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1000 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1001 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1002 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1003 if (r_glsl_permutation->loc_FogColor >= 0)
1005 // additive passes are only darkened by fog, not tinted
1006 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1007 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1009 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1011 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1012 if (r_glsl_permutation->loc_Color_Pants >= 0)
1014 if (rsurface.texture->currentskinframe->pants)
1015 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1017 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1019 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1021 if (rsurface.texture->currentskinframe->shirt)
1022 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1024 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1026 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1027 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1028 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1033 void R_SwitchSurfaceShader(int permutation)
1035 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1037 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1039 qglUseProgramObjectARB(r_glsl_permutation->program);
1044 #define SKINFRAME_HASH 1024
1048 int loadsequence; // incremented each level change
1049 memexpandablearray_t array;
1050 skinframe_t *hash[SKINFRAME_HASH];
1054 void R_SkinFrame_PrepareForPurge(void)
1056 r_skinframe.loadsequence++;
1057 // wrap it without hitting zero
1058 if (r_skinframe.loadsequence >= 200)
1059 r_skinframe.loadsequence = 1;
1062 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1066 // mark the skinframe as used for the purging code
1067 skinframe->loadsequence = r_skinframe.loadsequence;
1070 void R_SkinFrame_Purge(void)
1074 for (i = 0;i < SKINFRAME_HASH;i++)
1076 for (s = r_skinframe.hash[i];s;s = s->next)
1078 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1080 if (s->base == r_texture_notexture) s->base = NULL;
1081 if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
1082 if (s->merged == s->base) s->merged = NULL;
1083 if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
1084 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1085 if (s->base ) R_FreeTexture(s->base );s->base = NULL;
1086 if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
1087 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
1088 if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
1089 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
1090 if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
1091 if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
1092 s->loadsequence = 0;
1098 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1102 char basename[MAX_QPATH];
1104 Image_StripImageExtension(name, basename, sizeof(basename));
1106 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1107 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1108 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1114 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1115 memset(item, 0, sizeof(*item));
1116 strlcpy(item->basename, basename, sizeof(item->basename));
1117 item->textureflags = textureflags;
1118 item->comparewidth = comparewidth;
1119 item->compareheight = compareheight;
1120 item->comparecrc = comparecrc;
1121 item->next = r_skinframe.hash[hashindex];
1122 r_skinframe.hash[hashindex] = item;
1124 R_SkinFrame_MarkUsed(item);
1128 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1130 // FIXME: it should be possible to disable loading various layers using
1131 // cvars, to prevent wasted loading time and memory usage if the user does
1133 qboolean loadnormalmap = true;
1134 qboolean loadgloss = true;
1135 qboolean loadpantsandshirt = true;
1136 qboolean loadglow = true;
1138 unsigned char *pixels;
1139 unsigned char *bumppixels;
1140 unsigned char *basepixels = NULL;
1141 int basepixels_width;
1142 int basepixels_height;
1143 skinframe_t *skinframe;
1145 if (cls.state == ca_dedicated)
1148 // return an existing skinframe if already loaded
1149 // if loading of the first image fails, don't make a new skinframe as it
1150 // would cause all future lookups of this to be missing
1151 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1152 if (skinframe && skinframe->base)
1155 basepixels = loadimagepixels(name, complain, 0, 0);
1156 if (basepixels == NULL)
1159 // we've got some pixels to store, so really allocate this new texture now
1161 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1162 skinframe->stain = NULL;
1163 skinframe->merged = NULL;
1164 skinframe->base = r_texture_notexture;
1165 skinframe->pants = NULL;
1166 skinframe->shirt = NULL;
1167 skinframe->nmap = r_texture_blanknormalmap;
1168 skinframe->gloss = NULL;
1169 skinframe->glow = NULL;
1170 skinframe->fog = NULL;
1172 basepixels_width = image_width;
1173 basepixels_height = image_height;
1174 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1176 if (textureflags & TEXF_ALPHA)
1178 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1179 if (basepixels[j] < 255)
1181 if (j < basepixels_width * basepixels_height * 4)
1183 // has transparent pixels
1184 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1185 for (j = 0;j < image_width * image_height * 4;j += 4)
1190 pixels[j+3] = basepixels[j+3];
1192 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1197 // _norm is the name used by tenebrae and has been adopted as standard
1200 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1202 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1206 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1208 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1209 Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1210 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1212 Mem_Free(bumppixels);
1214 else if (r_shadow_bumpscale_basetexture.value > 0)
1216 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1217 Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1218 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1222 // _luma is supported for tenebrae compatibility
1223 // (I think it's a very stupid name, but oh well)
1224 // _glow is the preferred name
1225 if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1226 if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1227 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1228 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1231 Mem_Free(basepixels);
1236 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)
1241 for (i = 0;i < width*height;i++)
1242 if (((unsigned char *)&palette[in[i]])[3] > 0)
1244 if (i == width*height)
1247 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1250 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1253 unsigned char *temp1, *temp2;
1254 skinframe_t *skinframe;
1256 if (cls.state == ca_dedicated)
1259 // if already loaded just return it, otherwise make a new skinframe
1260 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1261 if (skinframe && skinframe->base)
1264 skinframe->stain = NULL;
1265 skinframe->merged = NULL;
1266 skinframe->base = r_texture_notexture;
1267 skinframe->pants = NULL;
1268 skinframe->shirt = NULL;
1269 skinframe->nmap = r_texture_blanknormalmap;
1270 skinframe->gloss = NULL;
1271 skinframe->glow = NULL;
1272 skinframe->fog = NULL;
1274 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1278 if (bitsperpixel == 32)
1280 if (r_shadow_bumpscale_basetexture.value > 0)
1282 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1283 temp2 = temp1 + width * height * 4;
1284 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1285 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1288 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1289 if (textureflags & TEXF_ALPHA)
1291 for (i = 3;i < width * height * 4;i += 4)
1292 if (skindata[i] < 255)
1294 if (i < width * height * 4)
1296 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1297 memcpy(fogpixels, skindata, width * height * 4);
1298 for (i = 0;i < width * height * 4;i += 4)
1299 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1300 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1301 Mem_Free(fogpixels);
1305 else if (bitsperpixel == 8)
1307 if (r_shadow_bumpscale_basetexture.value > 0)
1309 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1310 temp2 = temp1 + width * height * 4;
1311 if (bitsperpixel == 32)
1312 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1315 // use either a custom palette or the quake palette
1316 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1317 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1319 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1322 // use either a custom palette, or the quake palette
1323 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1324 if (!palette && loadglowtexture)
1325 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1326 if (!palette && loadpantsandshirt)
1328 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1329 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1331 if (skinframe->pants || skinframe->shirt)
1332 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1333 if (textureflags & TEXF_ALPHA)
1335 // if not using a custom alphapalette, use the quake one
1337 alphapalette = palette_alpha;
1338 for (i = 0;i < width * height;i++)
1339 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1341 if (i < width * height)
1342 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1349 skinframe_t *R_SkinFrame_LoadMissing(void)
1351 skinframe_t *skinframe;
1353 if (cls.state == ca_dedicated)
1356 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1357 skinframe->stain = NULL;
1358 skinframe->merged = NULL;
1359 skinframe->base = r_texture_notexture;
1360 skinframe->pants = NULL;
1361 skinframe->shirt = NULL;
1362 skinframe->nmap = r_texture_blanknormalmap;
1363 skinframe->gloss = NULL;
1364 skinframe->glow = NULL;
1365 skinframe->fog = NULL;
1370 void gl_main_start(void)
1375 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1376 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1378 alpha = 1 - exp(r / ((double)x*(double)x));
1379 if (x == FOGMASKTABLEWIDTH - 1)
1381 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1384 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1385 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1387 // set up r_skinframe loading system for textures
1388 memset(&r_skinframe, 0, sizeof(r_skinframe));
1389 r_skinframe.loadsequence = 1;
1390 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1392 r_main_texturepool = R_AllocTexturePool();
1393 R_BuildBlankTextures();
1395 if (gl_texturecubemap)
1398 R_BuildNormalizationCube();
1400 R_BuildFogTexture();
1401 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1402 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1403 memset(&r_svbsp, 0, sizeof (r_svbsp));
1406 void gl_main_shutdown(void)
1408 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1409 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1411 // clear out the r_skinframe state
1412 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1413 memset(&r_skinframe, 0, sizeof(r_skinframe));
1416 Mem_Free(r_svbsp.nodes);
1417 memset(&r_svbsp, 0, sizeof (r_svbsp));
1418 R_FreeTexturePool(&r_main_texturepool);
1419 r_texture_blanknormalmap = NULL;
1420 r_texture_white = NULL;
1421 r_texture_black = NULL;
1422 r_texture_whitecube = NULL;
1423 r_texture_normalizationcube = NULL;
1424 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1428 extern void CL_ParseEntityLump(char *entitystring);
1429 void gl_main_newmap(void)
1431 // FIXME: move this code to client
1433 char *entities, entname[MAX_QPATH];
1436 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1437 l = (int)strlen(entname) - 4;
1438 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1440 memcpy(entname + l, ".ent", 5);
1441 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1443 CL_ParseEntityLump(entities);
1448 if (cl.worldmodel->brush.entities)
1449 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1453 void GL_Main_Init(void)
1455 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1457 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1458 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1459 if (gamemode == GAME_NEHAHRA)
1461 Cvar_RegisterVariable (&gl_fogenable);
1462 Cvar_RegisterVariable (&gl_fogdensity);
1463 Cvar_RegisterVariable (&gl_fogred);
1464 Cvar_RegisterVariable (&gl_foggreen);
1465 Cvar_RegisterVariable (&gl_fogblue);
1466 Cvar_RegisterVariable (&gl_fogstart);
1467 Cvar_RegisterVariable (&gl_fogend);
1469 Cvar_RegisterVariable(&r_depthfirst);
1470 Cvar_RegisterVariable(&r_nearclip);
1471 Cvar_RegisterVariable(&r_showbboxes);
1472 Cvar_RegisterVariable(&r_showsurfaces);
1473 Cvar_RegisterVariable(&r_showtris);
1474 Cvar_RegisterVariable(&r_shownormals);
1475 Cvar_RegisterVariable(&r_showlighting);
1476 Cvar_RegisterVariable(&r_showshadowvolumes);
1477 Cvar_RegisterVariable(&r_showcollisionbrushes);
1478 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1479 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1480 Cvar_RegisterVariable(&r_showdisabledepthtest);
1481 Cvar_RegisterVariable(&r_drawportals);
1482 Cvar_RegisterVariable(&r_drawentities);
1483 Cvar_RegisterVariable(&r_cullentities_trace);
1484 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1485 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1486 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1487 Cvar_RegisterVariable(&r_drawviewmodel);
1488 Cvar_RegisterVariable(&r_speeds);
1489 Cvar_RegisterVariable(&r_fullbrights);
1490 Cvar_RegisterVariable(&r_wateralpha);
1491 Cvar_RegisterVariable(&r_dynamic);
1492 Cvar_RegisterVariable(&r_fullbright);
1493 Cvar_RegisterVariable(&r_shadows);
1494 Cvar_RegisterVariable(&r_shadows_throwdistance);
1495 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1496 Cvar_RegisterVariable(&r_textureunits);
1497 Cvar_RegisterVariable(&r_glsl);
1498 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1499 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1500 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1501 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1502 Cvar_RegisterVariable(&r_lerpsprites);
1503 Cvar_RegisterVariable(&r_lerpmodels);
1504 Cvar_RegisterVariable(&r_waterscroll);
1505 Cvar_RegisterVariable(&r_bloom);
1506 Cvar_RegisterVariable(&r_bloom_colorscale);
1507 Cvar_RegisterVariable(&r_bloom_brighten);
1508 Cvar_RegisterVariable(&r_bloom_blur);
1509 Cvar_RegisterVariable(&r_bloom_resolution);
1510 Cvar_RegisterVariable(&r_bloom_colorexponent);
1511 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1512 Cvar_RegisterVariable(&r_hdr);
1513 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1514 Cvar_RegisterVariable(&r_hdr_glowintensity);
1515 Cvar_RegisterVariable(&r_hdr_range);
1516 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1517 Cvar_RegisterVariable(&developer_texturelogging);
1518 Cvar_RegisterVariable(&gl_lightmaps);
1519 Cvar_RegisterVariable(&r_test);
1520 Cvar_RegisterVariable(&r_batchmode);
1521 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1522 Cvar_SetValue("r_fullbrights", 0);
1523 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1526 extern void R_Textures_Init(void);
1527 extern void GL_Draw_Init(void);
1528 extern void GL_Main_Init(void);
1529 extern void R_Shadow_Init(void);
1530 extern void R_Sky_Init(void);
1531 extern void GL_Surf_Init(void);
1532 extern void R_Light_Init(void);
1533 extern void R_Particles_Init(void);
1534 extern void R_Explosion_Init(void);
1535 extern void gl_backend_init(void);
1536 extern void Sbar_Init(void);
1537 extern void R_LightningBeams_Init(void);
1538 extern void Mod_RenderInit(void);
1540 void Render_Init(void)
1553 R_LightningBeams_Init();
1562 extern char *ENGINE_EXTENSIONS;
1565 VID_CheckExtensions();
1567 // LordHavoc: report supported extensions
1568 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1570 // clear to black (loading plaque will be seen over this)
1572 qglClearColor(0,0,0,1);CHECKGLERROR
1573 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1576 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1580 for (i = 0;i < 4;i++)
1582 p = r_view.frustum + i;
1587 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1591 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1595 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1599 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1603 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1607 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1611 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1615 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1623 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1627 for (i = 0;i < numplanes;i++)
1634 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1638 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1642 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1646 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1650 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1654 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1658 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1662 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1670 //==================================================================================
1672 static void R_UpdateEntityLighting(entity_render_t *ent)
1674 vec3_t tempdiffusenormal;
1676 // fetch the lighting from the worldmodel data
1677 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1678 VectorClear(ent->modellight_diffuse);
1679 VectorClear(tempdiffusenormal);
1680 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1683 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1684 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1687 VectorSet(ent->modellight_ambient, 1, 1, 1);
1689 // move the light direction into modelspace coordinates for lighting code
1690 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1691 if(VectorLength2(ent->modellight_lightdir) > 0)
1693 VectorNormalize(ent->modellight_lightdir);
1697 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1700 // scale ambient and directional light contributions according to rendering variables
1701 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1702 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1703 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1704 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1705 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1706 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1709 static void R_View_UpdateEntityVisible (void)
1712 entity_render_t *ent;
1714 if (!r_drawentities.integer)
1717 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1718 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1720 // worldmodel can check visibility
1721 for (i = 0;i < r_refdef.numentities;i++)
1723 ent = r_refdef.entities[i];
1724 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1726 if(r_cullentities_trace.integer)
1728 for (i = 0;i < r_refdef.numentities;i++)
1730 ent = r_refdef.entities[i];
1731 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1733 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1734 ent->last_trace_visibility = realtime;
1735 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1736 r_viewcache.entityvisible[i] = 0;
1743 // no worldmodel or it can't check visibility
1744 for (i = 0;i < r_refdef.numentities;i++)
1746 ent = r_refdef.entities[i];
1747 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1751 // update entity lighting (even on hidden entities for r_shadows)
1752 for (i = 0;i < r_refdef.numentities;i++)
1753 R_UpdateEntityLighting(r_refdef.entities[i]);
1756 // only used if skyrendermasked, and normally returns false
1757 int R_DrawBrushModelsSky (void)
1760 entity_render_t *ent;
1762 if (!r_drawentities.integer)
1766 for (i = 0;i < r_refdef.numentities;i++)
1768 if (!r_viewcache.entityvisible[i])
1770 ent = r_refdef.entities[i];
1771 if (!ent->model || !ent->model->DrawSky)
1773 ent->model->DrawSky(ent);
1779 void R_DrawNoModel(entity_render_t *ent);
1780 void R_DrawModels(void)
1783 entity_render_t *ent;
1785 if (!r_drawentities.integer)
1788 for (i = 0;i < r_refdef.numentities;i++)
1790 if (!r_viewcache.entityvisible[i])
1792 ent = r_refdef.entities[i];
1793 r_refdef.stats.entities++;
1794 if (ent->model && ent->model->Draw != NULL)
1795 ent->model->Draw(ent);
1801 void R_DrawModelsDepth(void)
1804 entity_render_t *ent;
1806 if (!r_drawentities.integer)
1809 for (i = 0;i < r_refdef.numentities;i++)
1811 if (!r_viewcache.entityvisible[i])
1813 ent = r_refdef.entities[i];
1814 r_refdef.stats.entities++;
1815 if (ent->model && ent->model->DrawDepth != NULL)
1816 ent->model->DrawDepth(ent);
1820 static void R_View_SetFrustum(void)
1822 double slopex, slopey;
1824 // break apart the view matrix into vectors for various purposes
1825 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1826 VectorNegate(r_view.left, r_view.right);
1829 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1830 r_view.frustum[0].normal[1] = 0 - 0;
1831 r_view.frustum[0].normal[2] = -1 - 0;
1832 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1833 r_view.frustum[1].normal[1] = 0 + 0;
1834 r_view.frustum[1].normal[2] = -1 + 0;
1835 r_view.frustum[2].normal[0] = 0 - 0;
1836 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1837 r_view.frustum[2].normal[2] = -1 - 0;
1838 r_view.frustum[3].normal[0] = 0 + 0;
1839 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1840 r_view.frustum[3].normal[2] = -1 + 0;
1844 zNear = r_refdef.nearclip;
1845 nudge = 1.0 - 1.0 / (1<<23);
1846 r_view.frustum[4].normal[0] = 0 - 0;
1847 r_view.frustum[4].normal[1] = 0 - 0;
1848 r_view.frustum[4].normal[2] = -1 - -nudge;
1849 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1850 r_view.frustum[5].normal[0] = 0 + 0;
1851 r_view.frustum[5].normal[1] = 0 + 0;
1852 r_view.frustum[5].normal[2] = -1 + -nudge;
1853 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1859 r_view.frustum[0].normal[0] = m[3] - m[0];
1860 r_view.frustum[0].normal[1] = m[7] - m[4];
1861 r_view.frustum[0].normal[2] = m[11] - m[8];
1862 r_view.frustum[0].dist = m[15] - m[12];
1864 r_view.frustum[1].normal[0] = m[3] + m[0];
1865 r_view.frustum[1].normal[1] = m[7] + m[4];
1866 r_view.frustum[1].normal[2] = m[11] + m[8];
1867 r_view.frustum[1].dist = m[15] + m[12];
1869 r_view.frustum[2].normal[0] = m[3] - m[1];
1870 r_view.frustum[2].normal[1] = m[7] - m[5];
1871 r_view.frustum[2].normal[2] = m[11] - m[9];
1872 r_view.frustum[2].dist = m[15] - m[13];
1874 r_view.frustum[3].normal[0] = m[3] + m[1];
1875 r_view.frustum[3].normal[1] = m[7] + m[5];
1876 r_view.frustum[3].normal[2] = m[11] + m[9];
1877 r_view.frustum[3].dist = m[15] + m[13];
1879 r_view.frustum[4].normal[0] = m[3] - m[2];
1880 r_view.frustum[4].normal[1] = m[7] - m[6];
1881 r_view.frustum[4].normal[2] = m[11] - m[10];
1882 r_view.frustum[4].dist = m[15] - m[14];
1884 r_view.frustum[5].normal[0] = m[3] + m[2];
1885 r_view.frustum[5].normal[1] = m[7] + m[6];
1886 r_view.frustum[5].normal[2] = m[11] + m[10];
1887 r_view.frustum[5].dist = m[15] + m[14];
1892 slopex = 1.0 / r_view.frustum_x;
1893 slopey = 1.0 / r_view.frustum_y;
1894 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1895 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
1896 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
1897 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
1898 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1899 VectorNormalize(r_view.frustum[0].normal);
1900 VectorNormalize(r_view.frustum[1].normal);
1901 VectorNormalize(r_view.frustum[2].normal);
1902 VectorNormalize(r_view.frustum[3].normal);
1903 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1904 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1905 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1906 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1907 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1908 PlaneClassify(&r_view.frustum[0]);
1909 PlaneClassify(&r_view.frustum[1]);
1910 PlaneClassify(&r_view.frustum[2]);
1911 PlaneClassify(&r_view.frustum[3]);
1912 PlaneClassify(&r_view.frustum[4]);
1914 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1915 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1916 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1917 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1918 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1920 // LordHavoc: note to all quake engine coders, Quake had a special case
1921 // for 90 degrees which assumed a square view (wrong), so I removed it,
1922 // Quake2 has it disabled as well.
1924 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1925 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1926 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1927 //PlaneClassify(&frustum[0]);
1929 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1930 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1931 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1932 //PlaneClassify(&frustum[1]);
1934 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1935 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1936 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1937 //PlaneClassify(&frustum[2]);
1939 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1940 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1941 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1942 //PlaneClassify(&frustum[3]);
1945 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1946 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1947 //PlaneClassify(&frustum[4]);
1950 void R_View_Update(void)
1952 R_View_SetFrustum();
1953 R_View_WorldVisibility();
1954 R_View_UpdateEntityVisible();
1957 void R_SetupView(const matrix4x4_t *matrix)
1959 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1960 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1962 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1964 GL_SetupView_Orientation_FromEntity(matrix);
1967 void R_ResetViewRendering2D(void)
1969 if (gl_support_fragment_shader)
1971 qglUseProgramObjectARB(0);CHECKGLERROR
1976 // GL is weird because it's bottom to top, r_view.y is top to bottom
1977 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1978 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1979 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1980 GL_Color(1, 1, 1, 1);
1981 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1982 GL_BlendFunc(GL_ONE, GL_ZERO);
1983 GL_AlphaTest(false);
1984 GL_ScissorTest(false);
1985 GL_DepthMask(false);
1986 GL_DepthRange(0, 1);
1987 GL_DepthTest(false);
1988 R_Mesh_Matrix(&identitymatrix);
1989 R_Mesh_ResetTextureState();
1990 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1991 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1992 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1993 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1994 qglStencilMask(~0);CHECKGLERROR
1995 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1996 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1997 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2000 void R_ResetViewRendering3D(void)
2002 if (gl_support_fragment_shader)
2004 qglUseProgramObjectARB(0);CHECKGLERROR
2009 // GL is weird because it's bottom to top, r_view.y is top to bottom
2010 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2011 R_SetupView(&r_view.matrix);
2012 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2013 GL_Color(1, 1, 1, 1);
2014 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2015 GL_BlendFunc(GL_ONE, GL_ZERO);
2016 GL_AlphaTest(false);
2017 GL_ScissorTest(true);
2019 GL_DepthRange(0, 1);
2021 R_Mesh_Matrix(&identitymatrix);
2022 R_Mesh_ResetTextureState();
2023 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2024 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2025 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2026 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2027 qglStencilMask(~0);CHECKGLERROR
2028 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2029 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2030 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2034 R_Bloom_SetupShader(
2036 "// written by Forest 'LordHavoc' Hale\n"
2038 "// common definitions between vertex shader and fragment shader:\n"
2040 "#ifdef __GLSL_CG_DATA_TYPES\n"
2041 "#define myhalf half\n"
2042 "#define myhvec2 hvec2\n"
2043 "#define myhvec3 hvec3\n"
2044 "#define myhvec4 hvec4\n"
2046 "#define myhalf float\n"
2047 "#define myhvec2 vec2\n"
2048 "#define myhvec3 vec3\n"
2049 "#define myhvec4 vec4\n"
2052 "varying vec2 ScreenTexCoord;\n"
2053 "varying vec2 BloomTexCoord;\n"
2058 "// vertex shader specific:\n"
2059 "#ifdef VERTEX_SHADER\n"
2063 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2064 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2065 " // transform vertex to camera space, using ftransform to match non-VS\n"
2067 " gl_Position = ftransform();\n"
2070 "#endif // VERTEX_SHADER\n"
2075 "// fragment shader specific:\n"
2076 "#ifdef FRAGMENT_SHADER\n"
2081 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2082 " for (x = -BLUR_X;x <= BLUR_X;x++)
2083 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2084 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2085 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2086 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2088 " gl_FragColor = vec4(color);\n"
2091 "#endif // FRAGMENT_SHADER\n"
2094 void R_RenderScene(void);
2096 void R_Bloom_StartFrame(void)
2098 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2100 // set bloomwidth and bloomheight to the bloom resolution that will be
2101 // used (often less than the screen resolution for faster rendering)
2102 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2103 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2104 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2106 // calculate desired texture sizes
2107 if (gl_support_arb_texture_non_power_of_two)
2109 screentexturewidth = r_view.width;
2110 screentextureheight = r_view.height;
2111 bloomtexturewidth = r_bloomstate.bloomwidth;
2112 bloomtextureheight = r_bloomstate.bloomheight;
2116 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2117 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2118 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2119 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2124 screentexturewidth = screentextureheight = 0;
2126 else if (r_bloom.integer)
2131 screentexturewidth = screentextureheight = 0;
2132 bloomtexturewidth = bloomtextureheight = 0;
2135 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2137 // can't use bloom if the parameters are too weird
2138 // can't use bloom if the card does not support the texture size
2139 if (r_bloomstate.texture_screen)
2140 R_FreeTexture(r_bloomstate.texture_screen);
2141 if (r_bloomstate.texture_bloom)
2142 R_FreeTexture(r_bloomstate.texture_bloom);
2143 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2147 r_bloomstate.enabled = true;
2148 r_bloomstate.hdr = r_hdr.integer != 0;
2150 // allocate textures as needed
2151 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2153 if (r_bloomstate.texture_screen)
2154 R_FreeTexture(r_bloomstate.texture_screen);
2155 r_bloomstate.texture_screen = NULL;
2156 r_bloomstate.screentexturewidth = screentexturewidth;
2157 r_bloomstate.screentextureheight = screentextureheight;
2158 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2159 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2161 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2163 if (r_bloomstate.texture_bloom)
2164 R_FreeTexture(r_bloomstate.texture_bloom);
2165 r_bloomstate.texture_bloom = NULL;
2166 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2167 r_bloomstate.bloomtextureheight = bloomtextureheight;
2168 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2169 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2172 // set up a texcoord array for the full resolution screen image
2173 // (we have to keep this around to copy back during final render)
2174 r_bloomstate.screentexcoord2f[0] = 0;
2175 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2176 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2177 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2178 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2179 r_bloomstate.screentexcoord2f[5] = 0;
2180 r_bloomstate.screentexcoord2f[6] = 0;
2181 r_bloomstate.screentexcoord2f[7] = 0;
2183 // set up a texcoord array for the reduced resolution bloom image
2184 // (which will be additive blended over the screen image)
2185 r_bloomstate.bloomtexcoord2f[0] = 0;
2186 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2187 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2188 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2189 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2190 r_bloomstate.bloomtexcoord2f[5] = 0;
2191 r_bloomstate.bloomtexcoord2f[6] = 0;
2192 r_bloomstate.bloomtexcoord2f[7] = 0;
2195 void R_Bloom_CopyScreenTexture(float colorscale)
2197 r_refdef.stats.bloom++;
2199 R_ResetViewRendering2D();
2200 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2201 R_Mesh_ColorPointer(NULL, 0, 0);
2202 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2203 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2205 // copy view into the screen texture
2206 GL_ActiveTexture(0);
2208 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2209 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2211 // now scale it down to the bloom texture size
2213 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2214 GL_BlendFunc(GL_ONE, GL_ZERO);
2215 GL_Color(colorscale, colorscale, colorscale, 1);
2216 // TODO: optimize with multitexture or GLSL
2217 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2218 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2220 // we now have a bloom image in the framebuffer
2221 // copy it into the bloom image texture for later processing
2222 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2223 GL_ActiveTexture(0);
2225 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2226 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2229 void R_Bloom_CopyHDRTexture(void)
2231 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2232 GL_ActiveTexture(0);
2234 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2235 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2238 void R_Bloom_MakeTexture(void)
2241 float xoffset, yoffset, r, brighten;
2243 r_refdef.stats.bloom++;
2245 R_ResetViewRendering2D();
2246 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2247 R_Mesh_ColorPointer(NULL, 0, 0);
2249 // we have a bloom image in the framebuffer
2251 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2253 for (x = 1;x < r_bloom_colorexponent.value;)
2256 r = bound(0, r_bloom_colorexponent.value / x, 1);
2257 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2258 GL_Color(r, r, r, 1);
2259 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2260 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2261 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2262 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2264 // copy the vertically blurred bloom view to a texture
2265 GL_ActiveTexture(0);
2267 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2268 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2271 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2272 brighten = r_bloom_brighten.value;
2274 brighten *= r_hdr_range.value;
2275 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2276 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2278 for (dir = 0;dir < 2;dir++)
2280 // blend on at multiple vertical offsets to achieve a vertical blur
2281 // TODO: do offset blends using GLSL
2282 GL_BlendFunc(GL_ONE, GL_ZERO);
2283 for (x = -range;x <= range;x++)
2285 if (!dir){xoffset = 0;yoffset = x;}
2286 else {xoffset = x;yoffset = 0;}
2287 xoffset /= (float)r_bloomstate.bloomtexturewidth;
2288 yoffset /= (float)r_bloomstate.bloomtextureheight;
2289 // compute a texcoord array with the specified x and y offset
2290 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2291 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2292 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2293 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2294 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2295 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2296 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2297 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2298 // this r value looks like a 'dot' particle, fading sharply to
2299 // black at the edges
2300 // (probably not realistic but looks good enough)
2301 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2302 //r = (dir ? 1.0f : brighten)/(range*2+1);
2303 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2304 GL_Color(r, r, r, 1);
2305 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2306 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2307 GL_BlendFunc(GL_ONE, GL_ONE);
2310 // copy the vertically blurred bloom view to a texture
2311 GL_ActiveTexture(0);
2313 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2314 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2317 // apply subtract last
2318 // (just like it would be in a GLSL shader)
2319 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2321 GL_BlendFunc(GL_ONE, GL_ZERO);
2322 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2323 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2324 GL_Color(1, 1, 1, 1);
2325 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2326 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2328 GL_BlendFunc(GL_ONE, GL_ONE);
2329 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2330 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2331 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2332 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2333 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2334 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2335 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2337 // copy the darkened bloom view to a texture
2338 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2339 GL_ActiveTexture(0);
2341 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2342 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2346 void R_HDR_RenderBloomTexture(void)
2348 int oldwidth, oldheight;
2350 oldwidth = r_view.width;
2351 oldheight = r_view.height;
2352 r_view.width = r_bloomstate.bloomwidth;
2353 r_view.height = r_bloomstate.bloomheight;
2355 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
2356 // TODO: add exposure compensation features
2357 // TODO: add fp16 framebuffer support
2359 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2361 r_view.colorscale /= r_hdr_range.value;
2364 R_ResetViewRendering2D();
2366 R_Bloom_CopyHDRTexture();
2367 R_Bloom_MakeTexture();
2369 R_ResetViewRendering3D();
2372 if (r_timereport_active)
2373 R_TimeReport("clear");
2376 // restore the view settings
2377 r_view.width = oldwidth;
2378 r_view.height = oldheight;
2381 static void R_BlendView(void)
2383 if (r_bloomstate.enabled && r_bloomstate.hdr)
2385 // render high dynamic range bloom effect
2386 // the bloom texture was made earlier this render, so we just need to
2387 // blend it onto the screen...
2388 R_ResetViewRendering2D();
2389 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2390 R_Mesh_ColorPointer(NULL, 0, 0);
2391 GL_Color(1, 1, 1, 1);
2392 GL_BlendFunc(GL_ONE, GL_ONE);
2393 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2394 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2395 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2396 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2398 else if (r_bloomstate.enabled)
2400 // render simple bloom effect
2401 // copy the screen and shrink it and darken it for the bloom process
2402 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2403 // make the bloom texture
2404 R_Bloom_MakeTexture();
2405 // put the original screen image back in place and blend the bloom
2407 R_ResetViewRendering2D();
2408 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2409 R_Mesh_ColorPointer(NULL, 0, 0);
2410 GL_Color(1, 1, 1, 1);
2411 GL_BlendFunc(GL_ONE, GL_ZERO);
2412 // do both in one pass if possible
2413 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2414 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2415 if (r_textureunits.integer >= 2 && gl_combine.integer)
2417 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2418 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2419 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2423 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2424 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2425 // now blend on the bloom texture
2426 GL_BlendFunc(GL_ONE, GL_ONE);
2427 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2428 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2430 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2431 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2433 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2435 // apply a color tint to the whole view
2436 R_ResetViewRendering2D();
2437 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2438 R_Mesh_ColorPointer(NULL, 0, 0);
2439 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2440 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2441 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2445 void R_RenderScene(void);
2447 matrix4x4_t r_waterscrollmatrix;
2449 void R_UpdateVariables(void)
2453 r_refdef.farclip = 4096;
2454 if (r_refdef.worldmodel)
2455 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2456 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2458 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
2459 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
2460 r_refdef.polygonfactor = 0;
2461 r_refdef.polygonoffset = 0;
2462 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2463 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2465 r_refdef.rtworld = r_shadow_realtime_world.integer;
2466 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2467 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2468 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
2469 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2470 if (r_showsurfaces.integer)
2472 r_refdef.rtworld = false;
2473 r_refdef.rtworldshadows = false;
2474 r_refdef.rtdlight = false;
2475 r_refdef.rtdlightshadows = false;
2476 r_refdef.lightmapintensity = 0;
2479 if (gamemode == GAME_NEHAHRA)
2481 if (gl_fogenable.integer)
2483 r_refdef.oldgl_fogenable = true;
2484 r_refdef.fog_density = gl_fogdensity.value;
2485 r_refdef.fog_red = gl_fogred.value;
2486 r_refdef.fog_green = gl_foggreen.value;
2487 r_refdef.fog_blue = gl_fogblue.value;
2489 else if (r_refdef.oldgl_fogenable)
2491 r_refdef.oldgl_fogenable = false;
2492 r_refdef.fog_density = 0;
2493 r_refdef.fog_red = 0;
2494 r_refdef.fog_green = 0;
2495 r_refdef.fog_blue = 0;
2498 if (r_refdef.fog_density)
2500 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2501 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2502 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2504 if (r_refdef.fog_density)
2506 r_refdef.fogenabled = true;
2507 // this is the point where the fog reaches 0.9986 alpha, which we
2508 // consider a good enough cutoff point for the texture
2509 // (0.9986 * 256 == 255.6)
2510 r_refdef.fogrange = 400 / r_refdef.fog_density;
2511 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2512 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2513 // fog color was already set
2516 r_refdef.fogenabled = false;
2524 void R_RenderView(void)
2526 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2527 return; //Host_Error ("R_RenderView: NULL worldmodel");
2529 R_Shadow_UpdateWorldLightSelection();
2532 if (r_timereport_active)
2533 R_TimeReport("setup");
2536 if (r_timereport_active)
2537 R_TimeReport("visibility");
2539 R_ResetViewRendering3D();
2542 if (r_timereport_active)
2543 R_TimeReport("clear");
2545 R_Bloom_StartFrame();
2547 // this produces a bloom texture to be used in R_BlendView() later
2549 R_HDR_RenderBloomTexture();
2551 r_view.colorscale = r_hdr_scenebrightness.value;
2555 if (r_timereport_active)
2556 R_TimeReport("blendview");
2558 GL_Scissor(0, 0, vid.width, vid.height);
2559 GL_ScissorTest(false);
2563 extern void R_DrawLightningBeams (void);
2564 extern void VM_CL_AddPolygonsToMeshQueue (void);
2565 extern void R_DrawPortals (void);
2566 extern cvar_t cl_locs_show;
2567 static void R_DrawLocs(void);
2568 static void R_DrawEntityBBoxes(void);
2569 void R_RenderScene(void)
2571 // don't let sound skip if going slow
2572 if (r_refdef.extraupdate)
2575 R_ResetViewRendering3D();
2577 R_MeshQueue_BeginScene();
2581 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
2583 if (cl.csqc_vidvars.drawworld)
2585 // don't let sound skip if going slow
2586 if (r_refdef.extraupdate)
2589 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2591 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2592 if (r_timereport_active)
2593 R_TimeReport("worldsky");
2596 if (R_DrawBrushModelsSky() && r_timereport_active)
2597 R_TimeReport("bmodelsky");
2600 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2602 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2603 if (r_timereport_active)
2604 R_TimeReport("worlddepth");
2606 if (r_depthfirst.integer >= 2)
2608 R_DrawModelsDepth();
2609 if (r_timereport_active)
2610 R_TimeReport("modeldepth");
2613 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2615 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2616 if (r_timereport_active)
2617 R_TimeReport("world");
2620 // don't let sound skip if going slow
2621 if (r_refdef.extraupdate)
2625 if (r_timereport_active)
2626 R_TimeReport("models");
2628 // don't let sound skip if going slow
2629 if (r_refdef.extraupdate)
2632 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2634 R_DrawModelShadows();
2636 R_ResetViewRendering3D();
2638 // don't let sound skip if going slow
2639 if (r_refdef.extraupdate)
2643 R_ShadowVolumeLighting(false);
2644 if (r_timereport_active)
2645 R_TimeReport("rtlights");
2647 // don't let sound skip if going slow
2648 if (r_refdef.extraupdate)
2651 if (cl.csqc_vidvars.drawworld)
2653 R_DrawLightningBeams();
2654 if (r_timereport_active)
2655 R_TimeReport("lightning");
2658 if (r_timereport_active)
2659 R_TimeReport("particles");
2662 if (r_timereport_active)
2663 R_TimeReport("explosions");
2666 if (gl_support_fragment_shader)
2668 qglUseProgramObjectARB(0);CHECKGLERROR
2670 VM_CL_AddPolygonsToMeshQueue();
2672 if (cl_locs_show.integer)
2675 if (r_timereport_active)
2676 R_TimeReport("showlocs");
2679 if (r_drawportals.integer)
2682 if (r_timereport_active)
2683 R_TimeReport("portals");
2686 if (r_showbboxes.value > 0)
2688 R_DrawEntityBBoxes();
2689 if (r_timereport_active)
2690 R_TimeReport("bboxes");
2693 if (gl_support_fragment_shader)
2695 qglUseProgramObjectARB(0);CHECKGLERROR
2697 R_MeshQueue_RenderTransparent();
2698 if (r_timereport_active)
2699 R_TimeReport("drawtrans");
2701 if (gl_support_fragment_shader)
2703 qglUseProgramObjectARB(0);CHECKGLERROR
2706 if (cl.csqc_vidvars.drawworld)
2709 if (r_timereport_active)
2710 R_TimeReport("coronas");
2713 // don't let sound skip if going slow
2714 if (r_refdef.extraupdate)
2717 R_ResetViewRendering2D();
2720 static const int bboxelements[36] =
2730 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2733 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2734 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2735 GL_DepthMask(false);
2736 GL_DepthRange(0, 1);
2737 R_Mesh_Matrix(&identitymatrix);
2738 R_Mesh_ResetTextureState();
2740 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2741 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2742 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2743 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2744 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2745 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2746 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2747 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2748 R_FillColors(color4f, 8, cr, cg, cb, ca);
2749 if (r_refdef.fogenabled)
2751 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2753 f1 = FogPoint_World(v);
2755 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2756 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2757 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2760 R_Mesh_VertexPointer(vertex3f, 0, 0);
2761 R_Mesh_ColorPointer(color4f, 0, 0);
2762 R_Mesh_ResetTextureState();
2763 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2766 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2770 prvm_edict_t *edict;
2771 // this function draws bounding boxes of server entities
2775 for (i = 0;i < numsurfaces;i++)
2777 edict = PRVM_EDICT_NUM(surfacelist[i]);
2778 switch ((int)edict->fields.server->solid)
2780 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
2781 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
2782 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
2783 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2784 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
2785 default: Vector4Set(color, 0, 0, 0, 0.50);break;
2787 color[3] *= r_showbboxes.value;
2788 color[3] = bound(0, color[3], 1);
2789 GL_DepthTest(!r_showdisabledepthtest.integer);
2790 GL_CullFace(GL_BACK);
2791 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2796 static void R_DrawEntityBBoxes(void)
2799 prvm_edict_t *edict;
2801 // this function draws bounding boxes of server entities
2805 for (i = 0;i < prog->num_edicts;i++)
2807 edict = PRVM_EDICT_NUM(i);
2808 if (edict->priv.server->free)
2810 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2811 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2816 int nomodelelements[24] =
2828 float nomodelvertex3f[6*3] =
2838 float nomodelcolor4f[6*4] =
2840 0.0f, 0.0f, 0.5f, 1.0f,
2841 0.0f, 0.0f, 0.5f, 1.0f,
2842 0.0f, 0.5f, 0.0f, 1.0f,
2843 0.0f, 0.5f, 0.0f, 1.0f,
2844 0.5f, 0.0f, 0.0f, 1.0f,
2845 0.5f, 0.0f, 0.0f, 1.0f
2848 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2853 // this is only called once per entity so numsurfaces is always 1, and
2854 // surfacelist is always {0}, so this code does not handle batches
2855 R_Mesh_Matrix(&ent->matrix);
2857 if (ent->flags & EF_ADDITIVE)
2859 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2860 GL_DepthMask(false);
2862 else if (ent->alpha < 1)
2864 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2865 GL_DepthMask(false);
2869 GL_BlendFunc(GL_ONE, GL_ZERO);
2872 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2873 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2874 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2875 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2876 if (r_refdef.fogenabled)
2879 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2880 R_Mesh_ColorPointer(color4f, 0, 0);
2881 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2882 f1 = FogPoint_World(org);
2884 for (i = 0, c = color4f;i < 6;i++, c += 4)
2886 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2887 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2888 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2892 else if (ent->alpha != 1)
2894 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2895 R_Mesh_ColorPointer(color4f, 0, 0);
2896 for (i = 0, c = color4f;i < 6;i++, c += 4)
2900 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2901 R_Mesh_ResetTextureState();
2902 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2905 void R_DrawNoModel(entity_render_t *ent)
2908 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2909 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2910 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
2912 // R_DrawNoModelCallback(ent, 0);
2915 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2917 vec3_t right1, right2, diff, normal;
2919 VectorSubtract (org2, org1, normal);
2921 // calculate 'right' vector for start
2922 VectorSubtract (r_view.origin, org1, diff);
2923 CrossProduct (normal, diff, right1);
2924 VectorNormalize (right1);
2926 // calculate 'right' vector for end
2927 VectorSubtract (r_view.origin, org2, diff);
2928 CrossProduct (normal, diff, right2);
2929 VectorNormalize (right2);
2931 vert[ 0] = org1[0] + width * right1[0];
2932 vert[ 1] = org1[1] + width * right1[1];
2933 vert[ 2] = org1[2] + width * right1[2];
2934 vert[ 3] = org1[0] - width * right1[0];
2935 vert[ 4] = org1[1] - width * right1[1];
2936 vert[ 5] = org1[2] - width * right1[2];
2937 vert[ 6] = org2[0] - width * right2[0];
2938 vert[ 7] = org2[1] - width * right2[1];
2939 vert[ 8] = org2[2] - width * right2[2];
2940 vert[ 9] = org2[0] + width * right2[0];
2941 vert[10] = org2[1] + width * right2[1];
2942 vert[11] = org2[2] + width * right2[2];
2945 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2947 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
2952 if (r_refdef.fogenabled)
2953 fog = FogPoint_World(origin);
2955 R_Mesh_Matrix(&identitymatrix);
2956 GL_BlendFunc(blendfunc1, blendfunc2);
2962 GL_CullFace(GL_BACK);
2965 GL_CullFace(GL_FRONT);
2967 GL_DepthMask(false);
2968 GL_DepthRange(0, depthshort ? 0.0625 : 1);
2969 GL_DepthTest(!depthdisable);
2971 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2972 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2973 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2974 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2975 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2976 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2977 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2978 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2979 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2980 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2981 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2982 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2984 R_Mesh_VertexPointer(vertex3f, 0, 0);
2985 R_Mesh_ColorPointer(NULL, 0, 0);
2986 R_Mesh_ResetTextureState();
2987 R_Mesh_TexBind(0, R_GetTexture(texture));
2988 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
2989 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2990 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
2991 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2993 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2995 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2996 GL_BlendFunc(blendfunc1, GL_ONE);
2998 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
2999 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3003 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3008 VectorSet(v, x, y, z);
3009 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3010 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3012 if (i == mesh->numvertices)
3014 if (mesh->numvertices < mesh->maxvertices)
3016 VectorCopy(v, vertex3f);
3017 mesh->numvertices++;
3019 return mesh->numvertices;
3025 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3029 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3030 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3031 e = mesh->element3i + mesh->numtriangles * 3;
3032 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3034 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3035 if (mesh->numtriangles < mesh->maxtriangles)
3040 mesh->numtriangles++;
3042 element[1] = element[2];
3046 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3050 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3051 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3052 e = mesh->element3i + mesh->numtriangles * 3;
3053 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3055 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3056 if (mesh->numtriangles < mesh->maxtriangles)
3061 mesh->numtriangles++;
3063 element[1] = element[2];
3067 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3068 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3070 int planenum, planenum2;
3073 mplane_t *plane, *plane2;
3075 double temppoints[2][256*3];
3076 // figure out how large a bounding box we need to properly compute this brush
3078 for (w = 0;w < numplanes;w++)
3079 maxdist = max(maxdist, planes[w].dist);
3080 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3081 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3082 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3086 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3087 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3089 if (planenum2 == planenum)
3091 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);
3094 if (tempnumpoints < 3)
3096 // generate elements forming a triangle fan for this polygon
3097 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3101 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3104 R_Mesh_VertexPointer(brush->points->v, 0, 0);
3105 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3106 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3107 GL_LockArrays(0, brush->numpoints);
3108 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3109 GL_LockArrays(0, 0);
3112 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3115 if (!surface->num_collisiontriangles)
3117 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3118 i = (int)(((size_t)surface) / sizeof(msurface_t));
3119 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3120 GL_LockArrays(0, surface->num_collisionvertices);
3121 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3122 GL_LockArrays(0, 0);
3125 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)
3127 texturelayer_t *layer;
3128 layer = t->currentlayers + t->currentnumlayers++;
3130 layer->depthmask = depthmask;
3131 layer->blendfunc1 = blendfunc1;
3132 layer->blendfunc2 = blendfunc2;
3133 layer->texture = texture;
3134 layer->texmatrix = *matrix;
3135 layer->color[0] = r * r_view.colorscale;
3136 layer->color[1] = g * r_view.colorscale;
3137 layer->color[2] = b * r_view.colorscale;
3138 layer->color[3] = a;
3141 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3144 index = parms[2] + r_refdef.time * parms[3];
3145 index -= floor(index);
3149 case Q3WAVEFUNC_NONE:
3150 case Q3WAVEFUNC_NOISE:
3151 case Q3WAVEFUNC_COUNT:
3154 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3155 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3156 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3157 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3158 case Q3WAVEFUNC_TRIANGLE:
3160 f = index - floor(index);
3171 return (float)(parms[0] + parms[1] * f);
3174 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3177 model_t *model = ent->model;
3180 q3shaderinfo_layer_tcmod_t *tcmod;
3182 // switch to an alternate material if this is a q1bsp animated material
3184 texture_t *texture = t;
3185 int s = ent->skinnum;
3186 if ((unsigned int)s >= (unsigned int)model->numskins)
3188 if (model->skinscenes)
3190 if (model->skinscenes[s].framecount > 1)
3191 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3193 s = model->skinscenes[s].firstframe;
3196 t = t + s * model->num_surfaces;
3199 // use an alternate animation if the entity's frame is not 0,
3200 // and only if the texture has an alternate animation
3201 if (ent->frame != 0 && t->anim_total[1])
3202 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3204 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3206 texture->currentframe = t;
3209 // update currentskinframe to be a qw skin or animation frame
3210 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3212 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3214 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3215 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3216 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3218 t->currentskinframe = r_qwskincache_skinframe[i];
3219 if (t->currentskinframe == NULL)
3220 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3222 else if (t->numskinframes >= 2)
3223 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3224 if (t->backgroundnumskinframes >= 2)
3225 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3227 t->currentmaterialflags = t->basematerialflags;
3228 t->currentalpha = ent->alpha;
3229 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3230 t->currentalpha *= r_wateralpha.value;
3231 if (!(ent->flags & RENDER_LIGHT))
3232 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3233 if (ent->effects & EF_ADDITIVE)
3234 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3235 else if (t->currentalpha < 1)
3236 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3237 if (ent->effects & EF_DOUBLESIDED)
3238 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3239 if (ent->effects & EF_NODEPTHTEST)
3240 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3241 if (ent->flags & RENDER_VIEWMODEL)
3242 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3243 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3244 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3246 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
3249 switch(tcmod->tcmod)
3253 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3254 matrix = r_waterscrollmatrix;
3256 matrix = identitymatrix;
3258 case Q3TCMOD_ENTITYTRANSLATE:
3259 // this is used in Q3 to allow the gamecode to control texcoord
3260 // scrolling on the entity, which is not supported in darkplaces yet.
3261 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
3263 case Q3TCMOD_ROTATE:
3264 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
3265 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
3266 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
3269 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
3271 case Q3TCMOD_SCROLL:
3272 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
3274 case Q3TCMOD_STRETCH:
3275 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
3276 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
3278 case Q3TCMOD_TRANSFORM:
3279 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
3280 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
3281 VectorSet(tcmat + 6, 0 , 0 , 1);
3282 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
3283 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
3285 case Q3TCMOD_TURBULENT:
3286 // this is handled in the RSurf_PrepareVertices function
3287 matrix = identitymatrix;
3290 // either replace or concatenate the transformation
3292 t->currenttexmatrix = matrix;
3295 matrix4x4_t temp = t->currenttexmatrix;
3296 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
3300 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3301 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3302 t->glosstexture = r_texture_white;
3303 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3304 t->backgroundglosstexture = r_texture_white;
3305 t->specularpower = r_shadow_glossexponent.value;
3306 // TODO: store reference values for these in the texture?
3307 t->specularscale = 0;
3308 if (r_shadow_gloss.integer > 0)
3310 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3312 if (r_shadow_glossintensity.value > 0)
3314 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3315 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3316 t->specularscale = r_shadow_glossintensity.value;
3319 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3320 t->specularscale = r_shadow_gloss2intensity.value;
3323 t->currentnumlayers = 0;
3324 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3326 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3328 int blendfunc1, blendfunc2, depthmask;
3329 if (t->currentmaterialflags & MATERIALFLAG_ADD)
3331 blendfunc1 = GL_SRC_ALPHA;
3332 blendfunc2 = GL_ONE;
3334 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3336 blendfunc1 = GL_SRC_ALPHA;
3337 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3339 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3341 blendfunc1 = t->customblendfunc[0];
3342 blendfunc2 = t->customblendfunc[1];
3346 blendfunc1 = GL_ONE;
3347 blendfunc2 = GL_ZERO;
3349 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3350 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3352 rtexture_t *currentbasetexture;
3354 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3355 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3356 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3357 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3359 // fullbright is not affected by r_refdef.lightmapintensity
3360 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3361 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3362 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
3363 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3364 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
3370 // q3bsp has no lightmap updates, so the lightstylevalue that
3371 // would normally be baked into the lightmap must be
3372 // applied to the color
3373 if (ent->model->type == mod_brushq3)
3374 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3375 colorscale *= r_refdef.lightmapintensity;
3376 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
3377 if (r_ambient.value >= (1.0f/64.0f))
3378 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3379 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3381 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3382 if (r_ambient.value >= (1.0f/64.0f))
3383 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3385 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3387 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3388 if (r_ambient.value >= (1.0f/64.0f))
3389 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3392 if (t->currentskinframe->glow != NULL)
3393 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->currentalpha);
3394 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3396 // if this is opaque use alpha blend which will darken the earlier
3399 // if this is an alpha blended material, all the earlier passes
3400 // were darkened by fog already, so we only need to add the fog
3401 // color ontop through the fog mask texture
3403 // if this is an additive blended material, all the earlier passes
3404 // were darkened by fog already, and we should not add fog color
3405 // (because the background was not darkened, there is no fog color
3406 // that was lost behind it).
3407 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.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
3414 void R_UpdateAllTextureInfo(entity_render_t *ent)
3418 for (i = 0;i < ent->model->num_texturesperskin;i++)
3419 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3422 rsurfacestate_t rsurface;
3424 void R_Mesh_ResizeArrays(int newvertices)
3427 if (rsurface.array_size >= newvertices)
3429 if (rsurface.array_modelvertex3f)
3430 Mem_Free(rsurface.array_modelvertex3f);
3431 rsurface.array_size = (newvertices + 1023) & ~1023;
3432 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
3433 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
3434 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
3435 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
3436 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
3437 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
3438 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
3439 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
3440 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
3441 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
3442 rsurface.array_color4f = base + rsurface.array_size * 27;
3443 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
3446 void RSurf_CleanUp(void)
3449 if (rsurface.mode == RSURFMODE_GLSL)
3451 qglUseProgramObjectARB(0);CHECKGLERROR
3453 GL_AlphaTest(false);
3454 rsurface.mode = RSURFMODE_NONE;
3455 rsurface.uselightmaptexture = false;
3456 rsurface.texture = NULL;
3459 void RSurf_ActiveWorldEntity(void)
3461 model_t *model = r_refdef.worldmodel;
3463 if (rsurface.array_size < model->surfmesh.num_vertices)
3464 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3465 rsurface.matrix = identitymatrix;
3466 rsurface.inversematrix = identitymatrix;
3467 R_Mesh_Matrix(&identitymatrix);
3468 VectorCopy(r_view.origin, rsurface.modelorg);
3469 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
3470 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
3471 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
3472 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
3473 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
3474 rsurface.frameblend[0].frame = 0;
3475 rsurface.frameblend[0].lerp = 1;
3476 rsurface.frameblend[1].frame = 0;
3477 rsurface.frameblend[1].lerp = 0;
3478 rsurface.frameblend[2].frame = 0;
3479 rsurface.frameblend[2].lerp = 0;
3480 rsurface.frameblend[3].frame = 0;
3481 rsurface.frameblend[3].lerp = 0;
3482 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3483 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3484 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3485 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3486 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3487 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3488 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3489 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3490 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3491 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3492 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3493 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3494 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3495 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3496 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3497 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3498 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3499 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3500 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3501 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3502 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3503 rsurface.modelelement3i = model->surfmesh.data_element3i;
3504 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3505 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3506 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3507 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3508 rsurface.modelsurfaces = model->data_surfaces;
3509 rsurface.generatedvertex = false;
3510 rsurface.vertex3f = rsurface.modelvertex3f;
3511 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3512 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3513 rsurface.svector3f = rsurface.modelsvector3f;
3514 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3515 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3516 rsurface.tvector3f = rsurface.modeltvector3f;
3517 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3518 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3519 rsurface.normal3f = rsurface.modelnormal3f;
3520 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3521 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3522 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3525 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3527 model_t *model = ent->model;
3529 if (rsurface.array_size < model->surfmesh.num_vertices)
3530 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3531 rsurface.matrix = ent->matrix;
3532 rsurface.inversematrix = ent->inversematrix;
3533 R_Mesh_Matrix(&rsurface.matrix);
3534 Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
3535 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
3536 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
3537 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
3538 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
3539 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
3540 rsurface.frameblend[0] = ent->frameblend[0];
3541 rsurface.frameblend[1] = ent->frameblend[1];
3542 rsurface.frameblend[2] = ent->frameblend[2];
3543 rsurface.frameblend[3] = ent->frameblend[3];
3544 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
3548 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3549 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3550 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3551 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3552 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
3554 else if (wantnormals)
3556 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3557 rsurface.modelsvector3f = NULL;
3558 rsurface.modeltvector3f = NULL;
3559 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3560 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
3564 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3565 rsurface.modelsvector3f = NULL;
3566 rsurface.modeltvector3f = NULL;
3567 rsurface.modelnormal3f = NULL;
3568 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
3570 rsurface.modelvertex3f_bufferobject = 0;
3571 rsurface.modelvertex3f_bufferoffset = 0;
3572 rsurface.modelsvector3f_bufferobject = 0;
3573 rsurface.modelsvector3f_bufferoffset = 0;
3574 rsurface.modeltvector3f_bufferobject = 0;
3575 rsurface.modeltvector3f_bufferoffset = 0;
3576 rsurface.modelnormal3f_bufferobject = 0;
3577 rsurface.modelnormal3f_bufferoffset = 0;
3578 rsurface.generatedvertex = true;
3582 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3583 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3584 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3585 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3586 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3587 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3588 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3589 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3590 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3591 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3592 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3593 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3594 rsurface.generatedvertex = false;
3596 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3597 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3598 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3599 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3600 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3601 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3602 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3603 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3604 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3605 rsurface.modelelement3i = model->surfmesh.data_element3i;
3606 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3607 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3608 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3609 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3610 rsurface.modelsurfaces = model->data_surfaces;
3611 rsurface.vertex3f = rsurface.modelvertex3f;
3612 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3613 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3614 rsurface.svector3f = rsurface.modelsvector3f;
3615 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3616 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3617 rsurface.tvector3f = rsurface.modeltvector3f;
3618 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3619 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3620 rsurface.normal3f = rsurface.modelnormal3f;
3621 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3622 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3623 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3626 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
3627 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3630 int texturesurfaceindex;
3635 const float *v1, *in_tc;
3637 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
3639 q3shaderinfo_deform_t *deform;
3640 // 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
3641 if (rsurface.generatedvertex)
3643 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
3644 generatenormals = true;
3645 for (i = 0;i < Q3MAXDEFORMS;i++)
3647 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
3649 generatetangents = true;
3650 generatenormals = true;
3652 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
3653 generatenormals = true;
3655 if (generatenormals && !rsurface.modelnormal3f)
3657 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3658 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
3659 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
3660 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
3662 if (generatetangents && !rsurface.modelsvector3f)
3664 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3665 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
3666 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
3667 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3668 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
3669 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
3670 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);
3673 rsurface.vertex3f = rsurface.modelvertex3f;
3674 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3675 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3676 rsurface.svector3f = rsurface.modelsvector3f;
3677 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3678 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3679 rsurface.tvector3f = rsurface.modeltvector3f;
3680 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3681 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3682 rsurface.normal3f = rsurface.modelnormal3f;
3683 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3684 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3685 // if vertices are deformed (sprite flares and things in maps, possibly
3686 // water waves, bulges and other deformations), generate them into
3687 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
3688 // (may be static model data or generated data for an animated model, or
3689 // the previous deform pass)
3690 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
3692 switch (deform->deform)
3695 case Q3DEFORM_PROJECTIONSHADOW:
3696 case Q3DEFORM_TEXT0:
3697 case Q3DEFORM_TEXT1:
3698 case Q3DEFORM_TEXT2:
3699 case Q3DEFORM_TEXT3:
3700 case Q3DEFORM_TEXT4:
3701 case Q3DEFORM_TEXT5:
3702 case Q3DEFORM_TEXT6:
3703 case Q3DEFORM_TEXT7:
3706 case Q3DEFORM_AUTOSPRITE:
3707 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3708 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3709 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3710 VectorNormalize(newforward);
3711 VectorNormalize(newright);
3712 VectorNormalize(newup);
3713 // make deformed versions of only the model vertices used by the specified surfaces
3714 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3716 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3717 // a single autosprite surface can contain multiple sprites...
3718 for (j = 0;j < surface->num_vertices - 3;j += 4)
3720 VectorClear(center);
3721 for (i = 0;i < 4;i++)
3722 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3723 VectorScale(center, 0.25f, center);
3724 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
3725 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
3726 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
3727 for (i = 0;i < 4;i++)
3729 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
3730 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3733 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);
3734 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);
3736 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3737 rsurface.vertex3f_bufferobject = 0;
3738 rsurface.vertex3f_bufferoffset = 0;
3739 rsurface.svector3f = rsurface.array_deformedsvector3f;
3740 rsurface.svector3f_bufferobject = 0;
3741 rsurface.svector3f_bufferoffset = 0;
3742 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3743 rsurface.tvector3f_bufferobject = 0;
3744 rsurface.tvector3f_bufferoffset = 0;
3745 rsurface.normal3f = rsurface.array_deformednormal3f;
3746 rsurface.normal3f_bufferobject = 0;
3747 rsurface.normal3f_bufferoffset = 0;
3749 case Q3DEFORM_AUTOSPRITE2:
3750 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3751 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3752 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3753 VectorNormalize(newforward);
3754 VectorNormalize(newright);
3755 VectorNormalize(newup);
3756 // make deformed versions of only the model vertices used by the specified surfaces
3757 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3759 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3760 const float *v1, *v2;
3768 // a single autosprite surface can contain multiple sprites...
3769 for (j = 0;j < surface->num_vertices - 3;j += 4)
3771 VectorClear(center);
3772 for (i = 0;i < 4;i++)
3773 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3774 VectorScale(center, 0.25f, center);
3775 shortest[0].quadedge = shortest[1].quadedge = 0;
3776 shortest[0].length2 = shortest[1].length2 = 0;
3777 // find the two shortest edges, then use them to define the
3778 // axis vectors for rotating around the central axis
3779 for (i = 0;i < 6;i++)
3781 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
3782 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
3783 l = VectorDistance2(v1, v2);
3784 if (shortest[0].length2 > l || i == 0)
3786 shortest[1] = shortest[0];
3787 shortest[0].length2 = l;
3788 shortest[0].quadedge = i;
3790 else if (shortest[1].length2 > l || i == 1)
3792 shortest[1].length2 = l;
3793 shortest[1].quadedge = i;
3796 // this calculates the midpoints *2 (not bothering to average) of the two shortest edges, and subtracts one from the other to get the up vector
3797 for (i = 0;i < 3;i++)
3799 right[i] = rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
3800 + rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i];
3801 up[i] = rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]
3802 + rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
3803 - rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i]
3804 - rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i];
3806 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
3807 VectorSubtract(rsurface.modelorg, center, forward);
3808 CrossProduct(up, forward, newright);
3809 // normalize the vectors involved
3810 VectorNormalize(right);
3811 VectorNormalize(newright);
3812 // rotate the quad around the up axis vector, this is made
3813 // especially easy by the fact we know the quad is flat,
3814 // so we only have to subtract the center position and
3815 // measure distance along the right vector, and then
3816 // multiply that by the newright vector and add back the
3818 // we also need to subtract the old position to undo the
3819 // displacement from the center, which we do with a
3820 // DotProduct, the subtraction/addition of center is also
3821 // optimized into DotProducts here
3822 l = DotProduct(newright, center) - DotProduct(right, center);
3823 for (i = 0;i < 4;i++)
3825 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
3826 f = DotProduct(right, v1) - DotProduct(newright, v1) + l;
3827 VectorMA(v1, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3830 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);
3831 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);
3833 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3834 rsurface.vertex3f_bufferobject = 0;
3835 rsurface.vertex3f_bufferoffset = 0;
3836 rsurface.svector3f = rsurface.array_deformedsvector3f;
3837 rsurface.svector3f_bufferobject = 0;
3838 rsurface.svector3f_bufferoffset = 0;
3839 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3840 rsurface.tvector3f_bufferobject = 0;
3841 rsurface.tvector3f_bufferoffset = 0;
3842 rsurface.normal3f = rsurface.array_deformednormal3f;
3843 rsurface.normal3f_bufferobject = 0;
3844 rsurface.normal3f_bufferoffset = 0;
3846 case Q3DEFORM_NORMAL:
3847 // deform the normals to make reflections wavey
3848 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3850 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3851 for (j = 0;j < surface->num_vertices;j++)
3854 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
3855 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
3856 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
3857 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3858 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3859 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3860 VectorNormalize(normal);
3862 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);
3864 rsurface.svector3f = rsurface.array_deformedsvector3f;
3865 rsurface.svector3f_bufferobject = 0;
3866 rsurface.svector3f_bufferoffset = 0;
3867 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3868 rsurface.tvector3f_bufferobject = 0;
3869 rsurface.tvector3f_bufferoffset = 0;
3870 rsurface.normal3f = rsurface.array_deformednormal3f;
3871 rsurface.normal3f_bufferobject = 0;
3872 rsurface.normal3f_bufferoffset = 0;
3875 // deform vertex array to make wavey water and flags and such
3876 waveparms[0] = deform->waveparms[0];
3877 waveparms[1] = deform->waveparms[1];
3878 waveparms[2] = deform->waveparms[2];
3879 waveparms[3] = deform->waveparms[3];
3880 // this is how a divisor of vertex influence on deformation
3881 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
3882 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
3883 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3885 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3886 for (j = 0;j < surface->num_vertices;j++)
3888 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
3889 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
3890 // if the wavefunc depends on time, evaluate it per-vertex
3893 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
3894 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
3896 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
3899 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3900 rsurface.vertex3f_bufferobject = 0;
3901 rsurface.vertex3f_bufferoffset = 0;
3903 case Q3DEFORM_BULGE:
3904 // deform vertex array to make the surface have moving bulges
3905 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3907 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3908 for (j = 0;j < surface->num_vertices;j++)
3910 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
3911 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
3914 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3915 rsurface.vertex3f_bufferobject = 0;
3916 rsurface.vertex3f_bufferoffset = 0;
3919 // deform vertex array
3920 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
3921 VectorScale(deform->parms, scale, waveparms);
3922 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3924 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3925 for (j = 0;j < surface->num_vertices;j++)
3926 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
3928 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3929 rsurface.vertex3f_bufferobject = 0;
3930 rsurface.vertex3f_bufferoffset = 0;
3934 // generate texcoords based on the chosen texcoord source
3935 switch(rsurface.texture->tcgen.tcgen)
3938 case Q3TCGEN_TEXTURE:
3939 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3940 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
3941 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
3943 case Q3TCGEN_LIGHTMAP:
3944 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
3945 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
3946 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
3948 case Q3TCGEN_VECTOR:
3949 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3951 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3952 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)
3954 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
3955 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
3958 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
3959 rsurface.texcoordtexture2f_bufferobject = 0;
3960 rsurface.texcoordtexture2f_bufferoffset = 0;
3962 case Q3TCGEN_ENVIRONMENT:
3963 // make environment reflections using a spheremap
3964 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3966 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3967 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
3968 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
3969 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
3970 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
3972 float l, d, eyedir[3];
3973 VectorSubtract(rsurface.modelorg, vertex, eyedir);
3974 l = 0.5f / VectorLength(eyedir);
3975 d = DotProduct(normal, eyedir)*2;
3976 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
3977 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
3980 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
3981 rsurface.texcoordtexture2f_bufferobject = 0;
3982 rsurface.texcoordtexture2f_bufferoffset = 0;
3985 // the only tcmod that needs software vertex processing is turbulent, so
3986 // check for it here and apply the changes if needed
3987 // and we only support that as the first one
3988 // (handling a mixture of turbulent and other tcmods would be problematic
3989 // without punting it entirely to a software path)
3990 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
3992 amplitude = rsurface.texture->tcmods[0].parms[1];
3993 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
3994 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3996 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3997 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)
3999 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4000 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4003 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4004 rsurface.texcoordtexture2f_bufferobject = 0;
4005 rsurface.texcoordtexture2f_bufferoffset = 0;
4007 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
4008 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4009 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4010 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4013 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4016 const msurface_t *surface = texturesurfacelist[0];
4017 const msurface_t *surface2;
4022 // TODO: lock all array ranges before render, rather than on each surface
4023 if (texturenumsurfaces == 1)
4025 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4026 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4028 else if (r_batchmode.integer == 2)
4030 #define MAXBATCHTRIANGLES 4096
4031 int batchtriangles = 0;
4032 int batchelements[MAXBATCHTRIANGLES*3];
4033 for (i = 0;i < texturenumsurfaces;i = j)
4035 surface = texturesurfacelist[i];
4037 if (surface->num_triangles > MAXBATCHTRIANGLES)
4039 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4042 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4043 batchtriangles = surface->num_triangles;
4044 firstvertex = surface->num_firstvertex;
4045 endvertex = surface->num_firstvertex + surface->num_vertices;
4046 for (;j < texturenumsurfaces;j++)
4048 surface2 = texturesurfacelist[j];
4049 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4051 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4052 batchtriangles += surface2->num_triangles;
4053 firstvertex = min(firstvertex, surface2->num_firstvertex);
4054 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4056 surface2 = texturesurfacelist[j-1];
4057 numvertices = endvertex - firstvertex;
4058 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4061 else if (r_batchmode.integer == 1)
4063 for (i = 0;i < texturenumsurfaces;i = j)
4065 surface = texturesurfacelist[i];
4066 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4067 if (texturesurfacelist[j] != surface2)
4069 surface2 = texturesurfacelist[j-1];
4070 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4071 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4072 GL_LockArrays(surface->num_firstvertex, numvertices);
4073 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4078 for (i = 0;i < texturenumsurfaces;i++)
4080 surface = texturesurfacelist[i];
4081 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4082 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4087 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
4091 const msurface_t *surface = texturesurfacelist[0];
4092 const msurface_t *surface2;
4097 // TODO: lock all array ranges before render, rather than on each surface
4098 if (texturenumsurfaces == 1)
4100 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4101 if (deluxemaptexunit >= 0)
4102 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4103 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4104 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4106 else if (r_batchmode.integer == 2)
4108 #define MAXBATCHTRIANGLES 4096
4109 int batchtriangles = 0;
4110 int batchelements[MAXBATCHTRIANGLES*3];
4111 for (i = 0;i < texturenumsurfaces;i = j)
4113 surface = texturesurfacelist[i];
4114 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4115 if (deluxemaptexunit >= 0)
4116 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4118 if (surface->num_triangles > MAXBATCHTRIANGLES)
4120 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4123 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4124 batchtriangles = surface->num_triangles;
4125 firstvertex = surface->num_firstvertex;
4126 endvertex = surface->num_firstvertex + surface->num_vertices;
4127 for (;j < texturenumsurfaces;j++)
4129 surface2 = texturesurfacelist[j];
4130 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4132 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4133 batchtriangles += surface2->num_triangles;
4134 firstvertex = min(firstvertex, surface2->num_firstvertex);
4135 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4137 surface2 = texturesurfacelist[j-1];
4138 numvertices = endvertex - firstvertex;
4139 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4142 else if (r_batchmode.integer == 1)
4145 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
4146 for (i = 0;i < texturenumsurfaces;i = j)
4148 surface = texturesurfacelist[i];
4149 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4150 if (texturesurfacelist[j] != surface2)
4152 Con_Printf(" %i", j - i);
4155 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
4157 for (i = 0;i < texturenumsurfaces;i = j)
4159 surface = texturesurfacelist[i];
4160 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4161 if (deluxemaptexunit >= 0)
4162 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4163 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4164 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
4167 Con_Printf(" %i", j - i);
4169 surface2 = texturesurfacelist[j-1];
4170 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4171 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4172 GL_LockArrays(surface->num_firstvertex, numvertices);
4173 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4181 for (i = 0;i < texturenumsurfaces;i++)
4183 surface = texturesurfacelist[i];
4184 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4185 if (deluxemaptexunit >= 0)
4186 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4187 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4188 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4193 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4196 int texturesurfaceindex;
4197 if (r_showsurfaces.integer == 2)
4199 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4201 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4202 for (j = 0;j < surface->num_triangles;j++)
4204 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
4205 GL_Color(f, f, f, 1);
4206 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
4212 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4214 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4215 int k = (int)(((size_t)surface) / sizeof(msurface_t));
4216 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
4217 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4218 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4223 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
4225 int texturesurfaceindex;
4229 if (rsurface.lightmapcolor4f)
4231 // generate color arrays for the surfaces in this list
4232 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4234 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4235 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)
4237 f = FogPoint_Model(v);
4247 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4249 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4250 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)
4252 f = FogPoint_Model(v);
4260 rsurface.lightmapcolor4f = rsurface.array_color4f;
4261 rsurface.lightmapcolor4f_bufferobject = 0;
4262 rsurface.lightmapcolor4f_bufferoffset = 0;
4265 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
4267 int texturesurfaceindex;
4270 if (!rsurface.lightmapcolor4f)
4272 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4274 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4275 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)
4283 rsurface.lightmapcolor4f = rsurface.array_color4f;
4284 rsurface.lightmapcolor4f_bufferobject = 0;
4285 rsurface.lightmapcolor4f_bufferoffset = 0;
4288 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4291 rsurface.lightmapcolor4f = NULL;
4292 rsurface.lightmapcolor4f_bufferobject = 0;
4293 rsurface.lightmapcolor4f_bufferoffset = 0;
4294 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4295 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4296 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4297 GL_Color(r, g, b, a);
4298 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
4301 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4303 // TODO: optimize applyfog && applycolor case
4304 // just apply fog if necessary, and tint the fog color array if necessary
4305 rsurface.lightmapcolor4f = NULL;
4306 rsurface.lightmapcolor4f_bufferobject = 0;
4307 rsurface.lightmapcolor4f_bufferoffset = 0;
4308 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4309 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4310 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4311 GL_Color(r, g, b, a);
4312 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4315 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4317 int texturesurfaceindex;
4321 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
4323 // generate color arrays for the surfaces in this list
4324 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4326 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4327 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
4329 if (surface->lightmapinfo->samples)
4331 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
4332 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
4333 VectorScale(lm, scale, c);
4334 if (surface->lightmapinfo->styles[1] != 255)
4336 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
4338 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
4339 VectorMA(c, scale, lm, c);
4340 if (surface->lightmapinfo->styles[2] != 255)
4343 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
4344 VectorMA(c, scale, lm, c);
4345 if (surface->lightmapinfo->styles[3] != 255)
4348 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
4349 VectorMA(c, scale, lm, c);
4359 rsurface.lightmapcolor4f = rsurface.array_color4f;
4360 rsurface.lightmapcolor4f_bufferobject = 0;
4361 rsurface.lightmapcolor4f_bufferoffset = 0;
4365 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
4366 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
4367 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
4369 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4370 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4371 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4372 GL_Color(r, g, b, a);
4373 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4376 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4378 int texturesurfaceindex;
4382 vec3_t ambientcolor;
4383 vec3_t diffusecolor;
4387 VectorCopy(rsurface.modellight_lightdir, lightdir);
4388 ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
4389 ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
4390 ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
4391 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
4392 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
4393 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
4394 if (VectorLength2(diffusecolor) > 0)
4396 // generate color arrays for the surfaces in this list
4397 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4399 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4400 int numverts = surface->num_vertices;
4401 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
4402 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
4403 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
4404 // q3-style directional shading
4405 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
4407 if ((f = DotProduct(c2, lightdir)) > 0)
4408 VectorMA(ambientcolor, f, diffusecolor, c);
4410 VectorCopy(ambientcolor, c);
4419 rsurface.lightmapcolor4f = rsurface.array_color4f;
4420 rsurface.lightmapcolor4f_bufferobject = 0;
4421 rsurface.lightmapcolor4f_bufferoffset = 0;
4425 r = ambientcolor[0];
4426 g = ambientcolor[1];
4427 b = ambientcolor[2];
4428 rsurface.lightmapcolor4f = NULL;
4429 rsurface.lightmapcolor4f_bufferobject = 0;
4430 rsurface.lightmapcolor4f_bufferoffset = 0;
4432 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4433 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4434 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4435 GL_Color(r, g, b, a);
4436 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4439 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4441 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4442 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4443 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4444 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
4446 rsurface.mode = RSURFMODE_SHOWSURFACES;
4448 GL_BlendFunc(GL_ONE, GL_ZERO);
4449 R_Mesh_ColorPointer(NULL, 0, 0);
4450 R_Mesh_ResetTextureState();
4452 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4453 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4456 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
4458 // transparent sky would be ridiculous
4459 if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4461 if (rsurface.mode != RSURFMODE_SKY)
4463 if (rsurface.mode == RSURFMODE_GLSL)
4465 qglUseProgramObjectARB(0);CHECKGLERROR
4467 rsurface.mode = RSURFMODE_SKY;
4471 skyrendernow = false;
4473 // restore entity matrix
4474 R_Mesh_Matrix(&rsurface.matrix);
4476 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4477 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4478 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4480 // LordHavoc: HalfLife maps have freaky skypolys so don't use
4481 // skymasking on them, and Quake3 never did sky masking (unlike
4482 // software Quake and software Quake2), so disable the sky masking
4483 // in Quake3 maps as it causes problems with q3map2 sky tricks,
4484 // and skymasking also looks very bad when noclipping outside the
4485 // level, so don't use it then either.
4486 if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
4488 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
4489 R_Mesh_ColorPointer(NULL, 0, 0);
4490 R_Mesh_ResetTextureState();
4491 if (skyrendermasked)
4493 // depth-only (masking)
4494 GL_ColorMask(0,0,0,0);
4495 // just to make sure that braindead drivers don't draw
4496 // anything despite that colormask...
4497 GL_BlendFunc(GL_ZERO, GL_ONE);
4502 GL_BlendFunc(GL_ONE, GL_ZERO);
4504 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4505 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4506 if (skyrendermasked)
4507 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4511 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
4513 if (rsurface.mode != RSURFMODE_GLSL)
4515 rsurface.mode = RSURFMODE_GLSL;
4516 R_Mesh_ResetTextureState();
4519 R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
4520 if (!r_glsl_permutation)
4523 if (rsurface.lightmode == 2)
4524 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4526 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4527 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4528 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4529 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4530 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4531 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4533 GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
4534 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4536 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4537 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4538 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4539 R_Mesh_ColorPointer(NULL, 0, 0);
4541 else if (rsurface.uselightmaptexture)
4543 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
4544 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4545 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
4546 R_Mesh_ColorPointer(NULL, 0, 0);
4550 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4551 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4552 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4553 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4556 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
4557 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
4559 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4560 if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4565 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
4567 // OpenGL 1.3 path - anything not completely ancient
4568 int texturesurfaceindex;
4569 qboolean applycolor;
4573 const texturelayer_t *layer;
4574 if (rsurface.mode != RSURFMODE_MULTIPASS)
4575 rsurface.mode = RSURFMODE_MULTIPASS;
4576 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4577 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4580 int layertexrgbscale;
4581 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4583 if (layerindex == 0)
4587 GL_AlphaTest(false);
4588 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4591 GL_DepthMask(layer->depthmask);
4592 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4593 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
4595 layertexrgbscale = 4;
4596 VectorScale(layer->color, 0.25f, layercolor);
4598 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
4600 layertexrgbscale = 2;
4601 VectorScale(layer->color, 0.5f, layercolor);
4605 layertexrgbscale = 1;
4606 VectorScale(layer->color, 1.0f, layercolor);
4608 layercolor[3] = layer->color[3];
4609 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
4610 R_Mesh_ColorPointer(NULL, 0, 0);
4611 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4612 switch (layer->type)
4614 case TEXTURELAYERTYPE_LITTEXTURE:
4615 memset(&m, 0, sizeof(m));
4616 m.tex[0] = R_GetTexture(r_texture_white);
4617 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4618 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4619 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4620 m.tex[1] = R_GetTexture(layer->texture);
4621 m.texmatrix[1] = layer->texmatrix;
4622 m.texrgbscale[1] = layertexrgbscale;
4623 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
4624 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
4625 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
4626 R_Mesh_TextureState(&m);
4627 if (rsurface.lightmode == 2)
4628 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4629 else if (rsurface.uselightmaptexture)
4630 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4632 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4634 case TEXTURELAYERTYPE_TEXTURE:
4635 memset(&m, 0, sizeof(m));
4636 m.tex[0] = R_GetTexture(layer->texture);
4637 m.texmatrix[0] = layer->texmatrix;
4638 m.texrgbscale[0] = layertexrgbscale;
4639 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4640 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4641 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4642 R_Mesh_TextureState(&m);
4643 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4645 case TEXTURELAYERTYPE_FOG:
4646 memset(&m, 0, sizeof(m));
4647 m.texrgbscale[0] = layertexrgbscale;
4650 m.tex[0] = R_GetTexture(layer->texture);
4651 m.texmatrix[0] = layer->texmatrix;
4652 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4653 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4654 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4656 R_Mesh_TextureState(&m);
4657 // generate a color array for the fog pass
4658 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4659 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4663 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4664 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)
4666 f = 1 - FogPoint_Model(v);
4667 c[0] = layercolor[0];
4668 c[1] = layercolor[1];
4669 c[2] = layercolor[2];
4670 c[3] = f * layercolor[3];
4673 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4676 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4678 GL_LockArrays(0, 0);
4681 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4683 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4684 GL_AlphaTest(false);
4688 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
4690 // OpenGL 1.1 - crusty old voodoo path
4691 int texturesurfaceindex;
4695 const texturelayer_t *layer;
4696 if (rsurface.mode != RSURFMODE_MULTIPASS)
4697 rsurface.mode = RSURFMODE_MULTIPASS;
4698 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4699 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4701 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4703 if (layerindex == 0)
4707 GL_AlphaTest(false);
4708 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4711 GL_DepthMask(layer->depthmask);
4712 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4713 R_Mesh_ColorPointer(NULL, 0, 0);
4714 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4715 switch (layer->type)
4717 case TEXTURELAYERTYPE_LITTEXTURE:
4718 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
4720 // two-pass lit texture with 2x rgbscale
4721 // first the lightmap pass
4722 memset(&m, 0, sizeof(m));
4723 m.tex[0] = R_GetTexture(r_texture_white);
4724 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4725 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4726 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4727 R_Mesh_TextureState(&m);
4728 if (rsurface.lightmode == 2)
4729 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4730 else if (rsurface.uselightmaptexture)
4731 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4733 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4734 GL_LockArrays(0, 0);
4735 // then apply the texture to it
4736 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4737 memset(&m, 0, sizeof(m));
4738 m.tex[0] = R_GetTexture(layer->texture);
4739 m.texmatrix[0] = layer->texmatrix;
4740 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4741 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4742 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4743 R_Mesh_TextureState(&m);
4744 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);
4748 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
4749 memset(&m, 0, sizeof(m));
4750 m.tex[0] = R_GetTexture(layer->texture);
4751 m.texmatrix[0] = layer->texmatrix;
4752 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4753 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4754 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4755 R_Mesh_TextureState(&m);
4756 if (rsurface.lightmode == 2)
4757 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);
4759 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);
4762 case TEXTURELAYERTYPE_TEXTURE:
4763 // singletexture unlit texture with transparency support
4764 memset(&m, 0, sizeof(m));
4765 m.tex[0] = R_GetTexture(layer->texture);
4766 m.texmatrix[0] = layer->texmatrix;
4767 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4768 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4769 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4770 R_Mesh_TextureState(&m);
4771 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);
4773 case TEXTURELAYERTYPE_FOG:
4774 // singletexture fogging
4775 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4778 memset(&m, 0, sizeof(m));
4779 m.tex[0] = R_GetTexture(layer->texture);
4780 m.texmatrix[0] = layer->texmatrix;
4781 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4782 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4783 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4784 R_Mesh_TextureState(&m);
4787 R_Mesh_ResetTextureState();
4788 // generate a color array for the fog pass
4789 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4793 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4794 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)
4796 f = 1 - FogPoint_Model(v);
4797 c[0] = layer->color[0];
4798 c[1] = layer->color[1];
4799 c[2] = layer->color[2];
4800 c[3] = f * layer->color[3];
4803 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4806 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4808 GL_LockArrays(0, 0);
4811 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4813 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4814 GL_AlphaTest(false);
4818 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
4820 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
4822 rsurface.rtlight = NULL;
4826 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4828 if (rsurface.mode != RSURFMODE_MULTIPASS)
4829 rsurface.mode = RSURFMODE_MULTIPASS;
4830 if (r_depthfirst.integer == 3)
4832 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
4833 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
4837 GL_ColorMask(0,0,0,0);
4840 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4841 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4843 GL_BlendFunc(GL_ONE, GL_ZERO);
4845 GL_AlphaTest(false);
4846 R_Mesh_ColorPointer(NULL, 0, 0);
4847 R_Mesh_ResetTextureState();
4848 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4849 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4850 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4851 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4853 else if (r_depthfirst.integer == 3)
4855 else if (r_showsurfaces.integer)
4857 if (rsurface.mode != RSURFMODE_MULTIPASS)
4858 rsurface.mode = RSURFMODE_MULTIPASS;
4859 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4861 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4862 GL_BlendFunc(GL_ONE, GL_ZERO);
4863 GL_DepthMask(writedepth);
4865 GL_AlphaTest(false);
4866 R_Mesh_ColorPointer(NULL, 0, 0);
4867 R_Mesh_ResetTextureState();
4868 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4869 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4870 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4872 else if (gl_lightmaps.integer)
4875 if (rsurface.mode != RSURFMODE_MULTIPASS)
4876 rsurface.mode = RSURFMODE_MULTIPASS;
4877 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4879 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4880 GL_BlendFunc(GL_ONE, GL_ZERO);
4881 GL_DepthMask(writedepth);
4883 GL_AlphaTest(false);
4884 R_Mesh_ColorPointer(NULL, 0, 0);
4885 memset(&m, 0, sizeof(m));
4886 m.tex[0] = R_GetTexture(r_texture_white);
4887 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4888 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4889 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4890 R_Mesh_TextureState(&m);
4891 RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
4892 if (rsurface.lightmode == 2)
4893 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4894 else if (rsurface.uselightmaptexture)
4895 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4897 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4898 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4900 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
4902 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
4903 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4905 else if (rsurface.texture->currentnumlayers)
4907 // write depth for anything we skipped on the depth-only pass earlier
4908 if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4910 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4911 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4912 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4913 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4914 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
4915 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4916 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
4917 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
4918 if (r_glsl.integer && gl_support_fragment_shader)
4919 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
4920 else if (gl_combine.integer && r_textureunits.integer >= 2)
4921 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
4923 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
4924 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4927 GL_LockArrays(0, 0);
4930 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4933 int texturenumsurfaces, endsurface;
4935 msurface_t *surface;
4936 msurface_t *texturesurfacelist[1024];
4938 // if the model is static it doesn't matter what value we give for
4939 // wantnormals and wanttangents, so this logic uses only rules applicable
4940 // to a model, knowing that they are meaningless otherwise
4941 if (ent == r_refdef.worldentity)
4942 RSurf_ActiveWorldEntity();
4943 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4944 RSurf_ActiveModelEntity(ent, false, false);
4946 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
4948 for (i = 0;i < numsurfaces;i = j)
4951 surface = rsurface.modelsurfaces + surfacelist[i];
4952 texture = surface->texture;
4953 R_UpdateTextureInfo(ent, texture);
4954 rsurface.texture = texture->currentframe;
4955 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
4956 // scan ahead until we find a different texture
4957 endsurface = min(i + 1024, numsurfaces);
4958 texturenumsurfaces = 0;
4959 texturesurfacelist[texturenumsurfaces++] = surface;
4960 for (;j < endsurface;j++)
4962 surface = rsurface.modelsurfaces + surfacelist[j];
4963 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
4965 texturesurfacelist[texturenumsurfaces++] = surface;
4967 // render the range of surfaces
4968 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
4974 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
4977 vec3_t tempcenter, center;
4979 // break the surface list down into batches by texture and use of lightmapping
4980 for (i = 0;i < numsurfaces;i = j)
4983 // texture is the base texture pointer, rsurface.texture is the
4984 // current frame/skin the texture is directing us to use (for example
4985 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
4986 // use skin 1 instead)
4987 texture = surfacelist[i]->texture;
4988 rsurface.texture = texture->currentframe;
4989 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
4990 if (!(rsurface.texture->currentmaterialflags & flagsmask))
4992 // if this texture is not the kind we want, skip ahead to the next one
4993 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
4997 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
4999 // transparent surfaces get pushed off into the transparent queue
5000 const msurface_t *surface = surfacelist[i];
5003 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
5004 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
5005 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
5006 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
5007 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
5011 // simply scan ahead until we find a different texture or lightmap state
5012 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
5014 // render the range of surfaces
5015 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
5020 float locboxvertex3f[6*4*3] =
5022 1,0,1, 1,0,0, 1,1,0, 1,1,1,
5023 0,1,1, 0,1,0, 0,0,0, 0,0,1,
5024 1,1,1, 1,1,0, 0,1,0, 0,1,1,
5025 0,0,1, 0,0,0, 1,0,0, 1,0,1,
5026 0,0,1, 1,0,1, 1,1,1, 0,1,1,
5027 1,0,0, 0,0,0, 0,1,0, 1,1,0
5030 int locboxelement3i[6*2*3] =
5040 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5043 cl_locnode_t *loc = (cl_locnode_t *)ent;
5045 float vertex3f[6*4*3];
5047 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5048 GL_DepthMask(false);
5049 GL_DepthRange(0, 1);
5051 GL_CullFace(GL_NONE);
5052 R_Mesh_Matrix(&identitymatrix);
5054 R_Mesh_VertexPointer(vertex3f, 0, 0);
5055 R_Mesh_ColorPointer(NULL, 0, 0);
5056 R_Mesh_ResetTextureState();
5059 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
5060 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
5061 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
5062 surfacelist[0] < 0 ? 0.5f : 0.125f);
5064 if (VectorCompare(loc->mins, loc->maxs))
5066 VectorSet(size, 2, 2, 2);
5067 VectorMA(loc->mins, -0.5f, size, mins);
5071 VectorCopy(loc->mins, mins);
5072 VectorSubtract(loc->maxs, loc->mins, size);
5075 for (i = 0;i < 6*4*3;)
5076 for (j = 0;j < 3;j++, i++)
5077 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
5079 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
5082 void R_DrawLocs(void)
5085 cl_locnode_t *loc, *nearestloc;
5087 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
5088 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
5090 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
5091 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
5095 void R_DrawCollisionBrushes(entity_render_t *ent)
5099 msurface_t *surface;
5100 model_t *model = ent->model;
5101 if (!model->brush.num_brushes)
5104 R_Mesh_ColorPointer(NULL, 0, 0);
5105 R_Mesh_ResetTextureState();
5106 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5107 GL_DepthMask(false);
5108 GL_DepthRange(0, 1);
5109 GL_DepthTest(!r_showdisabledepthtest.integer);
5110 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
5111 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
5112 if (brush->colbrushf && brush->colbrushf->numtriangles)
5113 R_DrawCollisionBrush(brush->colbrushf);
5114 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
5115 if (surface->num_collisiontriangles)
5116 R_DrawCollisionSurface(ent, surface);
5117 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
5120 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
5123 const int *elements;
5124 msurface_t *surface;
5125 model_t *model = ent->model;
5128 GL_DepthRange(0, 1);
5129 GL_DepthTest(!r_showdisabledepthtest.integer);
5131 GL_BlendFunc(GL_ONE, GL_ZERO);
5132 R_Mesh_ColorPointer(NULL, 0, 0);
5133 R_Mesh_ResetTextureState();
5134 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
5136 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
5138 rsurface.texture = surface->texture->currentframe;
5139 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
5141 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
5144 if (!rsurface.texture->currentlayers->depthmask)
5145 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
5146 else if (ent == r_refdef.worldentity)
5147 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
5149 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
5150 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
5153 for (k = 0;k < surface->num_triangles;k++, elements += 3)
5155 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
5156 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
5157 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
5158 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
5165 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
5167 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5169 VectorCopy(rsurface.vertex3f + l * 3, v);
5170 qglVertex3f(v[0], v[1], v[2]);
5171 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
5172 qglVertex3f(v[0], v[1], v[2]);
5176 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
5178 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5180 VectorCopy(rsurface.vertex3f + l * 3, v);
5181 qglVertex3f(v[0], v[1], v[2]);
5182 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
5183 qglVertex3f(v[0], v[1], v[2]);
5187 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
5189 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5191 VectorCopy(rsurface.vertex3f + l * 3, v);
5192 qglVertex3f(v[0], v[1], v[2]);
5193 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
5194 qglVertex3f(v[0], v[1], v[2]);
5201 rsurface.texture = NULL;
5204 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
5205 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5207 int i, j, endj, f, flagsmask;
5208 int counttriangles = 0;
5209 msurface_t *surface, **surfacechain;
5211 model_t *model = r_refdef.worldmodel;
5212 const int maxsurfacelist = 1024;
5213 int numsurfacelist = 0;
5214 msurface_t *surfacelist[1024];
5218 RSurf_ActiveWorldEntity();
5220 // update light styles
5221 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5223 for (i = 0;i < model->brushq1.light_styles;i++)
5225 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5227 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5228 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5229 for (;(surface = *surfacechain);surfacechain++)
5230 surface->cached_dlight = true;
5235 R_UpdateAllTextureInfo(r_refdef.worldentity);
5236 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5239 rsurface.uselightmaptexture = false;
5240 rsurface.texture = NULL;
5242 j = model->firstmodelsurface;
5243 endj = j + model->nummodelsurfaces;
5246 // quickly skip over non-visible surfaces
5247 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
5249 // quickly iterate over visible surfaces
5250 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
5252 // process this surface
5253 surface = model->data_surfaces + j;
5254 // if this surface fits the criteria, add it to the list
5255 if (surface->num_triangles)
5257 // if lightmap parameters changed, rebuild lightmap texture
5258 if (surface->cached_dlight)
5259 R_BuildLightMap(r_refdef.worldentity, surface);
5260 // add face to draw list
5261 surfacelist[numsurfacelist++] = surface;
5262 counttriangles += surface->num_triangles;
5263 if (numsurfacelist >= maxsurfacelist)
5265 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5272 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5273 r_refdef.stats.entities_triangles += counttriangles;
5276 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5277 R_DrawCollisionBrushes(r_refdef.worldentity);
5279 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5280 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
5283 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5285 int i, f, flagsmask;
5286 int counttriangles = 0;
5287 msurface_t *surface, *endsurface, **surfacechain;
5289 model_t *model = ent->model;
5290 const int maxsurfacelist = 1024;
5291 int numsurfacelist = 0;
5292 msurface_t *surfacelist[1024];
5296 // if the model is static it doesn't matter what value we give for
5297 // wantnormals and wanttangents, so this logic uses only rules applicable
5298 // to a model, knowing that they are meaningless otherwise
5299 if (ent == r_refdef.worldentity)
5300 RSurf_ActiveWorldEntity();
5301 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5302 RSurf_ActiveModelEntity(ent, false, false);
5304 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
5306 // update light styles
5307 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5309 for (i = 0;i < model->brushq1.light_styles;i++)
5311 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5313 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5314 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5315 for (;(surface = *surfacechain);surfacechain++)
5316 surface->cached_dlight = true;
5321 R_UpdateAllTextureInfo(ent);
5322 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5325 rsurface.uselightmaptexture = false;
5326 rsurface.texture = NULL;
5328 surface = model->data_surfaces + model->firstmodelsurface;
5329 endsurface = surface + model->nummodelsurfaces;
5330 for (;surface < endsurface;surface++)
5332 // if this surface fits the criteria, add it to the list
5333 if (surface->num_triangles)
5335 // if lightmap parameters changed, rebuild lightmap texture
5336 if (surface->cached_dlight)
5337 R_BuildLightMap(ent, surface);
5338 // add face to draw list
5339 surfacelist[numsurfacelist++] = surface;
5340 counttriangles += surface->num_triangles;
5341 if (numsurfacelist >= maxsurfacelist)
5343 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5349 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5350 r_refdef.stats.entities_triangles += counttriangles;
5353 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5354 R_DrawCollisionBrushes(ent);
5356 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5357 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);