2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
33 qboolean r_loadnormalmap;
42 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
43 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
44 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
45 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
46 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
47 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
48 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
49 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
51 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
52 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
53 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
54 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
55 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
57 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
58 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
59 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
60 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
61 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
62 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
63 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)"};
64 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
65 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
66 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"};
67 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"};
68 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
69 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"};
70 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"};
71 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"};
72 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
73 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
74 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
75 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
76 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
77 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
78 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
79 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
80 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
81 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
82 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
83 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
84 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
85 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
86 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
87 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
88 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
89 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
90 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
91 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
92 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
93 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
94 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
95 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
96 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
97 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
99 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
100 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
101 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
102 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
103 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
104 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
105 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
106 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
108 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
109 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
110 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
112 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)"};
113 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
114 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
115 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
116 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
117 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
118 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
119 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
120 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
122 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
123 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
124 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
125 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
126 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
128 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
129 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
130 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
131 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
133 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
134 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
135 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
136 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
137 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
138 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
139 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
141 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
142 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
143 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
144 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)"};
146 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"};
148 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"};
150 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
152 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
153 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
154 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
155 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
156 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
157 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
158 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
160 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
162 extern cvar_t v_glslgamma;
164 extern qboolean v_flipped_state;
166 static struct r_bloomstate_s
171 int bloomwidth, bloomheight;
173 int screentexturewidth, screentextureheight;
174 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
176 int bloomtexturewidth, bloomtextureheight;
177 rtexture_t *texture_bloom;
179 // arrays for rendering the screen passes
180 float screentexcoord2f[8];
181 float bloomtexcoord2f[8];
182 float offsettexcoord2f[8];
184 r_viewport_t viewport;
188 r_waterstate_t r_waterstate;
190 /// shadow volume bsp struct with automatically growing nodes buffer
193 rtexture_t *r_texture_blanknormalmap;
194 rtexture_t *r_texture_white;
195 rtexture_t *r_texture_grey128;
196 rtexture_t *r_texture_black;
197 rtexture_t *r_texture_notexture;
198 rtexture_t *r_texture_whitecube;
199 rtexture_t *r_texture_normalizationcube;
200 rtexture_t *r_texture_fogattenuation;
201 rtexture_t *r_texture_gammaramps;
202 unsigned int r_texture_gammaramps_serial;
203 //rtexture_t *r_texture_fogintensity;
205 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
206 unsigned int r_numqueries;
207 unsigned int r_maxqueries;
209 typedef struct r_qwskincache_s
211 char name[MAX_QPATH];
212 skinframe_t *skinframe;
216 static r_qwskincache_t *r_qwskincache;
217 static int r_qwskincache_size;
219 /// vertex coordinates for a quad that covers the screen exactly
220 const float r_screenvertex3f[12] =
228 extern void R_DrawModelShadows(void);
230 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
233 for (i = 0;i < verts;i++)
244 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
247 for (i = 0;i < verts;i++)
257 // FIXME: move this to client?
260 if (gamemode == GAME_NEHAHRA)
262 Cvar_Set("gl_fogenable", "0");
263 Cvar_Set("gl_fogdensity", "0.2");
264 Cvar_Set("gl_fogred", "0.3");
265 Cvar_Set("gl_foggreen", "0.3");
266 Cvar_Set("gl_fogblue", "0.3");
268 r_refdef.fog_density = 0;
269 r_refdef.fog_red = 0;
270 r_refdef.fog_green = 0;
271 r_refdef.fog_blue = 0;
272 r_refdef.fog_alpha = 1;
273 r_refdef.fog_start = 0;
274 r_refdef.fog_end = 16384;
275 r_refdef.fog_height = 1<<30;
276 r_refdef.fog_fadedepth = 128;
279 static void R_BuildBlankTextures(void)
281 unsigned char data[4];
282 data[2] = 128; // normal X
283 data[1] = 128; // normal Y
284 data[0] = 255; // normal Z
285 data[3] = 128; // height
286 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
291 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
301 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
304 static void R_BuildNoTexture(void)
307 unsigned char pix[16][16][4];
308 // this makes a light grey/dark grey checkerboard texture
309 for (y = 0;y < 16;y++)
311 for (x = 0;x < 16;x++)
313 if ((y < 8) ^ (x < 8))
329 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
332 static void R_BuildWhiteCube(void)
334 unsigned char data[6*1*1*4];
335 memset(data, 255, sizeof(data));
336 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
339 static void R_BuildNormalizationCube(void)
343 vec_t s, t, intensity;
345 unsigned char data[6][NORMSIZE][NORMSIZE][4];
346 for (side = 0;side < 6;side++)
348 for (y = 0;y < NORMSIZE;y++)
350 for (x = 0;x < NORMSIZE;x++)
352 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
353 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388 intensity = 127.0f / sqrt(DotProduct(v, v));
389 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
390 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
391 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
392 data[side][y][x][3] = 255;
396 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
399 static void R_BuildFogTexture(void)
403 unsigned char data1[FOGWIDTH][4];
404 //unsigned char data2[FOGWIDTH][4];
407 r_refdef.fogmasktable_start = r_refdef.fog_start;
408 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
409 r_refdef.fogmasktable_range = r_refdef.fogrange;
410 r_refdef.fogmasktable_density = r_refdef.fog_density;
412 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
413 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
415 d = (x * r - r_refdef.fogmasktable_start);
416 if(developer.integer >= 100)
417 Con_Printf("%f ", d);
419 if (r_fog_exp2.integer)
420 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
422 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
423 if(developer.integer >= 100)
424 Con_Printf(" : %f ", alpha);
425 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
426 if(developer.integer >= 100)
427 Con_Printf(" = %f\n", alpha);
428 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
431 for (x = 0;x < FOGWIDTH;x++)
433 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
438 //data2[x][0] = 255 - b;
439 //data2[x][1] = 255 - b;
440 //data2[x][2] = 255 - b;
443 if (r_texture_fogattenuation)
445 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
446 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
450 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
451 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
455 static const char *builtinshaderstring =
456 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
457 "// written by Forest 'LordHavoc' Hale\n"
459 "// enable various extensions depending on permutation:\n"
461 "#ifdef USESHADOWMAPRECT\n"
462 "# extension GL_ARB_texture_rectangle : enable\n"
465 "#ifdef USESHADOWMAP2D\n"
466 "# ifdef GL_EXT_gpu_shader4\n"
467 "# extension GL_EXT_gpu_shader4 : enable\n"
469 "# ifdef GL_ARB_texture_gather\n"
470 "# extension GL_ARB_texture_gather : enable\n"
472 "# ifdef GL_AMD_texture_texture4\n"
473 "# extension GL_AMD_texture_texture4 : enable\n"
478 "#ifdef USESHADOWMAPCUBE\n"
479 "# extension GL_EXT_gpu_shader4 : enable\n"
482 "#ifdef USESHADOWSAMPLER\n"
483 "# extension GL_ARB_shadow : enable\n"
486 "// common definitions between vertex shader and fragment shader:\n"
488 "//#ifdef __GLSL_CG_DATA_TYPES\n"
489 "//# define myhalf half\n"
490 "//# define myhalf2 half2\n"
491 "//# define myhalf3half3\n"
492 "//# define myhalf4 half4\n"
494 "# define myhalf float\n"
495 "# define myhalf2 vec2\n"
496 "# define myhalf3 vec3\n"
497 "# define myhalf4 vec4\n"
500 "#ifdef USEFOGINSIDE\n"
503 "# ifdef USEFOGOUTSIDE\n"
508 "#ifdef MODE_DEPTH_OR_SHADOW\n"
510 "# ifdef VERTEX_SHADER\n"
513 " gl_Position = ftransform();\n"
518 "#ifdef MODE_SHOWDEPTH\n"
519 "# ifdef VERTEX_SHADER\n"
522 " gl_Position = ftransform();\n"
523 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
526 "# ifdef FRAGMENT_SHADER\n"
529 " gl_FragColor = gl_Color;\n"
533 "#else // !MODE_SHOWDEPTH\n"
535 "#ifdef MODE_POSTPROCESS\n"
536 "# ifdef VERTEX_SHADER\n"
539 " gl_FrontColor = gl_Color;\n"
540 " gl_Position = ftransform();\n"
541 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
543 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
547 "# ifdef FRAGMENT_SHADER\n"
549 "uniform sampler2D Texture_First;\n"
551 "uniform sampler2D Texture_Second;\n"
553 "#ifdef USEGAMMARAMPS\n"
554 "uniform sampler2D Texture_GammaRamps;\n"
556 "#ifdef USESATURATION\n"
557 "uniform float Saturation;\n"
559 "#ifdef USEVIEWTINT\n"
560 "uniform vec4 TintColor;\n"
562 "//uncomment these if you want to use them:\n"
563 "uniform vec4 UserVec1;\n"
564 "// uniform vec4 UserVec2;\n"
565 "// uniform vec4 UserVec3;\n"
566 "// uniform vec4 UserVec4;\n"
567 "// uniform float ClientTime;\n"
568 "uniform vec2 PixelSize;\n"
571 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
573 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
575 "#ifdef USEVIEWTINT\n"
576 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
579 "#ifdef USEPOSTPROCESSING\n"
580 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
581 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
582 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
583 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
584 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
585 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
586 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
587 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
590 "#ifdef USESATURATION\n"
591 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
592 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
593 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
594 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
597 "#ifdef USEGAMMARAMPS\n"
598 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
599 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
600 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
607 "#ifdef MODE_GENERIC\n"
608 "# ifdef VERTEX_SHADER\n"
611 " gl_FrontColor = gl_Color;\n"
612 "# ifdef USEDIFFUSE\n"
613 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
615 "# ifdef USESPECULAR\n"
616 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
618 " gl_Position = ftransform();\n"
621 "# ifdef FRAGMENT_SHADER\n"
623 "# ifdef USEDIFFUSE\n"
624 "uniform sampler2D Texture_First;\n"
626 "# ifdef USESPECULAR\n"
627 "uniform sampler2D Texture_Second;\n"
632 " gl_FragColor = gl_Color;\n"
633 "# ifdef USEDIFFUSE\n"
634 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
637 "# ifdef USESPECULAR\n"
638 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
640 "# ifdef USECOLORMAPPING\n"
641 " gl_FragColor *= tex2;\n"
644 " gl_FragColor += tex2;\n"
646 "# ifdef USEVERTEXTEXTUREBLEND\n"
647 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
652 "#else // !MODE_GENERIC\n"
653 "#ifdef MODE_BLOOMBLUR\n"
654 "# ifdef VERTEX_SHADER\n"
657 " gl_FrontColor = gl_Color;\n"
658 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
659 " gl_Position = ftransform();\n"
662 "# ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
665 "uniform vec4 BloomBlur_Parameters;\n"
670 " vec2 tc = gl_TexCoord[0].xy;\n"
671 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
672 " tc += BloomBlur_Parameters.xy;\n"
673 " for (i = 1;i < SAMPLES;i++)\n"
675 " color += texture2D(Texture_First, tc).rgb;\n"
676 " tc += BloomBlur_Parameters.xy;\n"
678 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
682 "#else // !MODE_BLOOMBLUR\n"
684 "varying vec2 TexCoord;\n"
685 "#ifdef USEVERTEXTEXTUREBLEND\n"
686 "varying vec2 TexCoord2;\n"
688 "varying vec2 TexCoordLightmap;\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 CubeVector;\n"
694 "#ifdef MODE_LIGHTSOURCE\n"
695 "varying vec3 LightVector;\n"
697 "#ifdef MODE_LIGHTDIRECTION\n"
698 "varying vec3 LightVector;\n"
701 "varying vec3 EyeVector;\n"
703 "varying vec3 EyeVectorModelSpace;\n"
704 "varying float FogPlaneVertexDist;\n"
707 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
708 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
709 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
711 "#ifdef MODE_WATER\n"
712 "varying vec4 ModelViewProjectionPosition;\n"
714 "#ifdef MODE_REFRACTION\n"
715 "varying vec4 ModelViewProjectionPosition;\n"
717 "#ifdef USEREFLECTION\n"
718 "varying vec4 ModelViewProjectionPosition;\n"
725 "// vertex shader specific:\n"
726 "#ifdef VERTEX_SHADER\n"
728 "uniform vec3 LightPosition;\n"
729 "uniform vec3 EyePosition;\n"
730 "uniform vec3 LightDir;\n"
731 "uniform vec4 FogPlane;\n"
733 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
737 " gl_FrontColor = gl_Color;\n"
738 " // copy the surface texcoord\n"
739 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
740 "#ifdef USEVERTEXTEXTUREBLEND\n"
741 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
743 "#ifndef MODE_LIGHTSOURCE\n"
744 "# ifndef MODE_LIGHTDIRECTION\n"
745 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
749 "#ifdef MODE_LIGHTSOURCE\n"
750 " // transform vertex position into light attenuation/cubemap space\n"
751 " // (-1 to +1 across the light box)\n"
752 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
754 " // transform unnormalized light direction into tangent space\n"
755 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
756 " // normalize it per pixel)\n"
757 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
758 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
759 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
760 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
763 "#ifdef MODE_LIGHTDIRECTION\n"
764 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
765 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
766 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
769 " // transform unnormalized eye direction into tangent space\n"
771 " vec3 EyeVectorModelSpace;\n"
773 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
774 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
775 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
776 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
779 " FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
782 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
783 " VectorS = gl_MultiTexCoord1.xyz;\n"
784 " VectorT = gl_MultiTexCoord2.xyz;\n"
785 " VectorR = gl_MultiTexCoord3.xyz;\n"
788 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
789 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
790 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
791 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
794 "// transform vertex to camera space, using ftransform to match non-VS\n"
796 " gl_Position = ftransform();\n"
798 "#ifdef MODE_WATER\n"
799 " ModelViewProjectionPosition = gl_Position;\n"
801 "#ifdef MODE_REFRACTION\n"
802 " ModelViewProjectionPosition = gl_Position;\n"
804 "#ifdef USEREFLECTION\n"
805 " ModelViewProjectionPosition = gl_Position;\n"
809 "#endif // VERTEX_SHADER\n"
814 "// fragment shader specific:\n"
815 "#ifdef FRAGMENT_SHADER\n"
817 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
818 "uniform sampler2D Texture_Normal;\n"
819 "uniform sampler2D Texture_Color;\n"
820 "uniform sampler2D Texture_Gloss;\n"
821 "uniform sampler2D Texture_Glow;\n"
822 "uniform sampler2D Texture_SecondaryNormal;\n"
823 "uniform sampler2D Texture_SecondaryColor;\n"
824 "uniform sampler2D Texture_SecondaryGloss;\n"
825 "uniform sampler2D Texture_SecondaryGlow;\n"
826 "uniform sampler2D Texture_Pants;\n"
827 "uniform sampler2D Texture_Shirt;\n"
828 "uniform sampler2D Texture_FogMask;\n"
829 "uniform sampler2D Texture_Lightmap;\n"
830 "uniform sampler2D Texture_Deluxemap;\n"
831 "uniform sampler2D Texture_Refraction;\n"
832 "uniform sampler2D Texture_Reflection;\n"
833 "uniform sampler2D Texture_Attenuation;\n"
834 "uniform samplerCube Texture_Cube;\n"
836 "#define showshadowmap 0\n"
838 "#ifdef USESHADOWMAPRECT\n"
839 "# ifdef USESHADOWSAMPLER\n"
840 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
842 "uniform sampler2DRect Texture_ShadowMapRect;\n"
846 "#ifdef USESHADOWMAP2D\n"
847 "# ifdef USESHADOWSAMPLER\n"
848 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
850 "uniform sampler2D Texture_ShadowMap2D;\n"
854 "#ifdef USESHADOWMAPVSDCT\n"
855 "uniform samplerCube Texture_CubeProjection;\n"
858 "#ifdef USESHADOWMAPCUBE\n"
859 "# ifdef USESHADOWSAMPLER\n"
860 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
862 "uniform samplerCube Texture_ShadowMapCube;\n"
866 "uniform myhalf3 LightColor;\n"
867 "uniform myhalf3 AmbientColor;\n"
868 "uniform myhalf3 DiffuseColor;\n"
869 "uniform myhalf3 SpecularColor;\n"
870 "uniform myhalf3 Color_Pants;\n"
871 "uniform myhalf3 Color_Shirt;\n"
872 "uniform myhalf3 FogColor;\n"
874 "uniform myhalf4 TintColor;\n"
877 "//#ifdef MODE_WATER\n"
878 "uniform vec4 DistortScaleRefractReflect;\n"
879 "uniform vec4 ScreenScaleRefractReflect;\n"
880 "uniform vec4 ScreenCenterRefractReflect;\n"
881 "uniform myhalf4 RefractColor;\n"
882 "uniform myhalf4 ReflectColor;\n"
883 "uniform myhalf ReflectFactor;\n"
884 "uniform myhalf ReflectOffset;\n"
886 "//# ifdef MODE_REFRACTION\n"
887 "//uniform vec4 DistortScaleRefractReflect;\n"
888 "//uniform vec4 ScreenScaleRefractReflect;\n"
889 "//uniform vec4 ScreenCenterRefractReflect;\n"
890 "//uniform myhalf4 RefractColor;\n"
891 "//# ifdef USEREFLECTION\n"
892 "//uniform myhalf4 ReflectColor;\n"
895 "//# ifdef USEREFLECTION\n"
896 "//uniform vec4 DistortScaleRefractReflect;\n"
897 "//uniform vec4 ScreenScaleRefractReflect;\n"
898 "//uniform vec4 ScreenCenterRefractReflect;\n"
899 "//uniform myhalf4 ReflectColor;\n"
904 "uniform myhalf3 GlowColor;\n"
905 "uniform myhalf SceneBrightness;\n"
907 "uniform float OffsetMapping_Scale;\n"
908 "uniform float OffsetMapping_Bias;\n"
909 "uniform float FogRangeRecip;\n"
910 "uniform float FogPlaneViewDist;\n"
911 "uniform float FogHeightFade;\n"
913 "uniform myhalf AmbientScale;\n"
914 "uniform myhalf DiffuseScale;\n"
915 "uniform myhalf SpecularScale;\n"
916 "uniform myhalf SpecularPower;\n"
918 "#ifdef USEOFFSETMAPPING\n"
919 "vec2 OffsetMapping(vec2 TexCoord)\n"
921 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
922 " // 14 sample relief mapping: linear search and then binary search\n"
923 " // this basically steps forward a small amount repeatedly until it finds\n"
924 " // itself inside solid, then jitters forward and back using decreasing\n"
925 " // amounts to find the impact\n"
926 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
927 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
928 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
929 " vec3 RT = vec3(TexCoord, 1);\n"
930 " OffsetVector *= 0.1;\n"
931 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
937 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
938 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
939 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
940 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
941 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
942 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
943 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
944 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
947 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
948 " // this basically moves forward the full distance, and then backs up based\n"
949 " // on height of samples\n"
950 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
951 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
952 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
953 " TexCoord += OffsetVector;\n"
954 " OffsetVector *= 0.333;\n"
955 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
956 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
957 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
958 " return TexCoord;\n"
961 "#endif // USEOFFSETMAPPING\n"
963 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
964 "uniform vec2 ShadowMap_TextureScale;\n"
965 "uniform vec4 ShadowMap_Parameters;\n"
968 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
969 "vec3 GetShadowMapTC2D(vec3 dir)\n"
971 " vec3 adir = abs(dir);\n"
972 "# ifndef USESHADOWMAPVSDCT\n"
976 " if (adir.x > adir.y)\n"
978 " if (adir.x > adir.z) // X\n"
982 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
988 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
993 " if (adir.y > adir.z) // Y\n"
997 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1003 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1007 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1008 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1009 " stc.z += ShadowMap_Parameters.z;\n"
1010 "# if showshadowmap\n"
1011 " stc.xy *= ShadowMap_TextureScale;\n"
1015 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1016 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1017 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1018 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1019 " stc.z += ShadowMap_Parameters.z;\n"
1020 "# if showshadowmap\n"
1021 " stc.xy *= ShadowMap_TextureScale;\n"
1026 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1028 "#ifdef USESHADOWMAPCUBE\n"
1029 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1031 " vec3 adir = abs(dir);\n"
1032 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1036 "#if !showshadowmap\n"
1037 "# ifdef USESHADOWMAPRECT\n"
1038 "float ShadowMapCompare(vec3 dir)\n"
1040 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1042 "# ifdef USESHADOWSAMPLER\n"
1044 "# ifdef USESHADOWMAPPCF\n"
1045 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1046 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1048 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1053 "# ifdef USESHADOWMAPPCF\n"
1054 "# if USESHADOWMAPPCF > 1\n"
1055 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1056 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1057 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1058 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1059 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1060 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1061 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1062 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1064 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1065 " vec2 offset = fract(shadowmaptc.xy);\n"
1066 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1067 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1068 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1069 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1070 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1073 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1081 "# ifdef USESHADOWMAP2D\n"
1082 "float ShadowMapCompare(vec3 dir)\n"
1084 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1087 "# ifdef USESHADOWSAMPLER\n"
1088 "# ifdef USESHADOWMAPPCF\n"
1089 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1090 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1091 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1093 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1096 "# ifdef USESHADOWMAPPCF\n"
1097 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1098 "# ifdef GL_ARB_texture_gather\n"
1099 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1101 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1103 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1104 " center *= ShadowMap_TextureScale;\n"
1105 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1106 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1107 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1108 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1109 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1110 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1111 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1113 "# ifdef GL_EXT_gpu_shader4\n"
1114 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1116 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1118 "# if USESHADOWMAPPCF > 1\n"
1119 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1120 " center *= ShadowMap_TextureScale;\n"
1121 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1122 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1123 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1124 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1125 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1126 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1128 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1129 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1130 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1131 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1132 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1133 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1137 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1144 "# ifdef USESHADOWMAPCUBE\n"
1145 "float ShadowMapCompare(vec3 dir)\n"
1147 " // apply depth texture cubemap as light filter\n"
1148 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1150 "# ifdef USESHADOWSAMPLER\n"
1151 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1153 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1160 "#ifdef MODE_WATER\n"
1165 "#ifdef USEOFFSETMAPPING\n"
1166 " // apply offsetmapping\n"
1167 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1168 "#define TexCoord TexCoordOffset\n"
1171 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1172 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1173 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1174 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1175 " // FIXME temporary hack to detect the case that the reflection\n"
1176 " // gets blackened at edges due to leaving the area that contains actual\n"
1178 " // Remove this 'ack once we have a better way to stop this thing from\n"
1180 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1181 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1182 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1183 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1184 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1185 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1186 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1187 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1188 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1189 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1190 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1191 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1194 "#else // !MODE_WATER\n"
1195 "#ifdef MODE_REFRACTION\n"
1197 "// refraction pass\n"
1200 "#ifdef USEOFFSETMAPPING\n"
1201 " // apply offsetmapping\n"
1202 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1203 "#define TexCoord TexCoordOffset\n"
1206 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1207 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1208 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1209 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1210 " // FIXME temporary hack to detect the case that the reflection\n"
1211 " // gets blackened at edges due to leaving the area that contains actual\n"
1213 " // Remove this 'ack once we have a better way to stop this thing from\n"
1215 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1216 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1217 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1218 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1219 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1220 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1223 "#else // !MODE_REFRACTION\n"
1226 "#ifdef USEOFFSETMAPPING\n"
1227 " // apply offsetmapping\n"
1228 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1229 "#define TexCoord TexCoordOffset\n"
1232 " // combine the diffuse textures (base, pants, shirt)\n"
1233 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1234 "#ifdef USECOLORMAPPING\n"
1235 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1237 "#ifdef USEVERTEXTEXTUREBLEND\n"
1238 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1239 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1240 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1241 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1243 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1246 "#ifdef USEDIFFUSE\n"
1247 " // get the surface normal and the gloss color\n"
1248 "# ifdef USEVERTEXTEXTUREBLEND\n"
1249 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1250 "# ifdef USESPECULAR\n"
1251 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1254 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1255 "# ifdef USESPECULAR\n"
1256 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1263 "#ifdef MODE_LIGHTSOURCE\n"
1264 " // light source\n"
1266 " // calculate surface normal, light normal, and specular normal\n"
1267 " // compute color intensity for the two textures (colormap and glossmap)\n"
1268 " // scale by light color and attenuation as efficiently as possible\n"
1269 " // (do as much scalar math as possible rather than vector math)\n"
1270 "# ifdef USEDIFFUSE\n"
1271 " // get the light normal\n"
1272 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1274 "# ifdef USESPECULAR\n"
1275 "# ifndef USEEXACTSPECULARMATH\n"
1276 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1279 " // calculate directional shading\n"
1280 "# ifdef USEEXACTSPECULARMATH\n"
1281 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1283 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1286 "# ifdef USEDIFFUSE\n"
1287 " // calculate directional shading\n"
1288 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1290 " // calculate directionless shading\n"
1291 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1295 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1296 "#if !showshadowmap\n"
1297 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1301 "# ifdef USECUBEFILTER\n"
1302 " // apply light cubemap filter\n"
1303 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1304 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1306 "#endif // MODE_LIGHTSOURCE\n"
1311 "#ifdef MODE_LIGHTDIRECTION\n"
1312 " // directional model lighting\n"
1313 "# ifdef USEDIFFUSE\n"
1314 " // get the light normal\n"
1315 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1317 "# ifdef USESPECULAR\n"
1318 " // calculate directional shading\n"
1319 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1320 "# ifdef USEEXACTSPECULARMATH\n"
1321 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1323 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1324 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1327 "# ifdef USEDIFFUSE\n"
1329 " // calculate directional shading\n"
1330 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1332 " color.rgb *= AmbientColor;\n"
1335 "#endif // MODE_LIGHTDIRECTION\n"
1340 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1341 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1343 " // get the light normal\n"
1344 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1345 " myhalf3 diffusenormal;\n"
1346 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1347 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1348 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1349 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1350 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1351 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1352 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1353 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1354 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1355 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1356 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1357 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1358 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1359 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1360 "# ifdef USESPECULAR\n"
1361 "# ifdef USEEXACTSPECULARMATH\n"
1362 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1364 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1365 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1369 " // apply lightmap color\n"
1370 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1371 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1376 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1377 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1379 " // get the light normal\n"
1380 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1381 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1382 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1383 "# ifdef USESPECULAR\n"
1384 "# ifdef USEEXACTSPECULARMATH\n"
1385 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1387 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1388 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1392 " // apply lightmap color\n"
1393 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1394 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1399 "#ifdef MODE_LIGHTMAP\n"
1400 " // apply lightmap color\n"
1401 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1402 "#endif // MODE_LIGHTMAP\n"
1407 "#ifdef MODE_VERTEXCOLOR\n"
1408 " // apply lightmap color\n"
1409 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1410 "#endif // MODE_VERTEXCOLOR\n"
1415 "#ifdef MODE_FLATCOLOR\n"
1416 "#endif // MODE_FLATCOLOR\n"
1424 " color *= TintColor;\n"
1427 "#ifdef USEVERTEXTEXTUREBLEND\n"
1428 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1430 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1434 " color.rgb *= SceneBrightness;\n"
1436 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1439 "#ifdef USEFOGOUTSIDE\n"
1440 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1442 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1444 "// float FogHeightFade1 = -0.5/1024.0;\n"
1445 "// if (FogPlaneViewDist >= 0.0)\n"
1446 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1448 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1449 "//# ifdef USEFOGABOVE\n"
1450 "// if (FogPlaneViewDist >= 0.0)\n"
1451 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1453 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1454 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1455 "// fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1456 "// fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1457 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1459 " //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1460 " //float fade = -0.5/128.0;\n"
1461 " //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1462 " //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1464 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1465 " //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1466 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1467 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1468 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1470 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1473 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1474 "#ifdef USEREFLECTION\n"
1475 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1476 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1477 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1478 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1479 " // FIXME temporary hack to detect the case that the reflection\n"
1480 " // gets blackened at edges due to leaving the area that contains actual\n"
1482 " // Remove this 'ack once we have a better way to stop this thing from\n"
1484 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1485 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1486 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1487 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1488 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1489 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1492 " gl_FragColor = vec4(color);\n"
1494 "#if showshadowmap\n"
1495 "# ifdef USESHADOWMAPRECT\n"
1496 "# ifdef USESHADOWSAMPLER\n"
1497 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1499 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1502 "# ifdef USESHADOWMAP2D\n"
1503 "# ifdef USESHADOWSAMPLER\n"
1504 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1506 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1510 "# ifdef USESHADOWMAPCUBE\n"
1511 "# ifdef USESHADOWSAMPLER\n"
1512 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1514 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1519 "#endif // !MODE_REFRACTION\n"
1520 "#endif // !MODE_WATER\n"
1522 "#endif // FRAGMENT_SHADER\n"
1524 "#endif // !MODE_BLOOMBLUR\n"
1525 "#endif // !MODE_GENERIC\n"
1526 "#endif // !MODE_POSTPROCESS\n"
1527 "#endif // !MODE_SHOWDEPTH\n"
1528 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1531 typedef struct shaderpermutationinfo_s
1533 const char *pretext;
1536 shaderpermutationinfo_t;
1538 typedef struct shadermodeinfo_s
1540 const char *vertexfilename;
1541 const char *geometryfilename;
1542 const char *fragmentfilename;
1543 const char *pretext;
1548 typedef enum shaderpermutation_e
1550 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1551 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1552 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1553 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1554 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1555 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1556 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1557 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1558 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1559 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1560 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1561 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1562 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1563 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1564 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1565 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1566 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1567 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1568 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1569 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1570 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1571 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1572 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1573 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1574 SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1575 SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1577 shaderpermutation_t;
1579 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1580 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1582 {"#define USEDIFFUSE\n", " diffuse"},
1583 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1584 {"#define USEVIEWTINT\n", " viewtint"},
1585 {"#define USECOLORMAPPING\n", " colormapping"},
1586 {"#define USESATURATION\n", " saturation"},
1587 {"#define USEFOGINSIDE\n", " foginside"},
1588 {"#define USEFOGOUTSIDE\n", " fogoutside"},
1589 {"#define USEGAMMARAMPS\n", " gammaramps"},
1590 {"#define USECUBEFILTER\n", " cubefilter"},
1591 {"#define USEGLOW\n", " glow"},
1592 {"#define USEBLOOM\n", " bloom"},
1593 {"#define USESPECULAR\n", " specular"},
1594 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1595 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1596 {"#define USEREFLECTION\n", " reflection"},
1597 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1598 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1599 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1600 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1601 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1602 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1603 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1604 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1605 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1608 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1609 typedef enum shadermode_e
1611 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1612 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1613 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1614 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1615 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1616 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1617 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1618 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1619 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1620 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1621 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1622 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1623 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1628 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1629 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1631 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1632 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1633 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1634 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1635 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1636 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1637 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1638 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1639 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1640 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1641 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1642 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1643 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1646 struct r_glsl_permutation_s;
1647 typedef struct r_glsl_permutation_s
1649 /// hash lookup data
1650 struct r_glsl_permutation_s *hashnext;
1652 unsigned int permutation;
1654 /// indicates if we have tried compiling this permutation already
1656 /// 0 if compilation failed
1658 /// locations of detected uniforms in program object, or -1 if not found
1659 int loc_Texture_First;
1660 int loc_Texture_Second;
1661 int loc_Texture_GammaRamps;
1662 int loc_Texture_Normal;
1663 int loc_Texture_Color;
1664 int loc_Texture_Gloss;
1665 int loc_Texture_Glow;
1666 int loc_Texture_SecondaryNormal;
1667 int loc_Texture_SecondaryColor;
1668 int loc_Texture_SecondaryGloss;
1669 int loc_Texture_SecondaryGlow;
1670 int loc_Texture_Pants;
1671 int loc_Texture_Shirt;
1672 int loc_Texture_FogMask;
1673 int loc_Texture_Lightmap;
1674 int loc_Texture_Deluxemap;
1675 int loc_Texture_Attenuation;
1676 int loc_Texture_Cube;
1677 int loc_Texture_Refraction;
1678 int loc_Texture_Reflection;
1679 int loc_Texture_ShadowMapRect;
1680 int loc_Texture_ShadowMapCube;
1681 int loc_Texture_ShadowMap2D;
1682 int loc_Texture_CubeProjection;
1684 int loc_LightPosition;
1685 int loc_EyePosition;
1686 int loc_Color_Pants;
1687 int loc_Color_Shirt;
1689 int loc_FogPlaneViewDist;
1690 int loc_FogRangeRecip;
1691 int loc_FogHeightFade;
1692 int loc_AmbientScale;
1693 int loc_DiffuseScale;
1694 int loc_SpecularScale;
1695 int loc_SpecularPower;
1697 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1698 int loc_OffsetMapping_Scale;
1700 int loc_AmbientColor;
1701 int loc_DiffuseColor;
1702 int loc_SpecularColor;
1704 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1705 int loc_GammaCoeff; ///< 1 / gamma
1706 int loc_DistortScaleRefractReflect;
1707 int loc_ScreenScaleRefractReflect;
1708 int loc_ScreenCenterRefractReflect;
1709 int loc_RefractColor;
1710 int loc_ReflectColor;
1711 int loc_ReflectFactor;
1712 int loc_ReflectOffset;
1720 int loc_ShadowMap_TextureScale;
1721 int loc_ShadowMap_Parameters;
1723 r_glsl_permutation_t;
1725 #define SHADERPERMUTATION_HASHSIZE 256
1727 /// information about each possible shader permutation
1728 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1729 /// currently selected permutation
1730 r_glsl_permutation_t *r_glsl_permutation;
1731 /// storage for permutations linked in the hash table
1732 memexpandablearray_t r_glsl_permutationarray;
1734 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1736 //unsigned int hashdepth = 0;
1737 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1738 r_glsl_permutation_t *p;
1739 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1741 if (p->mode == mode && p->permutation == permutation)
1743 //if (hashdepth > 10)
1744 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1749 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1751 p->permutation = permutation;
1752 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1753 r_glsl_permutationhash[mode][hashindex] = p;
1754 //if (hashdepth > 10)
1755 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1759 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1762 if (!filename || !filename[0])
1764 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1767 if (printfromdisknotice)
1768 Con_DPrint("from disk... ");
1769 return shaderstring;
1771 else if (!strcmp(filename, "glsl/default.glsl"))
1773 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1774 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1776 return shaderstring;
1779 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1782 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1783 int vertstrings_count = 0;
1784 int geomstrings_count = 0;
1785 int fragstrings_count = 0;
1786 char *vertexstring, *geometrystring, *fragmentstring;
1787 const char *vertstrings_list[32+3];
1788 const char *geomstrings_list[32+3];
1789 const char *fragstrings_list[32+3];
1790 char permutationname[256];
1797 permutationname[0] = 0;
1798 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1799 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1800 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1802 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1804 // the first pretext is which type of shader to compile as
1805 // (later these will all be bound together as a program object)
1806 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1807 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1808 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1810 // the second pretext is the mode (for example a light source)
1811 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1812 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1813 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1814 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1816 // now add all the permutation pretexts
1817 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1819 if (permutation & (1<<i))
1821 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1822 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1823 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1824 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1828 // keep line numbers correct
1829 vertstrings_list[vertstrings_count++] = "\n";
1830 geomstrings_list[geomstrings_count++] = "\n";
1831 fragstrings_list[fragstrings_count++] = "\n";
1835 // now append the shader text itself
1836 vertstrings_list[vertstrings_count++] = vertexstring;
1837 geomstrings_list[geomstrings_count++] = geometrystring;
1838 fragstrings_list[fragstrings_count++] = fragmentstring;
1840 // if any sources were NULL, clear the respective list
1842 vertstrings_count = 0;
1843 if (!geometrystring)
1844 geomstrings_count = 0;
1845 if (!fragmentstring)
1846 fragstrings_count = 0;
1848 // compile the shader program
1849 if (vertstrings_count + geomstrings_count + fragstrings_count)
1850 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1854 qglUseProgramObjectARB(p->program);CHECKGLERROR
1855 // look up all the uniform variable names we care about, so we don't
1856 // have to look them up every time we set them
1857 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1858 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1859 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1860 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1861 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1862 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1863 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1864 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1865 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1866 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1867 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1868 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1869 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1870 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1871 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1872 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1873 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1874 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1875 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1876 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1877 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1878 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1879 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1880 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1881 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1882 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1883 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1884 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1885 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1886 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
1887 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1888 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1889 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
1890 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1891 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1892 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1893 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1894 p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
1895 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1896 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1897 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1898 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1899 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1900 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1901 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1902 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1903 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1904 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1905 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1906 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1907 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1908 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1909 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1910 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1911 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1912 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1913 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1914 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1915 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1916 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1917 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1918 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1919 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1920 // initialize the samplers to refer to the texture units we use
1921 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1922 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1923 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1924 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1925 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1926 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1927 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1928 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1929 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1930 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1931 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1932 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1933 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1934 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1935 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1936 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1937 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1938 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1939 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1940 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1941 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1942 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1943 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1944 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1946 if (developer.integer)
1947 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1950 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1954 Mem_Free(vertexstring);
1956 Mem_Free(geometrystring);
1958 Mem_Free(fragmentstring);
1961 void R_GLSL_Restart_f(void)
1963 unsigned int i, limit;
1964 r_glsl_permutation_t *p;
1965 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1966 for (i = 0;i < limit;i++)
1968 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1970 GL_Backend_FreeProgram(p->program);
1971 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1974 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1977 void R_GLSL_DumpShader_f(void)
1981 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1984 Con_Printf("failed to write to glsl/default.glsl\n");
1988 FS_Print(file, "/* The engine may define the following macros:\n");
1989 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1990 for (i = 0;i < SHADERMODE_COUNT;i++)
1991 FS_Print(file, shadermodeinfo[i].pretext);
1992 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1993 FS_Print(file, shaderpermutationinfo[i].pretext);
1994 FS_Print(file, "*/\n");
1995 FS_Print(file, builtinshaderstring);
1998 Con_Printf("glsl/default.glsl written\n");
2001 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
2003 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2004 if (r_glsl_permutation != perm)
2006 r_glsl_permutation = perm;
2007 if (!r_glsl_permutation->program)
2009 if (!r_glsl_permutation->compiled)
2010 R_GLSL_CompilePermutation(perm, mode, permutation);
2011 if (!r_glsl_permutation->program)
2013 // remove features until we find a valid permutation
2015 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2017 // reduce i more quickly whenever it would not remove any bits
2018 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2019 if (!(permutation & j))
2022 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2023 if (!r_glsl_permutation->compiled)
2024 R_GLSL_CompilePermutation(perm, mode, permutation);
2025 if (r_glsl_permutation->program)
2028 if (i >= SHADERPERMUTATION_COUNT)
2030 Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
2031 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2032 qglUseProgramObjectARB(0);CHECKGLERROR
2033 return; // no bit left to clear, entire mode is broken
2038 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2042 void R_SetupGenericShader(qboolean usetexture)
2044 switch(vid.renderpath)
2046 case RENDERPATH_GL20:
2047 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2049 case RENDERPATH_GL13:
2050 case RENDERPATH_GL11:
2055 void R_SetupGenericTwoTextureShader(int texturemode)
2057 switch (vid.renderpath)
2059 case RENDERPATH_GL20:
2060 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2062 case RENDERPATH_GL13:
2063 case RENDERPATH_GL11:
2064 R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1);
2069 void R_SetupDepthOrShadowShader(void)
2071 switch (vid.renderpath)
2073 case RENDERPATH_GL20:
2074 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2076 case RENDERPATH_GL13:
2078 case RENDERPATH_GL11:
2083 void R_SetupShowDepthShader(void)
2085 switch (vid.renderpath)
2087 case RENDERPATH_GL20:
2088 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2090 case RENDERPATH_GL13:
2092 case RENDERPATH_GL11:
2097 extern rtexture_t *r_shadow_attenuationgradienttexture;
2098 extern rtexture_t *r_shadow_attenuation2dtexture;
2099 extern rtexture_t *r_shadow_attenuation3dtexture;
2100 extern qboolean r_shadow_usingshadowmaprect;
2101 extern qboolean r_shadow_usingshadowmapcube;
2102 extern qboolean r_shadow_usingshadowmap2d;
2103 extern float r_shadow_shadowmap_texturescale[2];
2104 extern float r_shadow_shadowmap_parameters[4];
2105 extern qboolean r_shadow_shadowmapvsdct;
2106 extern qboolean r_shadow_shadowmapsampler;
2107 extern int r_shadow_shadowmappcf;
2108 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2110 // select a permutation of the lighting shader appropriate to this
2111 // combination of texture, entity, light source, and fogging, only use the
2112 // minimum features necessary to avoid wasting rendering time in the
2113 // fragment shader on features that are not being used
2114 unsigned int permutation = 0;
2115 unsigned int mode = 0;
2116 // TODO: implement geometry-shader based shadow volumes someday
2117 if (r_glsl_offsetmapping.integer)
2119 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2120 if (r_glsl_offsetmapping_reliefmapping.integer)
2121 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2123 if (rsurfacepass == RSURFPASS_BACKGROUND)
2125 // distorted background
2126 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2127 mode = SHADERMODE_WATER;
2129 mode = SHADERMODE_REFRACTION;
2131 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2134 mode = SHADERMODE_LIGHTSOURCE;
2135 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2136 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2137 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2138 permutation |= SHADERPERMUTATION_CUBEFILTER;
2139 if (diffusescale > 0)
2140 permutation |= SHADERPERMUTATION_DIFFUSE;
2141 if (specularscale > 0)
2142 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2143 if (r_refdef.fogenabled)
2144 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2145 if (rsurface.texture->colormapping)
2146 permutation |= SHADERPERMUTATION_COLORMAPPING;
2147 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2149 if (r_shadow_usingshadowmaprect)
2150 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2151 if (r_shadow_usingshadowmap2d)
2152 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2153 if (r_shadow_usingshadowmapcube)
2154 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2155 else if(r_shadow_shadowmapvsdct)
2156 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2158 if (r_shadow_shadowmapsampler)
2159 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2160 if (r_shadow_shadowmappcf > 1)
2161 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2162 else if (r_shadow_shadowmappcf)
2163 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2166 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2168 // unshaded geometry (fullbright or ambient model lighting)
2169 mode = SHADERMODE_FLATCOLOR;
2170 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2171 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2172 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2173 permutation |= SHADERPERMUTATION_GLOW;
2174 if (r_refdef.fogenabled)
2175 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2176 if (rsurface.texture->colormapping)
2177 permutation |= SHADERPERMUTATION_COLORMAPPING;
2178 if (r_glsl_offsetmapping.integer)
2180 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2181 if (r_glsl_offsetmapping_reliefmapping.integer)
2182 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2184 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2185 permutation |= SHADERPERMUTATION_REFLECTION;
2187 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2189 // directional model lighting
2190 mode = SHADERMODE_LIGHTDIRECTION;
2191 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2192 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2193 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2194 permutation |= SHADERPERMUTATION_GLOW;
2195 permutation |= SHADERPERMUTATION_DIFFUSE;
2196 if (specularscale > 0)
2197 permutation |= SHADERPERMUTATION_SPECULAR;
2198 if (r_refdef.fogenabled)
2199 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2200 if (rsurface.texture->colormapping)
2201 permutation |= SHADERPERMUTATION_COLORMAPPING;
2202 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2203 permutation |= SHADERPERMUTATION_REFLECTION;
2205 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2207 // ambient model lighting
2208 mode = SHADERMODE_LIGHTDIRECTION;
2209 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2210 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2211 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2212 permutation |= SHADERPERMUTATION_GLOW;
2213 if (r_refdef.fogenabled)
2214 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2215 if (rsurface.texture->colormapping)
2216 permutation |= SHADERPERMUTATION_COLORMAPPING;
2217 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2218 permutation |= SHADERPERMUTATION_REFLECTION;
2223 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2225 // deluxemapping (light direction texture)
2226 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2227 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2229 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2230 permutation |= SHADERPERMUTATION_DIFFUSE;
2231 if (specularscale > 0)
2232 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2234 else if (r_glsl_deluxemapping.integer >= 2)
2236 // fake deluxemapping (uniform light direction in tangentspace)
2237 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2238 permutation |= SHADERPERMUTATION_DIFFUSE;
2239 if (specularscale > 0)
2240 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2242 else if (rsurface.uselightmaptexture)
2244 // ordinary lightmapping (q1bsp, q3bsp)
2245 mode = SHADERMODE_LIGHTMAP;
2249 // ordinary vertex coloring (q3bsp)
2250 mode = SHADERMODE_VERTEXCOLOR;
2252 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2253 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2254 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2255 permutation |= SHADERPERMUTATION_GLOW;
2256 if (r_refdef.fogenabled)
2257 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2258 if (rsurface.texture->colormapping)
2259 permutation |= SHADERPERMUTATION_COLORMAPPING;
2260 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2261 permutation |= SHADERPERMUTATION_REFLECTION;
2263 if(permutation & SHADERPERMUTATION_SPECULAR)
2264 if(r_shadow_glossexact.integer)
2265 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2266 R_SetupShader_SetPermutation(mode, permutation);
2267 if (mode == SHADERMODE_LIGHTSOURCE)
2269 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2270 if (permutation & SHADERPERMUTATION_DIFFUSE)
2272 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2273 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2274 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2275 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2279 // ambient only is simpler
2280 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2281 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2282 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2283 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2285 // additive passes are only darkened by fog, not tinted
2286 if (r_glsl_permutation->loc_FogColor >= 0)
2287 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2288 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2289 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2293 if (mode == SHADERMODE_LIGHTDIRECTION)
2295 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
2296 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
2297 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2298 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2302 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2303 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2304 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2306 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2307 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2308 // additive passes are only darkened by fog, not tinted
2309 if (r_glsl_permutation->loc_FogColor >= 0)
2311 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2312 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2314 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2316 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2317 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2318 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2319 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2320 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2321 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2322 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2324 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2325 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2326 if (r_glsl_permutation->loc_Color_Pants >= 0)
2328 if (rsurface.texture->currentskinframe->pants)
2329 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2331 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2333 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2335 if (rsurface.texture->currentskinframe->shirt)
2336 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2338 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2340 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2341 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2342 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2343 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2344 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2346 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2350 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2352 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2356 #define SKINFRAME_HASH 1024
2360 int loadsequence; // incremented each level change
2361 memexpandablearray_t array;
2362 skinframe_t *hash[SKINFRAME_HASH];
2365 r_skinframe_t r_skinframe;
2367 void R_SkinFrame_PrepareForPurge(void)
2369 r_skinframe.loadsequence++;
2370 // wrap it without hitting zero
2371 if (r_skinframe.loadsequence >= 200)
2372 r_skinframe.loadsequence = 1;
2375 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2379 // mark the skinframe as used for the purging code
2380 skinframe->loadsequence = r_skinframe.loadsequence;
2383 void R_SkinFrame_Purge(void)
2387 for (i = 0;i < SKINFRAME_HASH;i++)
2389 for (s = r_skinframe.hash[i];s;s = s->next)
2391 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2393 if (s->merged == s->base)
2395 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2396 R_PurgeTexture(s->stain );s->stain = NULL;
2397 R_PurgeTexture(s->merged);s->merged = NULL;
2398 R_PurgeTexture(s->base );s->base = NULL;
2399 R_PurgeTexture(s->pants );s->pants = NULL;
2400 R_PurgeTexture(s->shirt );s->shirt = NULL;
2401 R_PurgeTexture(s->nmap );s->nmap = NULL;
2402 R_PurgeTexture(s->gloss );s->gloss = NULL;
2403 R_PurgeTexture(s->glow );s->glow = NULL;
2404 R_PurgeTexture(s->fog );s->fog = NULL;
2405 s->loadsequence = 0;
2411 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2413 char basename[MAX_QPATH];
2415 Image_StripImageExtension(name, basename, sizeof(basename));
2417 if( last == NULL ) {
2419 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2420 item = r_skinframe.hash[hashindex];
2425 // linearly search through the hash bucket
2426 for( ; item ; item = item->next ) {
2427 if( !strcmp( item->basename, basename ) ) {
2434 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2438 char basename[MAX_QPATH];
2440 Image_StripImageExtension(name, basename, sizeof(basename));
2442 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2443 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2444 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2448 rtexture_t *dyntexture;
2449 // check whether its a dynamic texture
2450 dyntexture = CL_GetDynTexture( basename );
2451 if (!add && !dyntexture)
2453 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2454 memset(item, 0, sizeof(*item));
2455 strlcpy(item->basename, basename, sizeof(item->basename));
2456 item->base = dyntexture; // either NULL or dyntexture handle
2457 item->textureflags = textureflags;
2458 item->comparewidth = comparewidth;
2459 item->compareheight = compareheight;
2460 item->comparecrc = comparecrc;
2461 item->next = r_skinframe.hash[hashindex];
2462 r_skinframe.hash[hashindex] = item;
2464 else if( item->base == NULL )
2466 rtexture_t *dyntexture;
2467 // check whether its a dynamic texture
2468 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
2469 dyntexture = CL_GetDynTexture( basename );
2470 item->base = dyntexture; // either NULL or dyntexture handle
2473 R_SkinFrame_MarkUsed(item);
2477 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2479 unsigned long long avgcolor[5], wsum; \
2487 for(pix = 0; pix < cnt; ++pix) \
2490 for(comp = 0; comp < 3; ++comp) \
2492 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2495 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2497 for(comp = 0; comp < 3; ++comp) \
2498 avgcolor[comp] += getpixel * w; \
2501 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2502 avgcolor[4] += getpixel; \
2504 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2506 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2507 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2508 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2509 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2512 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2515 unsigned char *pixels;
2516 unsigned char *bumppixels;
2517 unsigned char *basepixels = NULL;
2518 int basepixels_width;
2519 int basepixels_height;
2520 skinframe_t *skinframe;
2522 if (cls.state == ca_dedicated)
2525 // return an existing skinframe if already loaded
2526 // if loading of the first image fails, don't make a new skinframe as it
2527 // would cause all future lookups of this to be missing
2528 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2529 if (skinframe && skinframe->base)
2532 basepixels = loadimagepixelsbgra(name, complain, true);
2533 if (basepixels == NULL)
2536 if (developer_loading.integer)
2537 Con_Printf("loading skin \"%s\"\n", name);
2539 // we've got some pixels to store, so really allocate this new texture now
2541 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2542 skinframe->stain = NULL;
2543 skinframe->merged = NULL;
2544 skinframe->base = r_texture_notexture;
2545 skinframe->pants = NULL;
2546 skinframe->shirt = NULL;
2547 skinframe->nmap = r_texture_blanknormalmap;
2548 skinframe->gloss = NULL;
2549 skinframe->glow = NULL;
2550 skinframe->fog = NULL;
2551 skinframe->hasalpha = false;
2553 basepixels_width = image_width;
2554 basepixels_height = image_height;
2555 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2557 if (textureflags & TEXF_ALPHA)
2559 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2561 if (basepixels[j] < 255)
2563 skinframe->hasalpha = true;
2567 if (r_loadfog && skinframe->hasalpha)
2569 // has transparent pixels
2570 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2571 for (j = 0;j < image_width * image_height * 4;j += 4)
2576 pixels[j+3] = basepixels[j+3];
2578 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2583 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2584 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2586 // _norm is the name used by tenebrae and has been adopted as standard
2587 if (r_loadnormalmap)
2589 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2591 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2595 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2597 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2598 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2599 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2601 Mem_Free(bumppixels);
2603 else if (r_shadow_bumpscale_basetexture.value > 0)
2605 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2606 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2607 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2611 // _luma is supported for tenebrae compatibility
2612 // (I think it's a very stupid name, but oh well)
2613 // _glow is the preferred name
2614 if ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2615 if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2616 if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2617 if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2620 Mem_Free(basepixels);
2625 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2626 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2629 unsigned char *temp1, *temp2;
2630 skinframe_t *skinframe;
2632 if (cls.state == ca_dedicated)
2635 // if already loaded just return it, otherwise make a new skinframe
2636 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2637 if (skinframe && skinframe->base)
2640 skinframe->stain = NULL;
2641 skinframe->merged = NULL;
2642 skinframe->base = r_texture_notexture;
2643 skinframe->pants = NULL;
2644 skinframe->shirt = NULL;
2645 skinframe->nmap = r_texture_blanknormalmap;
2646 skinframe->gloss = NULL;
2647 skinframe->glow = NULL;
2648 skinframe->fog = NULL;
2649 skinframe->hasalpha = false;
2651 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2655 if (developer_loading.integer)
2656 Con_Printf("loading 32bit skin \"%s\"\n", name);
2658 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2660 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2661 temp2 = temp1 + width * height * 4;
2662 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2663 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2666 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2667 if (textureflags & TEXF_ALPHA)
2669 for (i = 3;i < width * height * 4;i += 4)
2671 if (skindata[i] < 255)
2673 skinframe->hasalpha = true;
2677 if (r_loadfog && skinframe->hasalpha)
2679 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2680 memcpy(fogpixels, skindata, width * height * 4);
2681 for (i = 0;i < width * height * 4;i += 4)
2682 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2683 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2684 Mem_Free(fogpixels);
2688 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2689 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2694 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2698 skinframe_t *skinframe;
2700 if (cls.state == ca_dedicated)
2703 // if already loaded just return it, otherwise make a new skinframe
2704 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2705 if (skinframe && skinframe->base)
2708 skinframe->stain = NULL;
2709 skinframe->merged = NULL;
2710 skinframe->base = r_texture_notexture;
2711 skinframe->pants = NULL;
2712 skinframe->shirt = NULL;
2713 skinframe->nmap = r_texture_blanknormalmap;
2714 skinframe->gloss = NULL;
2715 skinframe->glow = NULL;
2716 skinframe->fog = NULL;
2717 skinframe->hasalpha = false;
2719 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2723 if (developer_loading.integer)
2724 Con_Printf("loading quake skin \"%s\"\n", name);
2726 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2727 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
2728 memcpy(skinframe->qpixels, skindata, width*height);
2729 skinframe->qwidth = width;
2730 skinframe->qheight = height;
2733 for (i = 0;i < width * height;i++)
2734 featuresmask |= palette_featureflags[skindata[i]];
2736 skinframe->hasalpha = false;
2737 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2738 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2739 skinframe->qgeneratemerged = true;
2740 skinframe->qgeneratebase = skinframe->qhascolormapping;
2741 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2743 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2744 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2749 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2753 unsigned char *skindata;
2755 if (!skinframe->qpixels)
2758 if (!skinframe->qhascolormapping)
2759 colormapped = false;
2763 if (!skinframe->qgeneratebase)
2768 if (!skinframe->qgeneratemerged)
2772 width = skinframe->qwidth;
2773 height = skinframe->qheight;
2774 skindata = skinframe->qpixels;
2776 if (skinframe->qgeneratenmap)
2778 unsigned char *temp1, *temp2;
2779 skinframe->qgeneratenmap = false;
2780 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2781 temp2 = temp1 + width * height * 4;
2782 // use either a custom palette or the quake palette
2783 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2784 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2785 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2789 if (skinframe->qgenerateglow)
2791 skinframe->qgenerateglow = false;
2792 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
2797 skinframe->qgeneratebase = false;
2798 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2799 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
2800 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
2804 skinframe->qgeneratemerged = false;
2805 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2808 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2810 Mem_Free(skinframe->qpixels);
2811 skinframe->qpixels = NULL;
2815 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2818 skinframe_t *skinframe;
2820 if (cls.state == ca_dedicated)
2823 // if already loaded just return it, otherwise make a new skinframe
2824 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2825 if (skinframe && skinframe->base)
2828 skinframe->stain = NULL;
2829 skinframe->merged = NULL;
2830 skinframe->base = r_texture_notexture;
2831 skinframe->pants = NULL;
2832 skinframe->shirt = NULL;
2833 skinframe->nmap = r_texture_blanknormalmap;
2834 skinframe->gloss = NULL;
2835 skinframe->glow = NULL;
2836 skinframe->fog = NULL;
2837 skinframe->hasalpha = false;
2839 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2843 if (developer_loading.integer)
2844 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2846 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
2847 if (textureflags & TEXF_ALPHA)
2849 for (i = 0;i < width * height;i++)
2851 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2853 skinframe->hasalpha = true;
2857 if (r_loadfog && skinframe->hasalpha)
2858 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
2861 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2862 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2867 skinframe_t *R_SkinFrame_LoadMissing(void)
2869 skinframe_t *skinframe;
2871 if (cls.state == ca_dedicated)
2874 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2875 skinframe->stain = NULL;
2876 skinframe->merged = NULL;
2877 skinframe->base = r_texture_notexture;
2878 skinframe->pants = NULL;
2879 skinframe->shirt = NULL;
2880 skinframe->nmap = r_texture_blanknormalmap;
2881 skinframe->gloss = NULL;
2882 skinframe->glow = NULL;
2883 skinframe->fog = NULL;
2884 skinframe->hasalpha = false;
2886 skinframe->avgcolor[0] = rand() / RAND_MAX;
2887 skinframe->avgcolor[1] = rand() / RAND_MAX;
2888 skinframe->avgcolor[2] = rand() / RAND_MAX;
2889 skinframe->avgcolor[3] = 1;
2894 void R_Main_FreeViewCache(void)
2896 if (r_refdef.viewcache.entityvisible)
2897 Mem_Free(r_refdef.viewcache.entityvisible);
2898 if (r_refdef.viewcache.world_pvsbits)
2899 Mem_Free(r_refdef.viewcache.world_pvsbits);
2900 if (r_refdef.viewcache.world_leafvisible)
2901 Mem_Free(r_refdef.viewcache.world_leafvisible);
2902 if (r_refdef.viewcache.world_surfacevisible)
2903 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2904 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2907 void R_Main_ResizeViewCache(void)
2909 int numentities = r_refdef.scene.numentities;
2910 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2911 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2912 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2913 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2914 if (r_refdef.viewcache.maxentities < numentities)
2916 r_refdef.viewcache.maxentities = numentities;
2917 if (r_refdef.viewcache.entityvisible)
2918 Mem_Free(r_refdef.viewcache.entityvisible);
2919 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2921 if (r_refdef.viewcache.world_numclusters != numclusters)
2923 r_refdef.viewcache.world_numclusters = numclusters;
2924 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2925 if (r_refdef.viewcache.world_pvsbits)
2926 Mem_Free(r_refdef.viewcache.world_pvsbits);
2927 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2929 if (r_refdef.viewcache.world_numleafs != numleafs)
2931 r_refdef.viewcache.world_numleafs = numleafs;
2932 if (r_refdef.viewcache.world_leafvisible)
2933 Mem_Free(r_refdef.viewcache.world_leafvisible);
2934 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2936 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2938 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2939 if (r_refdef.viewcache.world_surfacevisible)
2940 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2941 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2945 void gl_main_start(void)
2947 switch(vid.renderpath)
2949 case RENDERPATH_GL20:
2950 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2951 Cvar_SetValueQuick(&gl_combine, 1);
2952 Cvar_SetValueQuick(&r_glsl, 1);
2953 r_loadnormalmap = true;
2957 case RENDERPATH_GL13:
2958 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2959 Cvar_SetValueQuick(&gl_combine, 1);
2960 Cvar_SetValueQuick(&r_glsl, 0);
2961 r_loadnormalmap = false;
2962 r_loadgloss = false;
2965 case RENDERPATH_GL11:
2966 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2967 Cvar_SetValueQuick(&gl_combine, 0);
2968 Cvar_SetValueQuick(&r_glsl, 0);
2969 r_loadnormalmap = false;
2970 r_loadgloss = false;
2976 R_FrameData_Reset();
2980 memset(r_queries, 0, sizeof(r_queries));
2982 r_qwskincache = NULL;
2983 r_qwskincache_size = 0;
2985 // set up r_skinframe loading system for textures
2986 memset(&r_skinframe, 0, sizeof(r_skinframe));
2987 r_skinframe.loadsequence = 1;
2988 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2990 r_main_texturepool = R_AllocTexturePool();
2991 R_BuildBlankTextures();
2993 if (vid.support.arb_texture_cube_map)
2996 R_BuildNormalizationCube();
2998 r_texture_fogattenuation = NULL;
2999 r_texture_gammaramps = NULL;
3000 //r_texture_fogintensity = NULL;
3001 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3002 memset(&r_waterstate, 0, sizeof(r_waterstate));
3003 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3004 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3005 memset(&r_svbsp, 0, sizeof (r_svbsp));
3007 r_refdef.fogmasktable_density = 0;
3010 extern rtexture_t *loadingscreentexture;
3011 void gl_main_shutdown(void)
3014 R_FrameData_Reset();
3016 R_Main_FreeViewCache();
3019 qglDeleteQueriesARB(r_maxqueries, r_queries);
3023 memset(r_queries, 0, sizeof(r_queries));
3025 r_qwskincache = NULL;
3026 r_qwskincache_size = 0;
3028 // clear out the r_skinframe state
3029 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3030 memset(&r_skinframe, 0, sizeof(r_skinframe));
3033 Mem_Free(r_svbsp.nodes);
3034 memset(&r_svbsp, 0, sizeof (r_svbsp));
3035 R_FreeTexturePool(&r_main_texturepool);
3036 loadingscreentexture = NULL;
3037 r_texture_blanknormalmap = NULL;
3038 r_texture_white = NULL;
3039 r_texture_grey128 = NULL;
3040 r_texture_black = NULL;
3041 r_texture_whitecube = NULL;
3042 r_texture_normalizationcube = NULL;
3043 r_texture_fogattenuation = NULL;
3044 r_texture_gammaramps = NULL;
3045 //r_texture_fogintensity = NULL;
3046 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3047 memset(&r_waterstate, 0, sizeof(r_waterstate));
3051 extern void CL_ParseEntityLump(char *entitystring);
3052 void gl_main_newmap(void)
3054 // FIXME: move this code to client
3056 char *entities, entname[MAX_QPATH];
3058 Mem_Free(r_qwskincache);
3059 r_qwskincache = NULL;
3060 r_qwskincache_size = 0;
3063 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
3064 l = (int)strlen(entname) - 4;
3065 if (l >= 0 && !strcmp(entname + l, ".bsp"))
3067 memcpy(entname + l, ".ent", 5);
3068 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3070 CL_ParseEntityLump(entities);
3075 if (cl.worldmodel->brush.entities)
3076 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3078 R_Main_FreeViewCache();
3080 R_FrameData_Reset();
3083 void GL_Main_Init(void)
3085 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3087 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3088 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3089 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3090 if (gamemode == GAME_NEHAHRA)
3092 Cvar_RegisterVariable (&gl_fogenable);
3093 Cvar_RegisterVariable (&gl_fogdensity);
3094 Cvar_RegisterVariable (&gl_fogred);
3095 Cvar_RegisterVariable (&gl_foggreen);
3096 Cvar_RegisterVariable (&gl_fogblue);
3097 Cvar_RegisterVariable (&gl_fogstart);
3098 Cvar_RegisterVariable (&gl_fogend);
3099 Cvar_RegisterVariable (&gl_skyclip);
3101 Cvar_RegisterVariable(&r_motionblur);
3102 Cvar_RegisterVariable(&r_motionblur_maxblur);
3103 Cvar_RegisterVariable(&r_motionblur_bmin);
3104 Cvar_RegisterVariable(&r_motionblur_vmin);
3105 Cvar_RegisterVariable(&r_motionblur_vmax);
3106 Cvar_RegisterVariable(&r_motionblur_vcoeff);
3107 Cvar_RegisterVariable(&r_motionblur_randomize);
3108 Cvar_RegisterVariable(&r_damageblur);
3109 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3110 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3111 Cvar_RegisterVariable(&r_equalize_entities_by);
3112 Cvar_RegisterVariable(&r_equalize_entities_to);
3113 Cvar_RegisterVariable(&r_depthfirst);
3114 Cvar_RegisterVariable(&r_useinfinitefarclip);
3115 Cvar_RegisterVariable(&r_farclip_base);
3116 Cvar_RegisterVariable(&r_farclip_world);
3117 Cvar_RegisterVariable(&r_nearclip);
3118 Cvar_RegisterVariable(&r_showbboxes);
3119 Cvar_RegisterVariable(&r_showsurfaces);
3120 Cvar_RegisterVariable(&r_showtris);
3121 Cvar_RegisterVariable(&r_shownormals);
3122 Cvar_RegisterVariable(&r_showlighting);
3123 Cvar_RegisterVariable(&r_showshadowvolumes);
3124 Cvar_RegisterVariable(&r_showcollisionbrushes);
3125 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3126 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3127 Cvar_RegisterVariable(&r_showdisabledepthtest);
3128 Cvar_RegisterVariable(&r_drawportals);
3129 Cvar_RegisterVariable(&r_drawentities);
3130 Cvar_RegisterVariable(&r_cullentities_trace);
3131 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3132 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3133 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3134 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3135 Cvar_RegisterVariable(&r_drawviewmodel);
3136 Cvar_RegisterVariable(&r_speeds);
3137 Cvar_RegisterVariable(&r_fullbrights);
3138 Cvar_RegisterVariable(&r_wateralpha);
3139 Cvar_RegisterVariable(&r_dynamic);
3140 Cvar_RegisterVariable(&r_fullbright);
3141 Cvar_RegisterVariable(&r_shadows);
3142 Cvar_RegisterVariable(&r_shadows_darken);
3143 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3144 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3145 Cvar_RegisterVariable(&r_shadows_throwdistance);
3146 Cvar_RegisterVariable(&r_shadows_throwdirection);
3147 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3148 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3149 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3150 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3151 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3152 Cvar_RegisterVariable(&r_fog_exp2);
3153 Cvar_RegisterVariable(&r_drawfog);
3154 Cvar_RegisterVariable(&r_textureunits);
3155 Cvar_RegisterVariable(&gl_combine);
3156 Cvar_RegisterVariable(&r_glsl);
3157 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3158 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3159 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3160 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3161 Cvar_RegisterVariable(&r_glsl_postprocess);
3162 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3163 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3164 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3165 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3166 Cvar_RegisterVariable(&r_water);
3167 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3168 Cvar_RegisterVariable(&r_water_clippingplanebias);
3169 Cvar_RegisterVariable(&r_water_refractdistort);
3170 Cvar_RegisterVariable(&r_water_reflectdistort);
3171 Cvar_RegisterVariable(&r_lerpsprites);
3172 Cvar_RegisterVariable(&r_lerpmodels);
3173 Cvar_RegisterVariable(&r_lerplightstyles);
3174 Cvar_RegisterVariable(&r_waterscroll);
3175 Cvar_RegisterVariable(&r_bloom);
3176 Cvar_RegisterVariable(&r_bloom_colorscale);
3177 Cvar_RegisterVariable(&r_bloom_brighten);
3178 Cvar_RegisterVariable(&r_bloom_blur);
3179 Cvar_RegisterVariable(&r_bloom_resolution);
3180 Cvar_RegisterVariable(&r_bloom_colorexponent);
3181 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3182 Cvar_RegisterVariable(&r_hdr);
3183 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3184 Cvar_RegisterVariable(&r_hdr_glowintensity);
3185 Cvar_RegisterVariable(&r_hdr_range);
3186 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3187 Cvar_RegisterVariable(&developer_texturelogging);
3188 Cvar_RegisterVariable(&gl_lightmaps);
3189 Cvar_RegisterVariable(&r_test);
3190 Cvar_RegisterVariable(&r_batchmode);
3191 Cvar_RegisterVariable(&r_glsl_saturation);
3192 Cvar_RegisterVariable(&r_framedatasize);
3193 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3194 Cvar_SetValue("r_fullbrights", 0);
3195 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3197 Cvar_RegisterVariable(&r_track_sprites);
3198 Cvar_RegisterVariable(&r_track_sprites_flags);
3199 Cvar_RegisterVariable(&r_track_sprites_scalew);
3200 Cvar_RegisterVariable(&r_track_sprites_scaleh);
3203 extern void R_Textures_Init(void);
3204 extern void GL_Draw_Init(void);
3205 extern void GL_Main_Init(void);
3206 extern void R_Shadow_Init(void);
3207 extern void R_Sky_Init(void);
3208 extern void GL_Surf_Init(void);
3209 extern void R_Particles_Init(void);
3210 extern void R_Explosion_Init(void);
3211 extern void gl_backend_init(void);
3212 extern void Sbar_Init(void);
3213 extern void R_LightningBeams_Init(void);
3214 extern void Mod_RenderInit(void);
3216 void Render_Init(void)
3228 R_LightningBeams_Init();
3237 extern char *ENGINE_EXTENSIONS;
3240 gl_renderer = (const char *)qglGetString(GL_RENDERER);
3241 gl_vendor = (const char *)qglGetString(GL_VENDOR);
3242 gl_version = (const char *)qglGetString(GL_VERSION);
3243 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3247 if (!gl_platformextensions)
3248 gl_platformextensions = "";
3250 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3251 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3252 Con_Printf("GL_VERSION: %s\n", gl_version);
3253 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3254 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3256 VID_CheckExtensions();
3258 // LordHavoc: report supported extensions
3259 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3261 // clear to black (loading plaque will be seen over this)
3263 qglClearColor(0,0,0,1);CHECKGLERROR
3264 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3267 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3271 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3273 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3276 p = r_refdef.view.frustum + i;
3281 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3285 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3289 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3293 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3297 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3301 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3305 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3309 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3317 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3321 for (i = 0;i < numplanes;i++)
3328 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3332 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3336 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3340 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3344 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3348 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3352 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3356 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3364 //==================================================================================
3366 // LordHavoc: this stores temporary data used within the same frame
3368 qboolean r_framedata_failed;
3369 static size_t r_framedata_size;
3370 static size_t r_framedata_current;
3371 static void *r_framedata_base;
3373 void R_FrameData_Reset(void)
3375 if (r_framedata_base);
3376 Mem_Free(r_framedata_base);
3377 r_framedata_base = NULL;
3378 r_framedata_size = 0;
3379 r_framedata_current = 0;
3380 r_framedata_failed = false;
3383 void R_FrameData_NewFrame(void)
3386 if (r_framedata_failed)
3387 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value + 1.0f);
3388 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3389 wantedsize = bound(65536, wantedsize, 128*1024*1024);
3390 if (r_framedata_size != wantedsize)
3392 r_framedata_size = wantedsize;
3393 if (r_framedata_base);
3394 Mem_Free(r_framedata_base);
3395 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
3397 r_framedata_current = 0;
3398 r_framedata_failed = false;
3401 void *R_FrameData_Alloc(size_t size)
3405 // align to 16 byte boundary
3406 size = (size + 15) & ~15;
3407 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
3408 r_framedata_current += size;
3411 if (r_framedata_current > r_framedata_size)
3412 r_framedata_failed = true;
3414 // return NULL on everything after a failure
3415 if (r_framedata_failed)
3421 void *R_FrameData_Store(size_t size, void *data)
3423 void *d = R_FrameData_Alloc(size);
3425 memcpy(d, data, size);
3429 //==================================================================================
3431 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3434 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3435 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3436 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3439 typedef struct r_animcache_entity_s
3446 r_animcache_entity_t;
3448 typedef struct r_animcache_s
3450 r_animcache_entity_t entity[MAX_EDICTS];
3456 static r_animcache_t r_animcachestate;
3458 void R_AnimCache_Free(void)
3460 memset(&r_animcachestate, 0, sizeof(r_animcachestate));
3463 void R_AnimCache_ClearCache(void)
3466 entity_render_t *ent;
3468 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3469 r_animcachestate.currentindex = 0;
3471 for (i = 0;i < r_refdef.scene.numentities;i++)
3473 ent = r_refdef.scene.entities[i];
3474 ent->animcacheindex = -1;
3478 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3480 dp_model_t *model = ent->model;
3481 r_animcache_entity_t *c;
3483 // see if it's already cached this frame
3484 if (ent->animcacheindex >= 0)
3486 // add normals/tangents if needed
3487 if (wantnormals || wanttangents)
3489 c = r_animcachestate.entity + ent->animcacheindex;
3491 wantnormals = false;
3493 wanttangents = false;
3494 if (wantnormals || wanttangents)
3496 numvertices = model->surfmesh.num_vertices;
3498 c->normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3501 c->svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3502 c->tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3504 if (!r_framedata_failed)
3505 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3511 // see if this ent is worth caching
3512 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3514 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
3516 // assign it a cache entry and get some temp memory
3517 ent->animcacheindex = r_animcachestate.currentindex++;
3518 c = r_animcachestate.entity + ent->animcacheindex;
3519 numvertices = model->surfmesh.num_vertices;
3520 memset(c, 0, sizeof(*c));
3521 c->vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3523 c->normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3526 c->svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3527 c->tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3529 if (!r_framedata_failed)
3530 model->AnimateVertices(model, ent->frameblend, ent->skeleton, c->vertex3f, c->normal3f, c->svector3f, c->tvector3f);
3532 return !r_framedata_failed;
3535 void R_AnimCache_CacheVisibleEntities(void)
3538 entity_render_t *ent;
3539 qboolean wantnormals = !r_showsurfaces.integer;
3540 qboolean wanttangents = !r_showsurfaces.integer;
3542 switch(vid.renderpath)
3544 case RENDERPATH_GL20:
3546 case RENDERPATH_GL13:
3547 case RENDERPATH_GL11:
3548 wanttangents = false;
3552 // TODO: thread this
3554 for (i = 0;i < r_refdef.scene.numentities;i++)
3556 if (!r_refdef.viewcache.entityvisible[i])
3558 ent = r_refdef.scene.entities[i];
3559 if (ent->animcacheindex >= 0)
3561 R_AnimCache_GetEntity(ent, wantnormals, wanttangents);
3565 //==================================================================================
3567 static void R_View_UpdateEntityLighting (void)
3570 entity_render_t *ent;
3571 vec3_t tempdiffusenormal, avg;
3572 vec_t f, fa, fd, fdd;
3574 for (i = 0;i < r_refdef.scene.numentities;i++)
3576 ent = r_refdef.scene.entities[i];
3578 // skip unseen models
3579 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3583 if (ent->model && ent->model->brush.num_leafs)
3585 // TODO: use modellight for r_ambient settings on world?
3586 VectorSet(ent->modellight_ambient, 0, 0, 0);
3587 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3588 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3592 // fetch the lighting from the worldmodel data
3593 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3594 VectorClear(ent->modellight_diffuse);
3595 VectorClear(tempdiffusenormal);
3596 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3599 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3600 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3601 if(ent->flags & RENDER_EQUALIZE)
3603 // first fix up ambient lighting...
3604 if(r_equalize_entities_minambient.value > 0)
3606 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3609 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3610 if(fa < r_equalize_entities_minambient.value * fd)
3613 // fa'/fd' = minambient
3614 // fa'+0.25*fd' = fa+0.25*fd
3616 // fa' = fd' * minambient
3617 // fd'*(0.25+minambient) = fa+0.25*fd
3619 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3620 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3622 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3623 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
3624 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3625 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3630 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3632 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3633 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3636 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3637 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3638 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3644 VectorSet(ent->modellight_ambient, 1, 1, 1);
3646 // move the light direction into modelspace coordinates for lighting code
3647 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3648 if(VectorLength2(ent->modellight_lightdir) == 0)
3649 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3650 VectorNormalize(ent->modellight_lightdir);
3654 #define MAX_LINEOFSIGHTTRACES 64
3656 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3659 vec3_t boxmins, boxmaxs;
3662 dp_model_t *model = r_refdef.scene.worldmodel;
3664 if (!model || !model->brush.TraceLineOfSight)
3667 // expand the box a little
3668 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3669 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3670 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3671 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3672 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3673 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3676 VectorCopy(eye, start);
3677 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3678 if (model->brush.TraceLineOfSight(model, start, end))
3681 // try various random positions
3682 for (i = 0;i < numsamples;i++)
3684 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3685 if (model->brush.TraceLineOfSight(model, start, end))
3693 static void R_View_UpdateEntityVisible (void)
3698 entity_render_t *ent;
3700 if (!r_drawentities.integer)
3703 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3704 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3706 // worldmodel can check visibility
3707 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3708 for (i = 0;i < r_refdef.scene.numentities;i++)
3710 ent = r_refdef.scene.entities[i];
3711 if (!(ent->flags & renderimask))
3712 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3713 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3714 r_refdef.viewcache.entityvisible[i] = true;
3716 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3718 for (i = 0;i < r_refdef.scene.numentities;i++)
3720 ent = r_refdef.scene.entities[i];
3721 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3723 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3725 continue; // temp entities do pvs only
3726 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3727 ent->last_trace_visibility = realtime;
3728 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3729 r_refdef.viewcache.entityvisible[i] = 0;
3736 // no worldmodel or it can't check visibility
3737 for (i = 0;i < r_refdef.scene.numentities;i++)
3739 ent = r_refdef.scene.entities[i];
3740 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
3745 /// only used if skyrendermasked, and normally returns false
3746 int R_DrawBrushModelsSky (void)
3749 entity_render_t *ent;
3751 if (!r_drawentities.integer)
3755 for (i = 0;i < r_refdef.scene.numentities;i++)
3757 if (!r_refdef.viewcache.entityvisible[i])
3759 ent = r_refdef.scene.entities[i];
3760 if (!ent->model || !ent->model->DrawSky)
3762 ent->model->DrawSky(ent);
3768 static void R_DrawNoModel(entity_render_t *ent);
3769 static void R_DrawModels(void)
3772 entity_render_t *ent;
3774 if (!r_drawentities.integer)
3777 for (i = 0;i < r_refdef.scene.numentities;i++)
3779 if (!r_refdef.viewcache.entityvisible[i])
3781 ent = r_refdef.scene.entities[i];
3782 r_refdef.stats.entities++;
3783 if (ent->model && ent->model->Draw != NULL)
3784 ent->model->Draw(ent);
3790 static void R_DrawModelsDepth(void)
3793 entity_render_t *ent;
3795 if (!r_drawentities.integer)
3798 for (i = 0;i < r_refdef.scene.numentities;i++)
3800 if (!r_refdef.viewcache.entityvisible[i])
3802 ent = r_refdef.scene.entities[i];
3803 if (ent->model && ent->model->DrawDepth != NULL)
3804 ent->model->DrawDepth(ent);
3808 static void R_DrawModelsDebug(void)
3811 entity_render_t *ent;
3813 if (!r_drawentities.integer)
3816 for (i = 0;i < r_refdef.scene.numentities;i++)
3818 if (!r_refdef.viewcache.entityvisible[i])
3820 ent = r_refdef.scene.entities[i];
3821 if (ent->model && ent->model->DrawDebug != NULL)
3822 ent->model->DrawDebug(ent);
3826 static void R_DrawModelsAddWaterPlanes(void)
3829 entity_render_t *ent;
3831 if (!r_drawentities.integer)
3834 for (i = 0;i < r_refdef.scene.numentities;i++)
3836 if (!r_refdef.viewcache.entityvisible[i])
3838 ent = r_refdef.scene.entities[i];
3839 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3840 ent->model->DrawAddWaterPlanes(ent);
3844 static void R_View_SetFrustum(void)
3847 double slopex, slopey;
3848 vec3_t forward, left, up, origin;
3850 // we can't trust r_refdef.view.forward and friends in reflected scenes
3851 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3854 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3855 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3856 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3857 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3858 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3859 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3860 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3861 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3862 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3863 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3864 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3865 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3869 zNear = r_refdef.nearclip;
3870 nudge = 1.0 - 1.0 / (1<<23);
3871 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3872 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3873 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3874 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3875 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3876 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3877 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3878 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3884 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3885 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3886 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3887 r_refdef.view.frustum[0].dist = m[15] - m[12];
3889 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3890 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3891 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3892 r_refdef.view.frustum[1].dist = m[15] + m[12];
3894 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3895 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3896 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3897 r_refdef.view.frustum[2].dist = m[15] - m[13];
3899 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3900 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3901 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3902 r_refdef.view.frustum[3].dist = m[15] + m[13];
3904 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3905 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3906 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3907 r_refdef.view.frustum[4].dist = m[15] - m[14];
3909 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3910 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3911 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3912 r_refdef.view.frustum[5].dist = m[15] + m[14];
3915 if (r_refdef.view.useperspective)
3917 slopex = 1.0 / r_refdef.view.frustum_x;
3918 slopey = 1.0 / r_refdef.view.frustum_y;
3919 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3920 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3921 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3922 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3923 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3925 // Leaving those out was a mistake, those were in the old code, and they
3926 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3927 // I couldn't reproduce it after adding those normalizations. --blub
3928 VectorNormalize(r_refdef.view.frustum[0].normal);
3929 VectorNormalize(r_refdef.view.frustum[1].normal);
3930 VectorNormalize(r_refdef.view.frustum[2].normal);
3931 VectorNormalize(r_refdef.view.frustum[3].normal);
3933 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3934 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3935 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3936 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3937 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3939 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3940 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3941 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3942 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3943 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3947 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3948 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3949 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3950 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3951 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3952 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3953 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3954 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3955 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3956 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3958 r_refdef.view.numfrustumplanes = 5;
3960 if (r_refdef.view.useclipplane)
3962 r_refdef.view.numfrustumplanes = 6;
3963 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3966 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3967 PlaneClassify(r_refdef.view.frustum + i);
3969 // LordHavoc: note to all quake engine coders, Quake had a special case
3970 // for 90 degrees which assumed a square view (wrong), so I removed it,
3971 // Quake2 has it disabled as well.
3973 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3974 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3975 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3976 //PlaneClassify(&frustum[0]);
3978 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3979 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3980 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3981 //PlaneClassify(&frustum[1]);
3983 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3984 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3985 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3986 //PlaneClassify(&frustum[2]);
3988 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3989 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3990 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3991 //PlaneClassify(&frustum[3]);
3994 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3995 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3996 //PlaneClassify(&frustum[4]);
3999 void R_View_Update(void)
4001 R_Main_ResizeViewCache();
4002 R_View_SetFrustum();
4003 R_View_WorldVisibility(r_refdef.view.useclipplane);
4004 R_View_UpdateEntityVisible();
4005 R_View_UpdateEntityLighting();
4008 void R_SetupView(qboolean allowwaterclippingplane)
4010 const double *customclipplane = NULL;
4012 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4014 // LordHavoc: couldn't figure out how to make this approach the
4015 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4016 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4017 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4018 dist = r_refdef.view.clipplane.dist;
4019 plane[0] = r_refdef.view.clipplane.normal[0];
4020 plane[1] = r_refdef.view.clipplane.normal[1];
4021 plane[2] = r_refdef.view.clipplane.normal[2];
4023 customclipplane = plane;
4026 if (!r_refdef.view.useperspective)
4027 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4028 else if (vid.stencil && r_useinfinitefarclip.integer)
4029 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4031 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4032 R_SetViewport(&r_refdef.view.viewport);
4035 void R_ResetViewRendering2D(void)
4037 r_viewport_t viewport;
4040 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4041 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
4042 R_SetViewport(&viewport);
4043 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4044 GL_Color(1, 1, 1, 1);
4045 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4046 GL_BlendFunc(GL_ONE, GL_ZERO);
4047 GL_AlphaTest(false);
4048 GL_ScissorTest(false);
4049 GL_DepthMask(false);
4050 GL_DepthRange(0, 1);
4051 GL_DepthTest(false);
4052 R_Mesh_Matrix(&identitymatrix);
4053 R_Mesh_ResetTextureState();
4054 GL_PolygonOffset(0, 0);
4055 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4056 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4057 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4058 qglStencilMask(~0);CHECKGLERROR
4059 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4060 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4061 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
4062 R_SetupGenericShader(true);
4065 void R_ResetViewRendering3D(void)
4070 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4071 GL_Color(1, 1, 1, 1);
4072 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4073 GL_BlendFunc(GL_ONE, GL_ZERO);
4074 GL_AlphaTest(false);
4075 GL_ScissorTest(true);
4077 GL_DepthRange(0, 1);
4079 R_Mesh_Matrix(&identitymatrix);
4080 R_Mesh_ResetTextureState();
4081 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4082 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4083 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4084 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4085 qglStencilMask(~0);CHECKGLERROR
4086 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4087 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4088 GL_CullFace(r_refdef.view.cullface_back);
4089 R_SetupGenericShader(true);
4092 void R_RenderScene(void);
4093 void R_RenderWaterPlanes(void);
4095 static void R_Water_StartFrame(void)
4098 int waterwidth, waterheight, texturewidth, textureheight;
4099 r_waterstate_waterplane_t *p;
4101 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4104 switch(vid.renderpath)
4106 case RENDERPATH_GL20:
4108 case RENDERPATH_GL13:
4109 case RENDERPATH_GL11:
4113 // set waterwidth and waterheight to the water resolution that will be
4114 // used (often less than the screen resolution for faster rendering)
4115 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
4116 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
4118 // calculate desired texture sizes
4119 // can't use water if the card does not support the texture size
4120 if (!r_water.integer || r_showsurfaces.integer)
4121 texturewidth = textureheight = waterwidth = waterheight = 0;
4122 else if (vid.support.arb_texture_non_power_of_two)
4124 texturewidth = waterwidth;
4125 textureheight = waterheight;
4129 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
4130 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
4133 // allocate textures as needed
4134 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
4136 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4137 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
4139 if (p->texture_refraction)
4140 R_FreeTexture(p->texture_refraction);
4141 p->texture_refraction = NULL;
4142 if (p->texture_reflection)
4143 R_FreeTexture(p->texture_reflection);
4144 p->texture_reflection = NULL;
4146 memset(&r_waterstate, 0, sizeof(r_waterstate));
4147 r_waterstate.texturewidth = texturewidth;
4148 r_waterstate.textureheight = textureheight;
4151 if (r_waterstate.texturewidth)
4153 r_waterstate.enabled = true;
4155 // when doing a reduced render (HDR) we want to use a smaller area
4156 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4157 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4159 // set up variables that will be used in shader setup
4160 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4161 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4162 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4163 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4166 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4167 r_waterstate.numwaterplanes = 0;
4170 void R_Water_AddWaterPlane(msurface_t *surface)
4172 int triangleindex, planeindex;
4178 r_waterstate_waterplane_t *p;
4179 texture_t *t = R_GetCurrentTexture(surface->texture);
4180 // just use the first triangle with a valid normal for any decisions
4181 VectorClear(normal);
4182 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4184 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4185 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4186 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4187 TriangleNormal(vert[0], vert[1], vert[2], normal);
4188 if (VectorLength2(normal) >= 0.001)
4192 VectorCopy(normal, plane.normal);
4193 VectorNormalize(plane.normal);
4194 plane.dist = DotProduct(vert[0], plane.normal);
4195 PlaneClassify(&plane);
4196 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4198 // skip backfaces (except if nocullface is set)
4199 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4201 VectorNegate(plane.normal, plane.normal);
4203 PlaneClassify(&plane);
4207 // find a matching plane if there is one
4208 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4209 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4211 if (planeindex >= r_waterstate.maxwaterplanes)
4212 return; // nothing we can do, out of planes
4214 // if this triangle does not fit any known plane rendered this frame, add one
4215 if (planeindex >= r_waterstate.numwaterplanes)
4217 // store the new plane
4218 r_waterstate.numwaterplanes++;
4220 // clear materialflags and pvs
4221 p->materialflags = 0;
4222 p->pvsvalid = false;
4224 // merge this surface's materialflags into the waterplane
4225 p->materialflags |= t->currentmaterialflags;
4226 // merge this surface's PVS into the waterplane
4227 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4228 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4229 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4231 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4236 static void R_Water_ProcessPlanes(void)
4238 r_refdef_view_t originalview;
4239 r_refdef_view_t myview;
4241 r_waterstate_waterplane_t *p;
4243 originalview = r_refdef.view;
4245 // make sure enough textures are allocated
4246 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4248 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4250 if (!p->texture_refraction)
4251 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4252 if (!p->texture_refraction)
4256 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4258 if (!p->texture_reflection)
4259 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4260 if (!p->texture_reflection)
4266 r_refdef.view = originalview;
4267 r_refdef.view.showdebug = false;
4268 r_refdef.view.width = r_waterstate.waterwidth;
4269 r_refdef.view.height = r_waterstate.waterheight;
4270 r_refdef.view.useclipplane = true;
4271 myview = r_refdef.view;
4272 r_waterstate.renderingscene = true;
4273 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4275 // render the normal view scene and copy into texture
4276 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
4277 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4279 r_refdef.view = myview;
4280 r_refdef.view.clipplane = p->plane;
4281 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4282 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4283 PlaneClassify(&r_refdef.view.clipplane);
4285 R_ResetViewRendering3D();
4286 R_ClearScreen(r_refdef.fogenabled);
4290 // copy view into the screen texture
4291 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4292 GL_ActiveTexture(0);
4294 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4297 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4299 r_refdef.view = myview;
4300 // render reflected scene and copy into texture
4301 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4302 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4303 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4304 r_refdef.view.clipplane = p->plane;
4305 // reverse the cullface settings for this render
4306 r_refdef.view.cullface_front = GL_FRONT;
4307 r_refdef.view.cullface_back = GL_BACK;
4308 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4310 r_refdef.view.usecustompvs = true;
4312 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4314 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4317 R_ResetViewRendering3D();
4318 R_ClearScreen(r_refdef.fogenabled);
4322 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4323 GL_ActiveTexture(0);
4325 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4328 r_waterstate.renderingscene = false;
4329 r_refdef.view = originalview;
4330 R_ResetViewRendering3D();
4331 R_ClearScreen(r_refdef.fogenabled);
4335 r_refdef.view = originalview;
4336 r_waterstate.renderingscene = false;
4337 Cvar_SetValueQuick(&r_water, 0);
4338 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
4342 void R_Bloom_StartFrame(void)
4344 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4346 switch(vid.renderpath)
4348 case RENDERPATH_GL20:
4350 case RENDERPATH_GL13:
4351 case RENDERPATH_GL11:
4355 // set bloomwidth and bloomheight to the bloom resolution that will be
4356 // used (often less than the screen resolution for faster rendering)
4357 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4358 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4359 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4360 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
4361 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
4363 // calculate desired texture sizes
4364 if (vid.support.arb_texture_non_power_of_two)
4366 screentexturewidth = r_refdef.view.width;
4367 screentextureheight = r_refdef.view.height;
4368 bloomtexturewidth = r_bloomstate.bloomwidth;
4369 bloomtextureheight = r_bloomstate.bloomheight;
4373 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
4374 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
4375 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
4376 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
4379 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
4381 Cvar_SetValueQuick(&r_hdr, 0);
4382 Cvar_SetValueQuick(&r_bloom, 0);
4383 Cvar_SetValueQuick(&r_motionblur, 0);
4384 Cvar_SetValueQuick(&r_damageblur, 0);
4387 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
4388 screentexturewidth = screentextureheight = 0;
4389 if (!r_hdr.integer && !r_bloom.integer)
4390 bloomtexturewidth = bloomtextureheight = 0;
4392 // allocate textures as needed
4393 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4395 if (r_bloomstate.texture_screen)
4396 R_FreeTexture(r_bloomstate.texture_screen);
4397 r_bloomstate.texture_screen = NULL;
4398 r_bloomstate.screentexturewidth = screentexturewidth;
4399 r_bloomstate.screentextureheight = screentextureheight;
4400 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4401 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4403 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4405 if (r_bloomstate.texture_bloom)
4406 R_FreeTexture(r_bloomstate.texture_bloom);
4407 r_bloomstate.texture_bloom = NULL;
4408 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4409 r_bloomstate.bloomtextureheight = bloomtextureheight;
4410 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4411 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4414 // when doing a reduced render (HDR) we want to use a smaller area
4415 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4416 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4417 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4418 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4419 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4421 // set up a texcoord array for the full resolution screen image
4422 // (we have to keep this around to copy back during final render)
4423 r_bloomstate.screentexcoord2f[0] = 0;
4424 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4425 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4426 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4427 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4428 r_bloomstate.screentexcoord2f[5] = 0;
4429 r_bloomstate.screentexcoord2f[6] = 0;
4430 r_bloomstate.screentexcoord2f[7] = 0;
4432 // set up a texcoord array for the reduced resolution bloom image
4433 // (which will be additive blended over the screen image)
4434 r_bloomstate.bloomtexcoord2f[0] = 0;
4435 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4436 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4437 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4438 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4439 r_bloomstate.bloomtexcoord2f[5] = 0;
4440 r_bloomstate.bloomtexcoord2f[6] = 0;
4441 r_bloomstate.bloomtexcoord2f[7] = 0;
4443 if (r_hdr.integer || r_bloom.integer)
4445 r_bloomstate.enabled = true;
4446 r_bloomstate.hdr = r_hdr.integer != 0;
4449 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4452 void R_Bloom_CopyBloomTexture(float colorscale)
4454 r_refdef.stats.bloom++;
4456 // scale down screen texture to the bloom texture size
4458 R_SetViewport(&r_bloomstate.viewport);
4459 GL_BlendFunc(GL_ONE, GL_ZERO);
4460 GL_Color(colorscale, colorscale, colorscale, 1);
4461 // TODO: optimize with multitexture or GLSL
4462 R_SetupGenericShader(true);
4463 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4464 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4465 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4466 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4468 // we now have a bloom image in the framebuffer
4469 // copy it into the bloom image texture for later processing
4470 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4471 GL_ActiveTexture(0);
4473 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4474 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4477 void R_Bloom_CopyHDRTexture(void)
4479 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4480 GL_ActiveTexture(0);
4482 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4483 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4486 void R_Bloom_MakeTexture(void)
4489 float xoffset, yoffset, r, brighten;
4491 r_refdef.stats.bloom++;
4493 R_ResetViewRendering2D();
4494 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4495 R_Mesh_ColorPointer(NULL, 0, 0);
4496 R_SetupGenericShader(true);
4498 // we have a bloom image in the framebuffer
4500 R_SetViewport(&r_bloomstate.viewport);
4502 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4505 r = bound(0, r_bloom_colorexponent.value / x, 1);
4506 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4507 GL_Color(r, r, r, 1);
4508 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4509 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4510 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4511 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4513 // copy the vertically blurred bloom view to a texture
4514 GL_ActiveTexture(0);
4516 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4517 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4520 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4521 brighten = r_bloom_brighten.value;
4523 brighten *= r_hdr_range.value;
4524 brighten = sqrt(brighten);
4526 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4527 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4528 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4530 for (dir = 0;dir < 2;dir++)
4532 // blend on at multiple vertical offsets to achieve a vertical blur
4533 // TODO: do offset blends using GLSL
4534 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4535 GL_BlendFunc(GL_ONE, GL_ZERO);
4536 for (x = -range;x <= range;x++)
4538 if (!dir){xoffset = 0;yoffset = x;}
4539 else {xoffset = x;yoffset = 0;}
4540 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4541 yoffset /= (float)r_bloomstate.bloomtextureheight;
4542 // compute a texcoord array with the specified x and y offset
4543 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4544 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4545 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4546 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4547 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4548 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4549 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4550 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4551 // this r value looks like a 'dot' particle, fading sharply to
4552 // black at the edges
4553 // (probably not realistic but looks good enough)
4554 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4555 //r = brighten/(range*2+1);
4556 r = brighten / (range * 2 + 1);
4558 r *= (1 - x*x/(float)(range*range));
4559 GL_Color(r, r, r, 1);
4560 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4561 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4562 GL_BlendFunc(GL_ONE, GL_ONE);
4565 // copy the vertically blurred bloom view to a texture
4566 GL_ActiveTexture(0);
4568 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4569 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4572 // apply subtract last
4573 // (just like it would be in a GLSL shader)
4574 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
4576 GL_BlendFunc(GL_ONE, GL_ZERO);
4577 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4578 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4579 GL_Color(1, 1, 1, 1);
4580 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4581 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4583 GL_BlendFunc(GL_ONE, GL_ONE);
4584 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4585 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4586 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4587 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4588 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4589 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4590 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4592 // copy the darkened bloom view to a texture
4593 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4594 GL_ActiveTexture(0);
4596 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4597 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4601 void R_HDR_RenderBloomTexture(void)
4603 int oldwidth, oldheight;
4604 float oldcolorscale;
4606 oldcolorscale = r_refdef.view.colorscale;
4607 oldwidth = r_refdef.view.width;
4608 oldheight = r_refdef.view.height;
4609 r_refdef.view.width = r_bloomstate.bloomwidth;
4610 r_refdef.view.height = r_bloomstate.bloomheight;
4612 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4613 // TODO: add exposure compensation features
4614 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4616 r_refdef.view.showdebug = false;
4617 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4619 R_ResetViewRendering3D();
4621 R_ClearScreen(r_refdef.fogenabled);
4622 if (r_timereport_active)
4623 R_TimeReport("HDRclear");
4626 if (r_timereport_active)
4627 R_TimeReport("visibility");
4629 // only do secondary renders with HDR if r_hdr is 2 or higher
4630 r_waterstate.numwaterplanes = 0;
4631 if (r_waterstate.enabled && r_hdr.integer >= 2)
4632 R_RenderWaterPlanes();
4634 r_refdef.view.showdebug = true;
4636 r_waterstate.numwaterplanes = 0;
4638 R_ResetViewRendering2D();
4640 R_Bloom_CopyHDRTexture();
4641 R_Bloom_MakeTexture();
4643 // restore the view settings
4644 r_refdef.view.width = oldwidth;
4645 r_refdef.view.height = oldheight;
4646 r_refdef.view.colorscale = oldcolorscale;
4648 R_ResetViewRendering3D();
4650 R_ClearScreen(r_refdef.fogenabled);
4651 if (r_timereport_active)
4652 R_TimeReport("viewclear");
4655 static void R_BlendView(void)
4657 unsigned int permutation;
4659 switch (vid.renderpath)
4661 case RENDERPATH_GL20:
4663 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4664 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4665 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4666 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4667 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4669 if (r_bloomstate.texture_screen)
4671 // make sure the buffer is available
4672 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4674 R_ResetViewRendering2D();
4675 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4676 R_Mesh_ColorPointer(NULL, 0, 0);
4677 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4678 GL_ActiveTexture(0);CHECKGLERROR
4680 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4682 // declare variables
4684 static float avgspeed;
4686 speed = VectorLength(cl.movement_velocity);
4688 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4689 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4691 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4692 speed = bound(0, speed, 1);
4693 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4695 // calculate values into a standard alpha
4696 cl.motionbluralpha = 1 - exp(-
4698 (r_motionblur.value * speed / 80)
4700 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4703 max(0.0001, cl.time - cl.oldtime) // fps independent
4706 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4707 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4709 if (cl.motionbluralpha > 0)
4711 R_SetupGenericShader(true);
4712 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4713 GL_Color(1, 1, 1, cl.motionbluralpha);
4714 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4715 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4716 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4717 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4721 // copy view into the screen texture
4722 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4723 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4725 else if (!r_bloomstate.texture_bloom)
4726 break; // no screen processing, no bloom, skip it
4728 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4730 // render simple bloom effect
4731 // copy the screen and shrink it and darken it for the bloom process
4732 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4733 // make the bloom texture
4734 R_Bloom_MakeTexture();
4737 R_ResetViewRendering2D();
4738 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4739 R_Mesh_ColorPointer(NULL, 0, 0);
4740 GL_Color(1, 1, 1, 1);
4741 GL_BlendFunc(GL_ONE, GL_ZERO);
4742 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4743 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4744 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4745 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4746 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4747 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4748 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4749 if (r_glsl_permutation->loc_TintColor >= 0)
4750 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4751 if (r_glsl_permutation->loc_ClientTime >= 0)
4752 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4753 if (r_glsl_permutation->loc_PixelSize >= 0)
4754 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4755 if (r_glsl_permutation->loc_UserVec1 >= 0)
4757 float a=0, b=0, c=0, d=0;
4758 #if _MSC_VER >= 1400
4759 #define sscanf sscanf_s
4761 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4762 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4764 if (r_glsl_permutation->loc_UserVec2 >= 0)
4766 float a=0, b=0, c=0, d=0;
4767 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4768 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4770 if (r_glsl_permutation->loc_UserVec3 >= 0)
4772 float a=0, b=0, c=0, d=0;
4773 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4774 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4776 if (r_glsl_permutation->loc_UserVec4 >= 0)
4778 float a=0, b=0, c=0, d=0;
4779 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4780 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4782 if (r_glsl_permutation->loc_Saturation >= 0)
4783 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4784 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4785 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4787 case RENDERPATH_GL13:
4788 case RENDERPATH_GL11:
4789 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4791 // apply a color tint to the whole view
4792 R_ResetViewRendering2D();
4793 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4794 R_Mesh_ColorPointer(NULL, 0, 0);
4795 R_SetupGenericShader(false);
4796 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4797 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4798 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4804 matrix4x4_t r_waterscrollmatrix;
4806 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4808 if (r_refdef.fog_density)
4810 r_refdef.fogcolor[0] = r_refdef.fog_red;
4811 r_refdef.fogcolor[1] = r_refdef.fog_green;
4812 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4814 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
4815 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
4816 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
4817 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
4821 VectorCopy(r_refdef.fogcolor, fogvec);
4822 // color.rgb *= ContrastBoost * SceneBrightness;
4823 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4824 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4825 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4826 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4831 void R_UpdateVariables(void)
4835 r_refdef.scene.ambient = r_ambient.value;
4837 r_refdef.farclip = r_farclip_base.value;
4838 if (r_refdef.scene.worldmodel)
4839 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
4840 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4842 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4843 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4844 r_refdef.polygonfactor = 0;
4845 r_refdef.polygonoffset = 0;
4846 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4847 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4849 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4850 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
4851 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4852 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
4853 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4854 if (r_showsurfaces.integer)
4856 r_refdef.scene.rtworld = false;
4857 r_refdef.scene.rtworldshadows = false;
4858 r_refdef.scene.rtdlight = false;
4859 r_refdef.scene.rtdlightshadows = false;
4860 r_refdef.lightmapintensity = 0;
4863 if (gamemode == GAME_NEHAHRA)
4865 if (gl_fogenable.integer)
4867 r_refdef.oldgl_fogenable = true;
4868 r_refdef.fog_density = gl_fogdensity.value;
4869 r_refdef.fog_red = gl_fogred.value;
4870 r_refdef.fog_green = gl_foggreen.value;
4871 r_refdef.fog_blue = gl_fogblue.value;
4872 r_refdef.fog_alpha = 1;
4873 r_refdef.fog_start = 0;
4874 r_refdef.fog_end = gl_skyclip.value;
4875 r_refdef.fog_height = 1<<30;
4876 r_refdef.fog_fadedepth = 128;
4878 else if (r_refdef.oldgl_fogenable)
4880 r_refdef.oldgl_fogenable = false;
4881 r_refdef.fog_density = 0;
4882 r_refdef.fog_red = 0;
4883 r_refdef.fog_green = 0;
4884 r_refdef.fog_blue = 0;
4885 r_refdef.fog_alpha = 0;
4886 r_refdef.fog_start = 0;
4887 r_refdef.fog_end = 0;
4888 r_refdef.fog_height = 1<<30;
4889 r_refdef.fog_fadedepth = 128;
4893 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4894 r_refdef.fog_start = max(0, r_refdef.fog_start);
4895 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4897 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4899 if (r_refdef.fog_density && r_drawfog.integer)
4901 r_refdef.fogenabled = true;
4902 // this is the point where the fog reaches 0.9986 alpha, which we
4903 // consider a good enough cutoff point for the texture
4904 // (0.9986 * 256 == 255.6)
4905 if (r_fog_exp2.integer)
4906 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4908 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4909 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4910 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4911 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4912 // fog color was already set
4913 // update the fog texture
4914 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
4915 R_BuildFogTexture();
4918 r_refdef.fogenabled = false;
4920 switch(vid.renderpath)
4922 case RENDERPATH_GL20:
4923 if(v_glslgamma.integer && !vid_gammatables_trivial)
4925 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4927 // build GLSL gamma texture
4928 #define RAMPWIDTH 256
4929 unsigned short ramp[RAMPWIDTH * 3];
4930 unsigned char rampbgr[RAMPWIDTH][4];
4933 r_texture_gammaramps_serial = vid_gammatables_serial;
4935 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4936 for(i = 0; i < RAMPWIDTH; ++i)
4938 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4939 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4940 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4943 if (r_texture_gammaramps)
4945 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4949 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4955 // remove GLSL gamma texture
4958 case RENDERPATH_GL13:
4959 case RENDERPATH_GL11:
4964 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4965 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4971 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4972 if( scenetype != r_currentscenetype ) {
4973 // store the old scenetype
4974 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4975 r_currentscenetype = scenetype;
4976 // move in the new scene
4977 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4986 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4988 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4989 if( scenetype == r_currentscenetype ) {
4990 return &r_refdef.scene;
4992 return &r_scenes_store[ scenetype ];
5001 void R_RenderView(void)
5003 if (r_timereport_active)
5004 R_TimeReport("start");
5005 r_frame++; // used only by R_GetCurrentTexture
5006 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5008 R_AnimCache_ClearCache();
5009 R_FrameData_NewFrame();
5011 if (r_refdef.view.isoverlay)
5013 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5014 GL_Clear( GL_DEPTH_BUFFER_BIT );
5015 R_TimeReport("depthclear");
5017 r_refdef.view.showdebug = false;
5019 r_waterstate.enabled = false;
5020 r_waterstate.numwaterplanes = 0;
5028 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
5029 return; //Host_Error ("R_RenderView: NULL worldmodel");
5031 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
5033 // break apart the view matrix into vectors for various purposes
5034 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5035 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5036 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5037 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5038 // make an inverted copy of the view matrix for tracking sprites
5039 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5041 R_Shadow_UpdateWorldLightSelection();
5043 R_Bloom_StartFrame();
5044 R_Water_StartFrame();
5047 if (r_timereport_active)
5048 R_TimeReport("viewsetup");
5050 R_ResetViewRendering3D();
5052 if (r_refdef.view.clear || r_refdef.fogenabled)
5054 R_ClearScreen(r_refdef.fogenabled);
5055 if (r_timereport_active)
5056 R_TimeReport("viewclear");
5058 r_refdef.view.clear = true;
5060 // this produces a bloom texture to be used in R_BlendView() later
5061 if (r_hdr.integer && r_bloomstate.bloomwidth)
5062 R_HDR_RenderBloomTexture();
5064 r_refdef.view.showdebug = true;
5067 if (r_timereport_active)
5068 R_TimeReport("visibility");
5070 r_waterstate.numwaterplanes = 0;
5071 if (r_waterstate.enabled)
5072 R_RenderWaterPlanes();
5075 r_waterstate.numwaterplanes = 0;
5078 if (r_timereport_active)
5079 R_TimeReport("blendview");
5081 GL_Scissor(0, 0, vid.width, vid.height);
5082 GL_ScissorTest(false);
5086 void R_RenderWaterPlanes(void)
5088 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5090 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5091 if (r_timereport_active)
5092 R_TimeReport("waterworld");
5095 // don't let sound skip if going slow
5096 if (r_refdef.scene.extraupdate)
5099 R_DrawModelsAddWaterPlanes();
5100 if (r_timereport_active)
5101 R_TimeReport("watermodels");
5103 if (r_waterstate.numwaterplanes)
5105 R_Water_ProcessPlanes();
5106 if (r_timereport_active)
5107 R_TimeReport("waterscenes");
5111 extern void R_DrawLightningBeams (void);
5112 extern void VM_CL_AddPolygonsToMeshQueue (void);
5113 extern void R_DrawPortals (void);
5114 extern cvar_t cl_locs_show;
5115 static void R_DrawLocs(void);
5116 static void R_DrawEntityBBoxes(void);
5117 static void R_DrawModelDecals(void);
5118 extern cvar_t cl_decals_newsystem;
5119 void R_RenderScene(void)
5121 r_refdef.stats.renders++;
5125 // don't let sound skip if going slow
5126 if (r_refdef.scene.extraupdate)
5129 R_MeshQueue_BeginScene();
5133 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
5135 if (cl.csqc_vidvars.drawworld)
5137 // don't let sound skip if going slow
5138 if (r_refdef.scene.extraupdate)
5141 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5143 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5144 if (r_timereport_active)
5145 R_TimeReport("worldsky");
5148 if (R_DrawBrushModelsSky() && r_timereport_active)
5149 R_TimeReport("bmodelsky");
5151 if (skyrendermasked && skyrenderlater)
5153 // we have to force off the water clipping plane while rendering sky
5160 R_AnimCache_CacheVisibleEntities();
5161 R_PrepareRTLights();
5163 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5165 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5166 if (r_timereport_active)
5167 R_TimeReport("worlddepth");
5169 if (r_depthfirst.integer >= 2)
5171 R_DrawModelsDepth();
5172 if (r_timereport_active)
5173 R_TimeReport("modeldepth");
5176 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5178 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5179 if (r_timereport_active)
5180 R_TimeReport("world");
5183 // don't let sound skip if going slow
5184 if (r_refdef.scene.extraupdate)
5188 if (r_timereport_active)
5189 R_TimeReport("models");
5191 // don't let sound skip if going slow
5192 if (r_refdef.scene.extraupdate)
5195 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5197 R_DrawModelShadows();
5198 R_ResetViewRendering3D();
5199 // don't let sound skip if going slow
5200 if (r_refdef.scene.extraupdate)
5204 R_ShadowVolumeLighting(false);
5205 if (r_timereport_active)
5206 R_TimeReport("rtlights");
5208 // don't let sound skip if going slow
5209 if (r_refdef.scene.extraupdate)
5212 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5214 R_DrawModelShadows();
5215 R_ResetViewRendering3D();
5216 // don't let sound skip if going slow
5217 if (r_refdef.scene.extraupdate)
5221 if (cl.csqc_vidvars.drawworld)
5223 if (cl_decals_newsystem.integer)
5225 R_DrawModelDecals();
5226 if (r_timereport_active)
5227 R_TimeReport("modeldecals");
5232 if (r_timereport_active)
5233 R_TimeReport("decals");
5237 if (r_timereport_active)
5238 R_TimeReport("particles");
5241 if (r_timereport_active)
5242 R_TimeReport("explosions");
5244 R_DrawLightningBeams();
5245 if (r_timereport_active)
5246 R_TimeReport("lightning");
5249 R_SetupGenericShader(true);
5250 VM_CL_AddPolygonsToMeshQueue();
5252 if (r_refdef.view.showdebug)
5254 if (cl_locs_show.integer)
5257 if (r_timereport_active)
5258 R_TimeReport("showlocs");
5261 if (r_drawportals.integer)
5264 if (r_timereport_active)
5265 R_TimeReport("portals");
5268 if (r_showbboxes.value > 0)
5270 R_DrawEntityBBoxes();
5271 if (r_timereport_active)
5272 R_TimeReport("bboxes");
5276 R_SetupGenericShader(true);
5277 R_MeshQueue_RenderTransparent();
5278 if (r_timereport_active)
5279 R_TimeReport("drawtrans");
5281 R_SetupGenericShader(true);
5283 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
5285 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5286 if (r_timereport_active)
5287 R_TimeReport("worlddebug");
5288 R_DrawModelsDebug();
5289 if (r_timereport_active)
5290 R_TimeReport("modeldebug");
5293 R_SetupGenericShader(true);
5295 if (cl.csqc_vidvars.drawworld)
5298 if (r_timereport_active)
5299 R_TimeReport("coronas");
5302 // don't let sound skip if going slow
5303 if (r_refdef.scene.extraupdate)
5306 R_ResetViewRendering2D();
5309 static const unsigned short bboxelements[36] =
5319 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5322 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5324 RSurf_ActiveWorldEntity();
5326 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5327 GL_DepthMask(false);
5328 GL_DepthRange(0, 1);
5329 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5330 R_Mesh_ResetTextureState();
5332 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5333 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5334 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5335 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5336 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5337 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5338 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5339 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5340 R_FillColors(color4f, 8, cr, cg, cb, ca);
5341 if (r_refdef.fogenabled)
5343 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5345 f1 = RSurf_FogVertex(v);
5347 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5348 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5349 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5352 R_Mesh_VertexPointer(vertex3f, 0, 0);
5353 R_Mesh_ColorPointer(color4f, 0, 0);
5354 R_Mesh_ResetTextureState();
5355 R_SetupGenericShader(false);
5356 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5359 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5363 prvm_edict_t *edict;
5364 prvm_prog_t *prog_save = prog;
5366 // this function draws bounding boxes of server entities
5370 GL_CullFace(GL_NONE);
5371 R_SetupGenericShader(false);
5375 for (i = 0;i < numsurfaces;i++)
5377 edict = PRVM_EDICT_NUM(surfacelist[i]);
5378 switch ((int)edict->fields.server->solid)
5380 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
5381 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
5382 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
5383 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5384 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
5385 default: Vector4Set(color, 0, 0, 0, 0.50);break;
5387 color[3] *= r_showbboxes.value;
5388 color[3] = bound(0, color[3], 1);
5389 GL_DepthTest(!r_showdisabledepthtest.integer);
5390 GL_CullFace(r_refdef.view.cullface_front);
5391 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5397 static void R_DrawEntityBBoxes(void)
5400 prvm_edict_t *edict;
5402 prvm_prog_t *prog_save = prog;
5404 // this function draws bounding boxes of server entities
5410 for (i = 0;i < prog->num_edicts;i++)
5412 edict = PRVM_EDICT_NUM(i);
5413 if (edict->priv.server->free)
5415 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5416 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5418 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5420 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5421 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5427 static const int nomodelelement3i[24] =
5439 static const unsigned short nomodelelement3s[24] =
5451 static const float nomodelvertex3f[6*3] =
5461 static const float nomodelcolor4f[6*4] =
5463 0.0f, 0.0f, 0.5f, 1.0f,
5464 0.0f, 0.0f, 0.5f, 1.0f,
5465 0.0f, 0.5f, 0.0f, 1.0f,
5466 0.0f, 0.5f, 0.0f, 1.0f,
5467 0.5f, 0.0f, 0.0f, 1.0f,
5468 0.5f, 0.0f, 0.0f, 1.0f
5471 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5477 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
5479 // this is only called once per entity so numsurfaces is always 1, and
5480 // surfacelist is always {0}, so this code does not handle batches
5482 if (rsurface.ent_flags & RENDER_ADDITIVE)
5484 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5485 GL_DepthMask(false);
5487 else if (rsurface.ent_color[3] < 1)
5489 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5490 GL_DepthMask(false);
5494 GL_BlendFunc(GL_ONE, GL_ZERO);
5497 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5498 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5499 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5500 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5501 R_SetupGenericShader(false);
5502 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5503 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5504 R_Mesh_ColorPointer(color4f, 0, 0);
5505 for (i = 0, c = color4f;i < 6;i++, c += 4)
5507 c[0] *= rsurface.ent_color[0];
5508 c[1] *= rsurface.ent_color[1];
5509 c[2] *= rsurface.ent_color[2];
5510 c[3] *= rsurface.ent_color[3];
5512 if (r_refdef.fogenabled)
5514 for (i = 0, c = color4f;i < 6;i++, c += 4)
5516 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5518 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5519 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5520 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5523 R_Mesh_ResetTextureState();
5524 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5527 void R_DrawNoModel(entity_render_t *ent)
5530 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5531 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5532 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5534 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5537 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5539 vec3_t right1, right2, diff, normal;
5541 VectorSubtract (org2, org1, normal);
5543 // calculate 'right' vector for start
5544 VectorSubtract (r_refdef.view.origin, org1, diff);
5545 CrossProduct (normal, diff, right1);
5546 VectorNormalize (right1);
5548 // calculate 'right' vector for end
5549 VectorSubtract (r_refdef.view.origin, org2, diff);
5550 CrossProduct (normal, diff, right2);
5551 VectorNormalize (right2);
5553 vert[ 0] = org1[0] + width * right1[0];
5554 vert[ 1] = org1[1] + width * right1[1];
5555 vert[ 2] = org1[2] + width * right1[2];
5556 vert[ 3] = org1[0] - width * right1[0];
5557 vert[ 4] = org1[1] - width * right1[1];
5558 vert[ 5] = org1[2] - width * right1[2];
5559 vert[ 6] = org2[0] - width * right2[0];
5560 vert[ 7] = org2[1] - width * right2[1];
5561 vert[ 8] = org2[2] - width * right2[2];
5562 vert[ 9] = org2[0] + width * right2[0];
5563 vert[10] = org2[1] + width * right2[1];
5564 vert[11] = org2[2] + width * right2[2];
5567 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
5569 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5570 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5571 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5572 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5573 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5574 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5575 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5576 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5577 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5578 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5579 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5580 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5583 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5588 VectorSet(v, x, y, z);
5589 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5590 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5592 if (i == mesh->numvertices)
5594 if (mesh->numvertices < mesh->maxvertices)
5596 VectorCopy(v, vertex3f);
5597 mesh->numvertices++;
5599 return mesh->numvertices;
5605 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5609 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5610 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5611 e = mesh->element3i + mesh->numtriangles * 3;
5612 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5614 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5615 if (mesh->numtriangles < mesh->maxtriangles)
5620 mesh->numtriangles++;
5622 element[1] = element[2];
5626 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5630 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5631 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5632 e = mesh->element3i + mesh->numtriangles * 3;
5633 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5635 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5636 if (mesh->numtriangles < mesh->maxtriangles)
5641 mesh->numtriangles++;
5643 element[1] = element[2];
5647 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5648 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5650 int planenum, planenum2;
5653 mplane_t *plane, *plane2;
5655 double temppoints[2][256*3];
5656 // figure out how large a bounding box we need to properly compute this brush
5658 for (w = 0;w < numplanes;w++)
5659 maxdist = max(maxdist, fabs(planes[w].dist));
5660 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5661 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5662 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5666 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5667 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5669 if (planenum2 == planenum)
5671 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);
5674 if (tempnumpoints < 3)
5676 // generate elements forming a triangle fan for this polygon
5677 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5681 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)
5683 texturelayer_t *layer;
5684 layer = t->currentlayers + t->currentnumlayers++;
5686 layer->depthmask = depthmask;
5687 layer->blendfunc1 = blendfunc1;
5688 layer->blendfunc2 = blendfunc2;
5689 layer->texture = texture;
5690 layer->texmatrix = *matrix;
5691 layer->color[0] = r * r_refdef.view.colorscale;
5692 layer->color[1] = g * r_refdef.view.colorscale;
5693 layer->color[2] = b * r_refdef.view.colorscale;
5694 layer->color[3] = a;
5697 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5700 index = parms[2] + r_refdef.scene.time * parms[3];
5701 index -= floor(index);
5705 case Q3WAVEFUNC_NONE:
5706 case Q3WAVEFUNC_NOISE:
5707 case Q3WAVEFUNC_COUNT:
5710 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5711 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5712 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5713 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5714 case Q3WAVEFUNC_TRIANGLE:
5716 f = index - floor(index);
5727 return (float)(parms[0] + parms[1] * f);
5730 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5735 matrix4x4_t matrix, temp;
5736 switch(tcmod->tcmod)
5740 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5741 matrix = r_waterscrollmatrix;
5743 matrix = identitymatrix;
5745 case Q3TCMOD_ENTITYTRANSLATE:
5746 // this is used in Q3 to allow the gamecode to control texcoord
5747 // scrolling on the entity, which is not supported in darkplaces yet.
5748 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5750 case Q3TCMOD_ROTATE:
5751 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5752 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5753 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5756 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5758 case Q3TCMOD_SCROLL:
5759 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5761 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5762 w = (int) tcmod->parms[0];
5763 h = (int) tcmod->parms[1];
5764 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5766 idx = (int) floor(f * w * h);
5767 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5769 case Q3TCMOD_STRETCH:
5770 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5771 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5773 case Q3TCMOD_TRANSFORM:
5774 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5775 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5776 VectorSet(tcmat + 6, 0 , 0 , 1);
5777 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5778 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5780 case Q3TCMOD_TURBULENT:
5781 // this is handled in the RSurf_PrepareVertices function
5782 matrix = identitymatrix;
5786 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5789 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5791 int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5792 char name[MAX_QPATH];
5793 skinframe_t *skinframe;
5794 unsigned char pixels[296*194];
5795 strlcpy(cache->name, skinname, sizeof(cache->name));
5796 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5797 if (developer_loading.integer)
5798 Con_Printf("loading %s\n", name);
5799 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5800 if (!skinframe || !skinframe->base)
5803 fs_offset_t filesize;
5805 f = FS_LoadFile(name, tempmempool, true, &filesize);
5808 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5809 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5813 cache->skinframe = skinframe;
5816 texture_t *R_GetCurrentTexture(texture_t *t)
5819 const entity_render_t *ent = rsurface.entity;
5820 dp_model_t *model = ent->model;
5821 q3shaderinfo_layer_tcmod_t *tcmod;
5823 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5824 return t->currentframe;
5825 t->update_lastrenderframe = r_frame;
5826 t->update_lastrenderentity = (void *)ent;
5828 // switch to an alternate material if this is a q1bsp animated material
5830 texture_t *texture = t;
5831 int s = rsurface.ent_skinnum;
5832 if ((unsigned int)s >= (unsigned int)model->numskins)
5834 if (model->skinscenes)
5836 if (model->skinscenes[s].framecount > 1)
5837 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5839 s = model->skinscenes[s].firstframe;
5842 t = t + s * model->num_surfaces;
5845 // use an alternate animation if the entity's frame is not 0,
5846 // and only if the texture has an alternate animation
5847 if (rsurface.ent_alttextures && t->anim_total[1])
5848 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5850 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5852 texture->currentframe = t;
5855 // update currentskinframe to be a qw skin or animation frame
5856 if (rsurface.ent_qwskin >= 0)
5858 i = rsurface.ent_qwskin;
5859 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5861 r_qwskincache_size = cl.maxclients;
5863 Mem_Free(r_qwskincache);
5864 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5866 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5867 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5868 t->currentskinframe = r_qwskincache[i].skinframe;
5869 if (t->currentskinframe == NULL)
5870 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5872 else if (t->numskinframes >= 2)
5873 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5874 if (t->backgroundnumskinframes >= 2)
5875 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
5877 t->currentmaterialflags = t->basematerialflags;
5878 t->currentalpha = rsurface.ent_color[3];
5879 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5880 t->currentalpha *= r_wateralpha.value;
5881 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5882 t->currentalpha *= t->r_water_wateralpha;
5883 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5884 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5885 if (!(rsurface.ent_flags & RENDER_LIGHT))
5886 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5887 else if (rsurface.modeltexcoordlightmap2f == NULL)
5889 // pick a model lighting mode
5890 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
5891 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5893 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5895 if (rsurface.ent_flags & RENDER_ADDITIVE)
5896 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5897 else if (t->currentalpha < 1)
5898 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5899 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
5900 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5901 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
5902 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5903 if (t->backgroundnumskinframes)
5904 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5905 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5907 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5908 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5911 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5913 // there is no tcmod
5914 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5916 t->currenttexmatrix = r_waterscrollmatrix;
5917 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5919 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
5921 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5922 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5925 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5926 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5927 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5928 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5930 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
5931 if (t->currentskinframe->qpixels)
5932 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
5933 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5934 t->glosstexture = r_texture_black;
5935 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5936 t->backgroundglosstexture = r_texture_black;
5937 t->specularpower = r_shadow_glossexponent.value;
5938 // TODO: store reference values for these in the texture?
5939 t->specularscale = 0;
5940 if (r_shadow_gloss.integer > 0)
5942 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5944 if (r_shadow_glossintensity.value > 0)
5946 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5947 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5948 t->specularscale = r_shadow_glossintensity.value;
5951 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5953 t->glosstexture = r_texture_white;
5954 t->backgroundglosstexture = r_texture_white;
5955 t->specularscale = r_shadow_gloss2intensity.value;
5956 t->specularpower = r_shadow_gloss2exponent.value;
5959 t->specularscale *= t->specularscalemod;
5960 t->specularpower *= t->specularpowermod;
5962 // lightmaps mode looks bad with dlights using actual texturing, so turn
5963 // off the colormap and glossmap, but leave the normalmap on as it still
5964 // accurately represents the shading involved
5965 if (gl_lightmaps.integer)
5967 t->basetexture = r_texture_grey128;
5968 t->backgroundbasetexture = NULL;
5969 t->specularscale = 0;
5970 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5973 Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
5974 VectorClear(t->dlightcolor);
5975 t->currentnumlayers = 0;
5976 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5979 int blendfunc1, blendfunc2;
5981 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5983 blendfunc1 = GL_SRC_ALPHA;
5984 blendfunc2 = GL_ONE;
5986 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5988 blendfunc1 = GL_SRC_ALPHA;
5989 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5991 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5993 blendfunc1 = t->customblendfunc[0];
5994 blendfunc2 = t->customblendfunc[1];
5998 blendfunc1 = GL_ONE;
5999 blendfunc2 = GL_ZERO;
6001 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
6002 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
6003 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
6004 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6006 // fullbright is not affected by r_refdef.lightmapintensity
6007 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
6008 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6009 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6010 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6011 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6015 vec3_t ambientcolor;
6017 // set the color tint used for lights affecting this surface
6018 VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
6020 // q3bsp has no lightmap updates, so the lightstylevalue that
6021 // would normally be baked into the lightmap must be
6022 // applied to the color
6023 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
6024 if (model->type == mod_brushq3)
6025 colorscale *= r_refdef.scene.rtlightstylevalue[0];
6026 colorscale *= r_refdef.lightmapintensity;
6027 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
6028 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
6029 // basic lit geometry
6030 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
6031 // add pants/shirt if needed
6032 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6033 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6034 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6035 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6036 // now add ambient passes if needed
6037 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
6039 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
6040 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6041 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
6042 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6043 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
6046 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
6047 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
6048 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
6050 // if this is opaque use alpha blend which will darken the earlier
6053 // if this is an alpha blended material, all the earlier passes
6054 // were darkened by fog already, so we only need to add the fog
6055 // color ontop through the fog mask texture
6057 // if this is an additive blended material, all the earlier passes
6058 // were darkened by fog already, and we should not add fog color
6059 // (because the background was not darkened, there is no fog color
6060 // that was lost behind it).
6061 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
6065 return t->currentframe;
6068 rsurfacestate_t rsurface;
6070 void R_Mesh_ResizeArrays(int newvertices)
6073 if (rsurface.array_size >= newvertices)
6075 if (rsurface.array_modelvertex3f)
6076 Mem_Free(rsurface.array_modelvertex3f);
6077 rsurface.array_size = (newvertices + 1023) & ~1023;
6078 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
6079 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
6080 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
6081 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
6082 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
6083 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
6084 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
6085 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
6086 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
6087 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
6088 rsurface.array_color4f = base + rsurface.array_size * 27;
6089 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
6092 void RSurf_ActiveWorldEntity(void)
6094 dp_model_t *model = r_refdef.scene.worldmodel;
6095 //if (rsurface.entity == r_refdef.scene.worldentity)
6097 rsurface.entity = r_refdef.scene.worldentity;
6098 rsurface.skeleton = NULL;
6099 rsurface.ent_skinnum = 0;
6100 rsurface.ent_qwskin = -1;
6101 rsurface.ent_shadertime = 0;
6102 Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
6103 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
6104 if (rsurface.array_size < model->surfmesh.num_vertices)
6105 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6106 rsurface.matrix = identitymatrix;
6107 rsurface.inversematrix = identitymatrix;
6108 rsurface.matrixscale = 1;
6109 rsurface.inversematrixscale = 1;
6110 R_Mesh_Matrix(&identitymatrix);
6111 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
6112 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
6113 rsurface.fograngerecip = r_refdef.fograngerecip;
6114 rsurface.fogheightfade = r_refdef.fogheightfade;
6115 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6116 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6117 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6118 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6119 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6120 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6121 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6122 VectorSet(rsurface.glowmod, 1, 1, 1);
6123 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6124 rsurface.frameblend[0].lerp = 1;
6125 rsurface.ent_alttextures = false;
6126 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6127 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6128 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
6129 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6130 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6131 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6132 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6133 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6134 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6135 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6136 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6137 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
6138 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6139 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6140 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
6141 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6142 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6143 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
6144 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6145 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6146 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
6147 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6148 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6149 rsurface.modelelement3i = model->surfmesh.data_element3i;
6150 rsurface.modelelement3s = model->surfmesh.data_element3s;
6151 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6152 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6153 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6154 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6155 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6156 rsurface.modelsurfaces = model->data_surfaces;
6157 rsurface.generatedvertex = false;
6158 rsurface.vertex3f = rsurface.modelvertex3f;
6159 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6160 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6161 rsurface.svector3f = rsurface.modelsvector3f;
6162 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6163 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6164 rsurface.tvector3f = rsurface.modeltvector3f;
6165 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6166 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6167 rsurface.normal3f = rsurface.modelnormal3f;
6168 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6169 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6170 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6173 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6175 dp_model_t *model = ent->model;
6176 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6178 rsurface.entity = (entity_render_t *)ent;
6179 rsurface.skeleton = ent->skeleton;
6180 rsurface.ent_skinnum = ent->skinnum;
6181 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6182 rsurface.ent_shadertime = ent->shadertime;
6183 Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6184 rsurface.ent_flags = ent->flags;
6185 if (rsurface.array_size < model->surfmesh.num_vertices)
6186 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6187 rsurface.matrix = ent->matrix;
6188 rsurface.inversematrix = ent->inversematrix;
6189 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6190 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6191 R_Mesh_Matrix(&rsurface.matrix);
6192 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6193 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6194 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6195 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6196 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6197 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6198 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6199 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6200 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6201 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6202 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6203 VectorCopy(ent->glowmod, rsurface.glowmod);
6204 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6205 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6206 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6207 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6208 if (ent->model->brush.submodel)
6210 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6211 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6213 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6215 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
6217 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
6218 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
6219 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
6220 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
6222 else if (wanttangents)
6224 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6225 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6226 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6227 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6228 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6230 else if (wantnormals)
6232 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6233 rsurface.modelsvector3f = NULL;
6234 rsurface.modeltvector3f = NULL;
6235 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6236 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6240 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6241 rsurface.modelsvector3f = NULL;
6242 rsurface.modeltvector3f = NULL;
6243 rsurface.modelnormal3f = NULL;
6244 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6246 rsurface.modelvertex3f_bufferobject = 0;
6247 rsurface.modelvertex3f_bufferoffset = 0;
6248 rsurface.modelsvector3f_bufferobject = 0;
6249 rsurface.modelsvector3f_bufferoffset = 0;
6250 rsurface.modeltvector3f_bufferobject = 0;
6251 rsurface.modeltvector3f_bufferoffset = 0;
6252 rsurface.modelnormal3f_bufferobject = 0;
6253 rsurface.modelnormal3f_bufferoffset = 0;
6254 rsurface.generatedvertex = true;
6258 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
6259 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6260 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6261 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6262 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6263 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6264 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6265 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6266 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6267 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
6268 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6269 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6270 rsurface.generatedvertex = false;
6272 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
6273 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6274 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6275 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
6276 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6277 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6278 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
6279 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6280 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6281 rsurface.modelelement3i = model->surfmesh.data_element3i;
6282 rsurface.modelelement3s = model->surfmesh.data_element3s;
6283 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6284 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6285 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6286 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6287 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6288 rsurface.modelsurfaces = model->data_surfaces;
6289 rsurface.vertex3f = rsurface.modelvertex3f;
6290 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6291 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6292 rsurface.svector3f = rsurface.modelsvector3f;
6293 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6294 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6295 rsurface.tvector3f = rsurface.modeltvector3f;
6296 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6297 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6298 rsurface.normal3f = rsurface.modelnormal3f;
6299 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6300 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6301 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6304 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
6306 rsurface.entity = r_refdef.scene.worldentity;
6307 rsurface.skeleton = NULL;
6308 rsurface.ent_skinnum = 0;
6309 rsurface.ent_qwskin = -1;
6310 rsurface.ent_shadertime = shadertime;
6311 Vector4Set(rsurface.ent_color, r, g, b, a);
6312 rsurface.ent_flags = entflags;
6313 rsurface.modelnum_vertices = numvertices;
6314 rsurface.modelnum_triangles = numtriangles;
6315 if (rsurface.array_size < rsurface.modelnum_vertices)
6316 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6317 rsurface.matrix = *matrix;
6318 rsurface.inversematrix = *inversematrix;
6319 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6320 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6321 R_Mesh_Matrix(&rsurface.matrix);
6322 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6323 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6324 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6325 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6326 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6327 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6328 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6329 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6330 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6331 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6332 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6333 VectorSet(rsurface.glowmod, 1, 1, 1);
6334 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6335 rsurface.frameblend[0].lerp = 1;
6336 rsurface.ent_alttextures = false;
6337 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6338 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6341 rsurface.modelvertex3f = vertex3f;
6342 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6343 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6344 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6346 else if (wantnormals)
6348 rsurface.modelvertex3f = vertex3f;
6349 rsurface.modelsvector3f = NULL;
6350 rsurface.modeltvector3f = NULL;
6351 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6355 rsurface.modelvertex3f = vertex3f;
6356 rsurface.modelsvector3f = NULL;
6357 rsurface.modeltvector3f = NULL;
6358 rsurface.modelnormal3f = NULL;
6360 rsurface.modelvertex3f_bufferobject = 0;
6361 rsurface.modelvertex3f_bufferoffset = 0;
6362 rsurface.modelsvector3f_bufferobject = 0;
6363 rsurface.modelsvector3f_bufferoffset = 0;
6364 rsurface.modeltvector3f_bufferobject = 0;
6365 rsurface.modeltvector3f_bufferoffset = 0;
6366 rsurface.modelnormal3f_bufferobject = 0;
6367 rsurface.modelnormal3f_bufferoffset = 0;
6368 rsurface.generatedvertex = true;
6369 rsurface.modellightmapcolor4f = color4f;
6370 rsurface.modellightmapcolor4f_bufferobject = 0;
6371 rsurface.modellightmapcolor4f_bufferoffset = 0;
6372 rsurface.modeltexcoordtexture2f = texcoord2f;
6373 rsurface.modeltexcoordtexture2f_bufferobject = 0;
6374 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6375 rsurface.modeltexcoordlightmap2f = NULL;
6376 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6377 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6378 rsurface.modelelement3i = element3i;
6379 rsurface.modelelement3s = element3s;
6380 rsurface.modelelement3i_bufferobject = 0;
6381 rsurface.modelelement3s_bufferobject = 0;
6382 rsurface.modellightmapoffsets = NULL;
6383 rsurface.modelsurfaces = NULL;
6384 rsurface.vertex3f = rsurface.modelvertex3f;
6385 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6386 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6387 rsurface.svector3f = rsurface.modelsvector3f;
6388 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6389 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6390 rsurface.tvector3f = rsurface.modeltvector3f;
6391 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6392 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6393 rsurface.normal3f = rsurface.modelnormal3f;
6394 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6395 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6396 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6398 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6400 if ((wantnormals || wanttangents) && !normal3f)
6401 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6402 if (wanttangents && !svector3f)
6403 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6407 float RSurf_FogPoint(const float *v)
6409 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6410 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6411 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6412 float FogHeightFade = r_refdef.fogheightfade;
6414 unsigned int fogmasktableindex;
6415 if (r_refdef.fogplaneviewabove)
6416 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6418 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6419 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6420 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6423 float RSurf_FogVertex(const float *v)
6425 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6426 float FogPlaneViewDist = rsurface.fogplaneviewdist;
6427 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6428 float FogHeightFade = rsurface.fogheightfade;
6430 unsigned int fogmasktableindex;
6431 if (r_refdef.fogplaneviewabove)
6432 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6434 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6435 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6436 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6439 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6440 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6443 int texturesurfaceindex;
6448 const float *v1, *in_tc;
6450 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6452 q3shaderinfo_deform_t *deform;
6453 // 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
6454 if (rsurface.generatedvertex)
6456 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6457 generatenormals = true;
6458 for (i = 0;i < Q3MAXDEFORMS;i++)
6460 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6462 generatetangents = true;
6463 generatenormals = true;
6465 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6466 generatenormals = true;
6468 if (generatenormals && !rsurface.modelnormal3f)
6470 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6471 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6472 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6473 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6475 if (generatetangents && !rsurface.modelsvector3f)
6477 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6478 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6479 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6480 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6481 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6482 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6483 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6486 rsurface.vertex3f = rsurface.modelvertex3f;
6487 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6488 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6489 rsurface.svector3f = rsurface.modelsvector3f;
6490 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6491 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6492 rsurface.tvector3f = rsurface.modeltvector3f;
6493 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6494 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6495 rsurface.normal3f = rsurface.modelnormal3f;
6496 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6497 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6498 // if vertices are deformed (sprite flares and things in maps, possibly
6499 // water waves, bulges and other deformations), generate them into
6500 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6501 // (may be static model data or generated data for an animated model, or
6502 // the previous deform pass)
6503 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6505 switch (deform->deform)
6508 case Q3DEFORM_PROJECTIONSHADOW:
6509 case Q3DEFORM_TEXT0:
6510 case Q3DEFORM_TEXT1:
6511 case Q3DEFORM_TEXT2:
6512 case Q3DEFORM_TEXT3:
6513 case Q3DEFORM_TEXT4:
6514 case Q3DEFORM_TEXT5:
6515 case Q3DEFORM_TEXT6:
6516 case Q3DEFORM_TEXT7:
6519 case Q3DEFORM_AUTOSPRITE:
6520 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6521 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6522 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6523 VectorNormalize(newforward);
6524 VectorNormalize(newright);
6525 VectorNormalize(newup);
6526 // make deformed versions of only the model vertices used by the specified surfaces
6527 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6529 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6530 // a single autosprite surface can contain multiple sprites...
6531 for (j = 0;j < surface->num_vertices - 3;j += 4)
6533 VectorClear(center);
6534 for (i = 0;i < 4;i++)
6535 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6536 VectorScale(center, 0.25f, center);
6537 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
6538 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6539 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6540 for (i = 0;i < 4;i++)
6542 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6543 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6546 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6547 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6549 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6550 rsurface.vertex3f_bufferobject = 0;
6551 rsurface.vertex3f_bufferoffset = 0;
6552 rsurface.svector3f = rsurface.array_deformedsvector3f;
6553 rsurface.svector3f_bufferobject = 0;
6554 rsurface.svector3f_bufferoffset = 0;
6555 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6556 rsurface.tvector3f_bufferobject = 0;
6557 rsurface.tvector3f_bufferoffset = 0;
6558 rsurface.normal3f = rsurface.array_deformednormal3f;
6559 rsurface.normal3f_bufferobject = 0;
6560 rsurface.normal3f_bufferoffset = 0;
6562 case Q3DEFORM_AUTOSPRITE2:
6563 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6564 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6565 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6566 VectorNormalize(newforward);
6567 VectorNormalize(newright);
6568 VectorNormalize(newup);
6569 // make deformed versions of only the model vertices used by the specified surfaces
6570 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6572 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6573 const float *v1, *v2;
6583 memset(shortest, 0, sizeof(shortest));
6584 // a single autosprite surface can contain multiple sprites...
6585 for (j = 0;j < surface->num_vertices - 3;j += 4)
6587 VectorClear(center);
6588 for (i = 0;i < 4;i++)
6589 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6590 VectorScale(center, 0.25f, center);
6591 // find the two shortest edges, then use them to define the
6592 // axis vectors for rotating around the central axis
6593 for (i = 0;i < 6;i++)
6595 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6596 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6598 Debug_PolygonBegin(NULL, 0);
6599 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6600 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
6601 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6604 l = VectorDistance2(v1, v2);
6605 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6607 l += (1.0f / 1024.0f);
6608 if (shortest[0].length2 > l || i == 0)
6610 shortest[1] = shortest[0];
6611 shortest[0].length2 = l;
6612 shortest[0].v1 = v1;
6613 shortest[0].v2 = v2;
6615 else if (shortest[1].length2 > l || i == 1)
6617 shortest[1].length2 = l;
6618 shortest[1].v1 = v1;
6619 shortest[1].v2 = v2;
6622 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6623 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6625 Debug_PolygonBegin(NULL, 0);
6626 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6627 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
6628 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6631 // this calculates the right vector from the shortest edge
6632 // and the up vector from the edge midpoints
6633 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6634 VectorNormalize(right);
6635 VectorSubtract(end, start, up);
6636 VectorNormalize(up);
6637 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6638 VectorSubtract(rsurface.localvieworigin, center, forward);
6639 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6640 VectorNegate(forward, forward);
6641 VectorReflect(forward, 0, up, forward);
6642 VectorNormalize(forward);
6643 CrossProduct(up, forward, newright);
6644 VectorNormalize(newright);
6646 Debug_PolygonBegin(NULL, 0);
6647 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
6648 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6649 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6653 Debug_PolygonBegin(NULL, 0);
6654 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6655 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6656 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6659 // rotate the quad around the up axis vector, this is made
6660 // especially easy by the fact we know the quad is flat,
6661 // so we only have to subtract the center position and
6662 // measure distance along the right vector, and then
6663 // multiply that by the newright vector and add back the
6665 // we also need to subtract the old position to undo the
6666 // displacement from the center, which we do with a
6667 // DotProduct, the subtraction/addition of center is also
6668 // optimized into DotProducts here
6669 l = DotProduct(right, center);
6670 for (i = 0;i < 4;i++)
6672 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6673 f = DotProduct(right, v1) - l;
6674 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6677 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6678 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6680 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6681 rsurface.vertex3f_bufferobject = 0;
6682 rsurface.vertex3f_bufferoffset = 0;
6683 rsurface.svector3f = rsurface.array_deformedsvector3f;
6684 rsurface.svector3f_bufferobject = 0;
6685 rsurface.svector3f_bufferoffset = 0;
6686 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6687 rsurface.tvector3f_bufferobject = 0;
6688 rsurface.tvector3f_bufferoffset = 0;
6689 rsurface.normal3f = rsurface.array_deformednormal3f;
6690 rsurface.normal3f_bufferobject = 0;
6691 rsurface.normal3f_bufferoffset = 0;
6693 case Q3DEFORM_NORMAL:
6694 // deform the normals to make reflections wavey
6695 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6697 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6698 for (j = 0;j < surface->num_vertices;j++)
6701 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6702 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6703 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6704 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6705 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6706 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6707 VectorNormalize(normal);
6709 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6711 rsurface.svector3f = rsurface.array_deformedsvector3f;
6712 rsurface.svector3f_bufferobject = 0;
6713 rsurface.svector3f_bufferoffset = 0;
6714 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6715 rsurface.tvector3f_bufferobject = 0;
6716 rsurface.tvector3f_bufferoffset = 0;
6717 rsurface.normal3f = rsurface.array_deformednormal3f;
6718 rsurface.normal3f_bufferobject = 0;
6719 rsurface.normal3f_bufferoffset = 0;
6722 // deform vertex array to make wavey water and flags and such
6723 waveparms[0] = deform->waveparms[0];
6724 waveparms[1] = deform->waveparms[1];
6725 waveparms[2] = deform->waveparms[2];
6726 waveparms[3] = deform->waveparms[3];
6727 // this is how a divisor of vertex influence on deformation
6728 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6729 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6730 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6732 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6733 for (j = 0;j < surface->num_vertices;j++)
6735 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6736 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6737 // if the wavefunc depends on time, evaluate it per-vertex
6740 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6741 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6743 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6746 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6747 rsurface.vertex3f_bufferobject = 0;
6748 rsurface.vertex3f_bufferoffset = 0;
6750 case Q3DEFORM_BULGE:
6751 // deform vertex array to make the surface have moving bulges
6752 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6754 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6755 for (j = 0;j < surface->num_vertices;j++)
6757 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6758 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6761 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6762 rsurface.vertex3f_bufferobject = 0;
6763 rsurface.vertex3f_bufferoffset = 0;
6766 // deform vertex array
6767 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6768 VectorScale(deform->parms, scale, waveparms);
6769 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6771 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6772 for (j = 0;j < surface->num_vertices;j++)
6773 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6775 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6776 rsurface.vertex3f_bufferobject = 0;
6777 rsurface.vertex3f_bufferoffset = 0;
6781 // generate texcoords based on the chosen texcoord source
6782 switch(rsurface.texture->tcgen.tcgen)
6785 case Q3TCGEN_TEXTURE:
6786 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6787 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6788 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6790 case Q3TCGEN_LIGHTMAP:
6791 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6792 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6793 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6795 case Q3TCGEN_VECTOR:
6796 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6798 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6799 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)
6801 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6802 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6805 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6806 rsurface.texcoordtexture2f_bufferobject = 0;
6807 rsurface.texcoordtexture2f_bufferoffset = 0;
6809 case Q3TCGEN_ENVIRONMENT:
6810 // make environment reflections using a spheremap
6811 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6813 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6814 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6815 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6816 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6817 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6819 // identical to Q3A's method, but executed in worldspace so
6820 // carried models can be shiny too
6822 float viewer[3], d, reflected[3], worldreflected[3];
6824 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6825 // VectorNormalize(viewer);
6827 d = DotProduct(normal, viewer);
6829 reflected[0] = normal[0]*2*d - viewer[0];
6830 reflected[1] = normal[1]*2*d - viewer[1];
6831 reflected[2] = normal[2]*2*d - viewer[2];
6832 // note: this is proportinal to viewer, so we can normalize later
6834 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6835 VectorNormalize(worldreflected);
6837 // note: this sphere map only uses world x and z!
6838 // so positive and negative y will LOOK THE SAME.
6839 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6840 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6843 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6844 rsurface.texcoordtexture2f_bufferobject = 0;
6845 rsurface.texcoordtexture2f_bufferoffset = 0;
6848 // the only tcmod that needs software vertex processing is turbulent, so
6849 // check for it here and apply the changes if needed
6850 // and we only support that as the first one
6851 // (handling a mixture of turbulent and other tcmods would be problematic
6852 // without punting it entirely to a software path)
6853 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6855 amplitude = rsurface.texture->tcmods[0].parms[1];
6856 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6857 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6859 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6860 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)
6862 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6863 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6866 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6867 rsurface.texcoordtexture2f_bufferobject = 0;
6868 rsurface.texcoordtexture2f_bufferoffset = 0;
6870 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6871 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6872 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6873 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6876 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6879 const msurface_t *surface = texturesurfacelist[0];
6880 const msurface_t *surface2;
6885 // TODO: lock all array ranges before render, rather than on each surface
6886 if (texturenumsurfaces == 1)
6888 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6889 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6891 else if (r_batchmode.integer == 2)
6893 #define MAXBATCHTRIANGLES 4096
6894 int batchtriangles = 0;
6895 int batchelements[MAXBATCHTRIANGLES*3];
6896 for (i = 0;i < texturenumsurfaces;i = j)
6898 surface = texturesurfacelist[i];
6900 if (surface->num_triangles > MAXBATCHTRIANGLES)
6902 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6905 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6906 batchtriangles = surface->num_triangles;
6907 firstvertex = surface->num_firstvertex;
6908 endvertex = surface->num_firstvertex + surface->num_vertices;
6909 for (;j < texturenumsurfaces;j++)
6911 surface2 = texturesurfacelist[j];
6912 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6914 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6915 batchtriangles += surface2->num_triangles;
6916 firstvertex = min(firstvertex, surface2->num_firstvertex);
6917 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6919 surface2 = texturesurfacelist[j-1];
6920 numvertices = endvertex - firstvertex;
6921 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6924 else if (r_batchmode.integer == 1)
6926 for (i = 0;i < texturenumsurfaces;i = j)
6928 surface = texturesurfacelist[i];
6929 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6930 if (texturesurfacelist[j] != surface2)
6932 surface2 = texturesurfacelist[j-1];
6933 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6934 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6935 GL_LockArrays(surface->num_firstvertex, numvertices);
6936 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6941 for (i = 0;i < texturenumsurfaces;i++)
6943 surface = texturesurfacelist[i];
6944 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6945 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6950 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6952 int i, planeindex, vertexindex;
6956 r_waterstate_waterplane_t *p, *bestp;
6957 const msurface_t *surface;
6958 if (r_waterstate.renderingscene)
6960 for (i = 0;i < texturenumsurfaces;i++)
6962 surface = texturesurfacelist[i];
6963 if (lightmaptexunit >= 0)
6964 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6965 if (deluxemaptexunit >= 0)
6966 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6967 // pick the closest matching water plane
6970 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6973 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6975 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6976 d += fabs(PlaneDiff(vert, &p->plane));
6978 if (bestd > d || !bestp)
6986 if (refractiontexunit >= 0)
6987 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6988 if (reflectiontexunit >= 0)
6989 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6993 if (refractiontexunit >= 0)
6994 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6995 if (reflectiontexunit >= 0)
6996 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6998 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6999 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7003 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
7007 const msurface_t *surface = texturesurfacelist[0];
7008 const msurface_t *surface2;
7013 // TODO: lock all array ranges before render, rather than on each surface
7014 if (texturenumsurfaces == 1)
7016 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7017 if (deluxemaptexunit >= 0)
7018 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7019 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7020 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7022 else if (r_batchmode.integer == 2)
7024 #define MAXBATCHTRIANGLES 4096
7025 int batchtriangles = 0;
7026 int batchelements[MAXBATCHTRIANGLES*3];
7027 for (i = 0;i < texturenumsurfaces;i = j)
7029 surface = texturesurfacelist[i];
7030 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7031 if (deluxemaptexunit >= 0)
7032 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7034 if (surface->num_triangles > MAXBATCHTRIANGLES)
7036 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7039 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
7040 batchtriangles = surface->num_triangles;
7041 firstvertex = surface->num_firstvertex;
7042 endvertex = surface->num_firstvertex + surface->num_vertices;
7043 for (;j < texturenumsurfaces;j++)
7045 surface2 = texturesurfacelist[j];
7046 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
7048 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
7049 batchtriangles += surface2->num_triangles;
7050 firstvertex = min(firstvertex, surface2->num_firstvertex);
7051 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
7053 surface2 = texturesurfacelist[j-1];
7054 numvertices = endvertex - firstvertex;
7055 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
7058 else if (r_batchmode.integer == 1)
7061 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
7062 for (i = 0;i < texturenumsurfaces;i = j)
7064 surface = texturesurfacelist[i];
7065 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7066 if (texturesurfacelist[j] != surface2)
7068 Con_Printf(" %i", j - i);
7071 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
7073 for (i = 0;i < texturenumsurfaces;i = j)
7075 surface = texturesurfacelist[i];
7076 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7077 if (deluxemaptexunit >= 0)
7078 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7079 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7080 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
7083 Con_Printf(" %i", j - i);
7085 surface2 = texturesurfacelist[j-1];
7086 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
7087 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
7088 GL_LockArrays(surface->num_firstvertex, numvertices);
7089 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7097 for (i = 0;i < texturenumsurfaces;i++)
7099 surface = texturesurfacelist[i];
7100 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7101 if (deluxemaptexunit >= 0)
7102 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7103 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7104 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7109 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7112 int texturesurfaceindex;
7113 if (r_showsurfaces.integer == 2)
7115 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7117 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7118 for (j = 0;j < surface->num_triangles;j++)
7120 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7121 GL_Color(f, f, f, 1);
7122 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7128 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7130 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7131 int k = (int)(((size_t)surface) / sizeof(msurface_t));
7132 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
7133 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7134 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7139 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7141 int texturesurfaceindex;
7145 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7147 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7148 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)
7156 rsurface.lightmapcolor4f = rsurface.array_color4f;
7157 rsurface.lightmapcolor4f_bufferobject = 0;
7158 rsurface.lightmapcolor4f_bufferoffset = 0;
7161 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7163 int texturesurfaceindex;
7169 if (rsurface.lightmapcolor4f)
7171 // generate color arrays for the surfaces in this list
7172 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7174 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7175 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)
7177 f = RSurf_FogVertex(v);
7187 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7189 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7190 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)
7192 f = RSurf_FogVertex(v);
7200 rsurface.lightmapcolor4f = rsurface.array_color4f;
7201 rsurface.lightmapcolor4f_bufferobject = 0;
7202 rsurface.lightmapcolor4f_bufferoffset = 0;
7205 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7207 int texturesurfaceindex;
7213 if (!rsurface.lightmapcolor4f)
7215 // generate color arrays for the surfaces in this list
7216 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7218 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7219 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)
7221 f = RSurf_FogVertex(v);
7222 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7223 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7224 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7228 rsurface.lightmapcolor4f = rsurface.array_color4f;
7229 rsurface.lightmapcolor4f_bufferobject = 0;
7230 rsurface.lightmapcolor4f_bufferoffset = 0;
7233 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7235 int texturesurfaceindex;
7239 if (!rsurface.lightmapcolor4f)
7241 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7243 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7244 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)
7252 rsurface.lightmapcolor4f = rsurface.array_color4f;
7253 rsurface.lightmapcolor4f_bufferobject = 0;
7254 rsurface.lightmapcolor4f_bufferoffset = 0;
7257 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7259 int texturesurfaceindex;
7263 if (!rsurface.lightmapcolor4f)
7265 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7267 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7268 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)
7270 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7271 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7272 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7276 rsurface.lightmapcolor4f = rsurface.array_color4f;
7277 rsurface.lightmapcolor4f_bufferobject = 0;
7278 rsurface.lightmapcolor4f_bufferoffset = 0;
7281 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7284 rsurface.lightmapcolor4f = NULL;
7285 rsurface.lightmapcolor4f_bufferobject = 0;
7286 rsurface.lightmapcolor4f_bufferoffset = 0;
7287 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7288 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7289 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7290 GL_Color(r, g, b, a);
7291 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7294 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7296 // TODO: optimize applyfog && applycolor case
7297 // just apply fog if necessary, and tint the fog color array if necessary
7298 rsurface.lightmapcolor4f = NULL;
7299 rsurface.lightmapcolor4f_bufferobject = 0;
7300 rsurface.lightmapcolor4f_bufferoffset = 0;
7301 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7302 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7303 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7304 GL_Color(r, g, b, a);
7305 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7308 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7310 int texturesurfaceindex;
7314 if (texturesurfacelist[0]->lightmapinfo)
7316 // generate color arrays for the surfaces in this list
7317 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7319 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7320 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7322 if (surface->lightmapinfo->samples)
7324 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7325 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7326 VectorScale(lm, scale, c);
7327 if (surface->lightmapinfo->styles[1] != 255)
7329 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7331 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7332 VectorMA(c, scale, lm, c);
7333 if (surface->lightmapinfo->styles[2] != 255)
7336 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7337 VectorMA(c, scale, lm, c);
7338 if (surface->lightmapinfo->styles[3] != 255)
7341 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7342 VectorMA(c, scale, lm, c);
7352 rsurface.lightmapcolor4f = rsurface.array_color4f;
7353 rsurface.lightmapcolor4f_bufferobject = 0;
7354 rsurface.lightmapcolor4f_bufferoffset = 0;
7358 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7359 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7360 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7362 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7363 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7364 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7365 GL_Color(r, g, b, a);
7366 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7369 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7371 int texturesurfaceindex;
7378 vec3_t ambientcolor;
7379 vec3_t diffusecolor;
7383 VectorCopy(rsurface.modellight_lightdir, lightdir);
7384 f = 0.5f * r_refdef.lightmapintensity;
7385 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7386 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7387 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7388 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7389 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7390 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7392 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7394 // generate color arrays for the surfaces in this list
7395 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7397 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7398 int numverts = surface->num_vertices;
7399 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7400 n = rsurface.normal3f + 3 * surface->num_firstvertex;
7401 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7402 // q3-style directional shading
7403 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7405 if ((f = DotProduct(n, lightdir)) > 0)
7406 VectorMA(ambientcolor, f, diffusecolor, c);
7408 VectorCopy(ambientcolor, c);
7416 rsurface.lightmapcolor4f = rsurface.array_color4f;
7417 rsurface.lightmapcolor4f_bufferobject = 0;
7418 rsurface.lightmapcolor4f_bufferoffset = 0;
7419 *applycolor = false;
7423 *r = ambientcolor[0];
7424 *g = ambientcolor[1];
7425 *b = ambientcolor[2];
7426 rsurface.lightmapcolor4f = NULL;
7427 rsurface.lightmapcolor4f_bufferobject = 0;
7428 rsurface.lightmapcolor4f_bufferoffset = 0;
7432 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7434 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7435 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7436 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7437 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7438 GL_Color(r, g, b, a);
7439 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7442 void RSurf_SetupDepthAndCulling(void)
7444 // submodels are biased to avoid z-fighting with world surfaces that they
7445 // may be exactly overlapping (avoids z-fighting artifacts on certain
7446 // doors and things in Quake maps)
7447 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7448 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7449 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7450 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7453 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7455 // transparent sky would be ridiculous
7456 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7458 R_SetupGenericShader(false);
7459 skyrenderlater = true;
7460 RSurf_SetupDepthAndCulling();
7462 // LordHavoc: HalfLife maps have freaky skypolys so don't use
7463 // skymasking on them, and Quake3 never did sky masking (unlike
7464 // software Quake and software Quake2), so disable the sky masking
7465 // in Quake3 maps as it causes problems with q3map2 sky tricks,
7466 // and skymasking also looks very bad when noclipping outside the
7467 // level, so don't use it then either.
7468 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7470 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7471 R_Mesh_ColorPointer(NULL, 0, 0);
7472 R_Mesh_ResetTextureState();
7473 if (skyrendermasked)
7475 R_SetupDepthOrShadowShader();
7476 // depth-only (masking)
7477 GL_ColorMask(0,0,0,0);
7478 // just to make sure that braindead drivers don't draw
7479 // anything despite that colormask...
7480 GL_BlendFunc(GL_ZERO, GL_ONE);
7484 R_SetupGenericShader(false);
7486 GL_BlendFunc(GL_ONE, GL_ZERO);
7488 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7489 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7490 if (skyrendermasked)
7491 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7493 R_Mesh_ResetTextureState();
7494 GL_Color(1, 1, 1, 1);
7497 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7499 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7502 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7503 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7504 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7505 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7506 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7507 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7508 if (rsurface.texture->backgroundcurrentskinframe)
7510 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7511 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7512 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7513 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7515 if(rsurface.texture->colormapping)
7517 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7518 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7520 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7521 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7522 R_Mesh_ColorPointer(NULL, 0, 0);
7524 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7526 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7528 // render background
7529 GL_BlendFunc(GL_ONE, GL_ZERO);
7531 GL_AlphaTest(false);
7533 GL_Color(1, 1, 1, 1);
7534 R_Mesh_ColorPointer(NULL, 0, 0);
7536 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7537 if (r_glsl_permutation)
7539 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7540 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7541 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7542 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7543 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7544 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7545 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7547 GL_LockArrays(0, 0);
7549 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7550 GL_DepthMask(false);
7551 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7552 R_Mesh_ColorPointer(NULL, 0, 0);
7554 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7555 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7556 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7559 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7560 if (!r_glsl_permutation)
7563 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7564 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7565 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7566 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7567 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7568 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7570 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7572 GL_BlendFunc(GL_ONE, GL_ZERO);
7574 GL_AlphaTest(false);
7578 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7579 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7580 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7583 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7585 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7586 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7588 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7592 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7593 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7595 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7597 GL_LockArrays(0, 0);
7600 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7602 // OpenGL 1.3 path - anything not completely ancient
7603 int texturesurfaceindex;
7604 qboolean applycolor;
7608 const texturelayer_t *layer;
7609 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7611 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7614 int layertexrgbscale;
7615 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7617 if (layerindex == 0)
7621 GL_AlphaTest(false);
7622 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7625 GL_DepthMask(layer->depthmask && writedepth);
7626 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7627 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7629 layertexrgbscale = 4;
7630 VectorScale(layer->color, 0.25f, layercolor);
7632 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7634 layertexrgbscale = 2;
7635 VectorScale(layer->color, 0.5f, layercolor);
7639 layertexrgbscale = 1;
7640 VectorScale(layer->color, 1.0f, layercolor);
7642 layercolor[3] = layer->color[3];
7643 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7644 R_Mesh_ColorPointer(NULL, 0, 0);
7645 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7646 switch (layer->type)
7648 case TEXTURELAYERTYPE_LITTEXTURE:
7649 memset(&m, 0, sizeof(m));
7650 m.tex[0] = R_GetTexture(r_texture_white);
7651 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7652 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7653 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7654 m.tex[1] = R_GetTexture(layer->texture);
7655 m.texmatrix[1] = layer->texmatrix;
7656 m.texrgbscale[1] = layertexrgbscale;
7657 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7658 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7659 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7660 R_Mesh_TextureState(&m);
7661 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7662 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7663 else if (rsurface.uselightmaptexture)
7664 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7666 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7668 case TEXTURELAYERTYPE_TEXTURE:
7669 memset(&m, 0, sizeof(m));
7670 m.tex[0] = R_GetTexture(layer->texture);
7671 m.texmatrix[0] = layer->texmatrix;
7672 m.texrgbscale[0] = layertexrgbscale;
7673 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7674 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7675 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7676 R_Mesh_TextureState(&m);
7677 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7679 case TEXTURELAYERTYPE_FOG:
7680 memset(&m, 0, sizeof(m));
7681 m.texrgbscale[0] = layertexrgbscale;
7684 m.tex[0] = R_GetTexture(layer->texture);
7685 m.texmatrix[0] = layer->texmatrix;
7686 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7687 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7688 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7690 R_Mesh_TextureState(&m);
7691 // generate a color array for the fog pass
7692 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7693 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7699 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7700 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)
7702 f = 1 - RSurf_FogVertex(v);
7703 c[0] = layercolor[0];
7704 c[1] = layercolor[1];
7705 c[2] = layercolor[2];
7706 c[3] = f * layercolor[3];
7709 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7712 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7714 GL_LockArrays(0, 0);
7717 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7719 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7720 GL_AlphaTest(false);
7724 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7726 // OpenGL 1.1 - crusty old voodoo path
7727 int texturesurfaceindex;
7731 const texturelayer_t *layer;
7732 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7734 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7736 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7738 if (layerindex == 0)
7742 GL_AlphaTest(false);
7743 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7746 GL_DepthMask(layer->depthmask && writedepth);
7747 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7748 R_Mesh_ColorPointer(NULL, 0, 0);
7749 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7750 switch (layer->type)
7752 case TEXTURELAYERTYPE_LITTEXTURE:
7753 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7755 // two-pass lit texture with 2x rgbscale
7756 // first the lightmap pass
7757 memset(&m, 0, sizeof(m));
7758 m.tex[0] = R_GetTexture(r_texture_white);
7759 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7760 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7761 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7762 R_Mesh_TextureState(&m);
7763 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7764 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7765 else if (rsurface.uselightmaptexture)
7766 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7768 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7769 GL_LockArrays(0, 0);
7770 // then apply the texture to it
7771 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7772 memset(&m, 0, sizeof(m));
7773 m.tex[0] = R_GetTexture(layer->texture);
7774 m.texmatrix[0] = layer->texmatrix;
7775 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7776 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7777 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7778 R_Mesh_TextureState(&m);
7779 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);
7783 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7784 memset(&m, 0, sizeof(m));
7785 m.tex[0] = R_GetTexture(layer->texture);
7786 m.texmatrix[0] = layer->texmatrix;
7787 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7788 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7789 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7790 R_Mesh_TextureState(&m);
7791 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7792 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);
7794 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);
7797 case TEXTURELAYERTYPE_TEXTURE:
7798 // singletexture unlit texture with transparency support
7799 memset(&m, 0, sizeof(m));
7800 m.tex[0] = R_GetTexture(layer->texture);
7801 m.texmatrix[0] = layer->texmatrix;
7802 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7803 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7804 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7805 R_Mesh_TextureState(&m);
7806 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);
7808 case TEXTURELAYERTYPE_FOG:
7809 // singletexture fogging
7810 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7813 memset(&m, 0, sizeof(m));
7814 m.tex[0] = R_GetTexture(layer->texture);
7815 m.texmatrix[0] = layer->texmatrix;
7816 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7817 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7818 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7819 R_Mesh_TextureState(&m);
7822 R_Mesh_ResetTextureState();
7823 // generate a color array for the fog pass
7824 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7830 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7831 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)
7833 f = 1 - RSurf_FogVertex(v);
7834 c[0] = layer->color[0];
7835 c[1] = layer->color[1];
7836 c[2] = layer->color[2];
7837 c[3] = f * layer->color[3];
7840 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7843 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7845 GL_LockArrays(0, 0);
7848 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7850 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7851 GL_AlphaTest(false);
7855 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7859 GL_AlphaTest(false);
7860 R_Mesh_ColorPointer(NULL, 0, 0);
7861 R_Mesh_ResetTextureState();
7862 R_SetupGenericShader(false);
7864 if(rsurface.texture && rsurface.texture->currentskinframe)
7866 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7867 c[3] *= rsurface.texture->currentalpha;
7877 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7879 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7880 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7881 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7884 // brighten it up (as texture value 127 means "unlit")
7885 c[0] *= 2 * r_refdef.view.colorscale;
7886 c[1] *= 2 * r_refdef.view.colorscale;
7887 c[2] *= 2 * r_refdef.view.colorscale;
7889 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7890 c[3] *= r_wateralpha.value;
7892 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7894 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7895 GL_DepthMask(false);
7897 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7899 GL_BlendFunc(GL_ONE, GL_ONE);
7900 GL_DepthMask(false);
7902 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7904 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7905 GL_DepthMask(false);
7907 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7909 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7910 GL_DepthMask(false);
7914 GL_BlendFunc(GL_ONE, GL_ZERO);
7915 GL_DepthMask(writedepth);
7918 rsurface.lightmapcolor4f = NULL;
7920 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7922 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7924 rsurface.lightmapcolor4f = NULL;
7925 rsurface.lightmapcolor4f_bufferobject = 0;
7926 rsurface.lightmapcolor4f_bufferoffset = 0;
7928 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7930 qboolean applycolor = true;
7933 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7935 r_refdef.lightmapintensity = 1;
7936 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7937 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7941 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7943 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7944 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7945 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7948 if(!rsurface.lightmapcolor4f)
7949 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7951 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7952 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7953 if(r_refdef.fogenabled)
7954 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7956 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7957 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7960 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7963 RSurf_SetupDepthAndCulling();
7964 if (r_showsurfaces.integer == 3)
7966 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7969 switch (vid.renderpath)
7971 case RENDERPATH_GL20:
7972 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7974 case RENDERPATH_GL13:
7975 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7977 case RENDERPATH_GL11:
7978 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7984 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7987 RSurf_SetupDepthAndCulling();
7988 if (r_showsurfaces.integer == 3)
7990 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7993 switch (vid.renderpath)
7995 case RENDERPATH_GL20:
7996 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7998 case RENDERPATH_GL13:
7999 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
8001 case RENDERPATH_GL11:
8002 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
8008 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8011 int texturenumsurfaces, endsurface;
8013 const msurface_t *surface;
8014 const msurface_t *texturesurfacelist[1024];
8016 // if the model is static it doesn't matter what value we give for
8017 // wantnormals and wanttangents, so this logic uses only rules applicable
8018 // to a model, knowing that they are meaningless otherwise
8019 if (ent == r_refdef.scene.worldentity)
8020 RSurf_ActiveWorldEntity();
8021 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8022 RSurf_ActiveModelEntity(ent, false, false);
8025 switch (vid.renderpath)
8027 case RENDERPATH_GL20:
8028 RSurf_ActiveModelEntity(ent, true, true);
8030 case RENDERPATH_GL13:
8031 case RENDERPATH_GL11:
8032 RSurf_ActiveModelEntity(ent, true, false);
8037 for (i = 0;i < numsurfaces;i = j)
8040 surface = rsurface.modelsurfaces + surfacelist[i];
8041 texture = surface->texture;
8042 rsurface.texture = R_GetCurrentTexture(texture);
8043 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8044 // scan ahead until we find a different texture
8045 endsurface = min(i + 1024, numsurfaces);
8046 texturenumsurfaces = 0;
8047 texturesurfacelist[texturenumsurfaces++] = surface;
8048 for (;j < endsurface;j++)
8050 surface = rsurface.modelsurfaces + surfacelist[j];
8051 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
8053 texturesurfacelist[texturenumsurfaces++] = surface;
8055 // render the range of surfaces
8056 if (ent == r_refdef.scene.worldentity)
8057 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
8059 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
8061 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8062 GL_AlphaTest(false);
8065 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
8067 const entity_render_t *queueentity = r_refdef.scene.worldentity;
8071 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8073 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8075 RSurf_SetupDepthAndCulling();
8076 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8077 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8079 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8081 RSurf_SetupDepthAndCulling();
8082 GL_AlphaTest(false);
8083 R_Mesh_ColorPointer(NULL, 0, 0);
8084 R_Mesh_ResetTextureState();
8085 R_SetupGenericShader(false);
8086 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8088 GL_BlendFunc(GL_ONE, GL_ZERO);
8089 GL_Color(0, 0, 0, 1);
8090 GL_DepthTest(writedepth);
8091 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8093 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8095 RSurf_SetupDepthAndCulling();
8096 GL_AlphaTest(false);
8097 R_Mesh_ColorPointer(NULL, 0, 0);
8098 R_Mesh_ResetTextureState();
8099 R_SetupGenericShader(false);
8100 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8102 GL_BlendFunc(GL_ONE, GL_ZERO);
8104 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8106 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8107 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8108 else if (!rsurface.texture->currentnumlayers)
8110 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8112 // transparent surfaces get pushed off into the transparent queue
8113 int surfacelistindex;
8114 const msurface_t *surface;
8115 vec3_t tempcenter, center;
8116 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8118 surface = texturesurfacelist[surfacelistindex];
8119 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8120 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8121 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8122 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8123 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8128 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8129 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8134 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8138 // break the surface list down into batches by texture and use of lightmapping
8139 for (i = 0;i < numsurfaces;i = j)
8142 // texture is the base texture pointer, rsurface.texture is the
8143 // current frame/skin the texture is directing us to use (for example
8144 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8145 // use skin 1 instead)
8146 texture = surfacelist[i]->texture;
8147 rsurface.texture = R_GetCurrentTexture(texture);
8148 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8149 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8151 // if this texture is not the kind we want, skip ahead to the next one
8152 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8156 // simply scan ahead until we find a different texture or lightmap state
8157 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8159 // render the range of surfaces
8160 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
8164 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
8169 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8171 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8173 RSurf_SetupDepthAndCulling();
8174 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8175 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8177 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8179 RSurf_SetupDepthAndCulling();
8180 GL_AlphaTest(false);
8181 R_Mesh_ColorPointer(NULL, 0, 0);
8182 R_Mesh_ResetTextureState();
8183 R_SetupGenericShader(false);
8184 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8186 GL_BlendFunc(GL_ONE, GL_ZERO);
8187 GL_Color(0, 0, 0, 1);
8188 GL_DepthTest(writedepth);
8189 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8191 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8193 RSurf_SetupDepthAndCulling();
8194 GL_AlphaTest(false);
8195 R_Mesh_ColorPointer(NULL, 0, 0);
8196 R_Mesh_ResetTextureState();
8197 R_SetupGenericShader(false);
8198 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8200 GL_BlendFunc(GL_ONE, GL_ZERO);
8202 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8204 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8205 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8206 else if (!rsurface.texture->currentnumlayers)
8208 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8210 // transparent surfaces get pushed off into the transparent queue
8211 int surfacelistindex;
8212 const msurface_t *surface;
8213 vec3_t tempcenter, center;
8214 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8216 surface = texturesurfacelist[surfacelistindex];
8217 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8218 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8219 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8220 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8221 if (queueentity->transparent_offset) // transparent offset
8223 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8224 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8225 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8227 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8232 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8233 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8238 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8242 // break the surface list down into batches by texture and use of lightmapping
8243 for (i = 0;i < numsurfaces;i = j)
8246 // texture is the base texture pointer, rsurface.texture is the
8247 // current frame/skin the texture is directing us to use (for example
8248 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8249 // use skin 1 instead)
8250 texture = surfacelist[i]->texture;
8251 rsurface.texture = R_GetCurrentTexture(texture);
8252 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8253 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8255 // if this texture is not the kind we want, skip ahead to the next one
8256 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8260 // simply scan ahead until we find a different texture or lightmap state
8261 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8263 // render the range of surfaces
8264 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
8268 float locboxvertex3f[6*4*3] =
8270 1,0,1, 1,0,0, 1,1,0, 1,1,1,
8271 0,1,1, 0,1,0, 0,0,0, 0,0,1,
8272 1,1,1, 1,1,0, 0,1,0, 0,1,1,
8273 0,0,1, 0,0,0, 1,0,0, 1,0,1,
8274 0,0,1, 1,0,1, 1,1,1, 0,1,1,
8275 1,0,0, 0,0,0, 0,1,0, 1,1,0
8278 unsigned short locboxelements[6*2*3] =
8288 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8291 cl_locnode_t *loc = (cl_locnode_t *)ent;
8293 float vertex3f[6*4*3];
8295 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8296 GL_DepthMask(false);
8297 GL_DepthRange(0, 1);
8298 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8300 GL_CullFace(GL_NONE);
8301 R_Mesh_Matrix(&identitymatrix);
8303 R_Mesh_VertexPointer(vertex3f, 0, 0);
8304 R_Mesh_ColorPointer(NULL, 0, 0);
8305 R_Mesh_ResetTextureState();
8306 R_SetupGenericShader(false);
8309 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8310 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8311 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8312 surfacelist[0] < 0 ? 0.5f : 0.125f);
8314 if (VectorCompare(loc->mins, loc->maxs))
8316 VectorSet(size, 2, 2, 2);
8317 VectorMA(loc->mins, -0.5f, size, mins);
8321 VectorCopy(loc->mins, mins);
8322 VectorSubtract(loc->maxs, loc->mins, size);
8325 for (i = 0;i < 6*4*3;)
8326 for (j = 0;j < 3;j++, i++)
8327 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8329 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8332 void R_DrawLocs(void)
8335 cl_locnode_t *loc, *nearestloc;
8337 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8338 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8340 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8341 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8345 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8347 if (decalsystem->decals)
8348 Mem_Free(decalsystem->decals);
8349 memset(decalsystem, 0, sizeof(*decalsystem));
8352 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
8359 // expand or initialize the system
8360 if (decalsystem->maxdecals <= decalsystem->numdecals)
8362 decalsystem_t old = *decalsystem;
8363 qboolean useshortelements;
8364 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8365 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8366 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
8367 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8368 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8369 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8370 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8371 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8372 if (decalsystem->numdecals)
8373 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8375 Mem_Free(old.decals);
8376 for (i = 0;i < decalsystem->maxdecals*3;i++)
8377 decalsystem->element3i[i] = i;
8378 if (useshortelements)
8379 for (i = 0;i < decalsystem->maxdecals*3;i++)
8380 decalsystem->element3s[i] = i;
8383 // grab a decal and search for another free slot for the next one
8384 maxdecals = decalsystem->maxdecals;
8385 decals = decalsystem->decals;
8386 decal = decalsystem->decals + (i = decalsystem->freedecal++);
8387 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
8389 decalsystem->freedecal = i;
8390 if (decalsystem->numdecals <= i)
8391 decalsystem->numdecals = i + 1;
8393 // initialize the decal
8395 decal->triangleindex = triangleindex;
8396 decal->surfaceindex = surfaceindex;
8397 decal->decalsequence = decalsequence;
8398 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
8399 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
8400 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
8401 decal->color4ub[0][3] = 255;
8402 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
8403 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
8404 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
8405 decal->color4ub[1][3] = 255;
8406 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
8407 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
8408 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
8409 decal->color4ub[2][3] = 255;
8410 decal->vertex3f[0][0] = v0[0];
8411 decal->vertex3f[0][1] = v0[1];
8412 decal->vertex3f[0][2] = v0[2];
8413 decal->vertex3f[1][0] = v1[0];
8414 decal->vertex3f[1][1] = v1[1];
8415 decal->vertex3f[1][2] = v1[2];
8416 decal->vertex3f[2][0] = v2[0];
8417 decal->vertex3f[2][1] = v2[1];
8418 decal->vertex3f[2][2] = v2[2];
8419 decal->texcoord2f[0][0] = t0[0];
8420 decal->texcoord2f[0][1] = t0[1];
8421 decal->texcoord2f[1][0] = t1[0];
8422 decal->texcoord2f[1][1] = t1[1];
8423 decal->texcoord2f[2][0] = t2[0];
8424 decal->texcoord2f[2][1] = t2[1];
8427 extern cvar_t cl_decals_bias;
8428 extern cvar_t cl_decals_models;
8429 extern cvar_t cl_decals_newsystem_intensitymultiplier;
8430 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8432 matrix4x4_t projection;
8433 decalsystem_t *decalsystem;
8436 const float *vertex3f;
8437 const msurface_t *surface;
8438 const msurface_t *surfaces;
8439 const int *surfacelist;
8440 const texture_t *texture;
8444 int surfacelistindex;
8447 int decalsurfaceindex;
8452 float localorigin[3];
8453 float localnormal[3];
8464 float points[2][9][3];
8468 decalsystem = &ent->decalsystem;
8470 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8472 R_DecalSystem_Reset(&ent->decalsystem);
8476 if (!model->brush.data_nodes && !cl_decals_models.integer)
8478 if (decalsystem->model)
8479 R_DecalSystem_Reset(decalsystem);
8483 if (decalsystem->model != model)
8484 R_DecalSystem_Reset(decalsystem);
8485 decalsystem->model = model;
8487 RSurf_ActiveModelEntity(ent, false, false);
8489 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8490 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8491 VectorNormalize(localnormal);
8492 localsize = worldsize*rsurface.inversematrixscale;
8493 ilocalsize = 1.0f / localsize;
8494 localmins[0] = localorigin[0] - localsize;
8495 localmins[1] = localorigin[1] - localsize;
8496 localmins[2] = localorigin[2] - localsize;
8497 localmaxs[0] = localorigin[0] + localsize;
8498 localmaxs[1] = localorigin[1] + localsize;
8499 localmaxs[2] = localorigin[2] + localsize;
8501 //VectorCopy(localnormal, planes[4]);
8502 //VectorVectors(planes[4], planes[2], planes[0]);
8503 AnglesFromVectors(angles, localnormal, NULL, false);
8504 AngleVectors(angles, planes[0], planes[2], planes[4]);
8505 VectorNegate(planes[0], planes[1]);
8506 VectorNegate(planes[2], planes[3]);
8507 VectorNegate(planes[4], planes[5]);
8508 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8509 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8510 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8511 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8512 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8513 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8518 matrix4x4_t forwardprojection;
8519 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8520 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8525 float projectionvector[4][3];
8526 VectorScale(planes[0], ilocalsize, projectionvector[0]);
8527 VectorScale(planes[2], ilocalsize, projectionvector[1]);
8528 VectorScale(planes[4], ilocalsize, projectionvector[2]);
8529 projectionvector[0][0] = planes[0][0] * ilocalsize;
8530 projectionvector[0][1] = planes[1][0] * ilocalsize;
8531 projectionvector[0][2] = planes[2][0] * ilocalsize;
8532 projectionvector[1][0] = planes[0][1] * ilocalsize;
8533 projectionvector[1][1] = planes[1][1] * ilocalsize;
8534 projectionvector[1][2] = planes[2][1] * ilocalsize;
8535 projectionvector[2][0] = planes[0][2] * ilocalsize;
8536 projectionvector[2][1] = planes[1][2] * ilocalsize;
8537 projectionvector[2][2] = planes[2][2] * ilocalsize;
8538 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8539 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8540 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8541 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8545 dynamic = model->surfmesh.isanimated;
8546 vertex3f = rsurface.modelvertex3f;
8547 numsurfacelist = model->nummodelsurfaces;
8548 surfacelist = model->sortedmodelsurfaces;
8549 surfaces = model->data_surfaces;
8550 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8552 surfaceindex = surfacelist[surfacelistindex];
8553 surface = surfaces + surfaceindex;
8554 // skip transparent surfaces
8555 texture = surface->texture;
8556 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8558 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8560 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8562 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
8563 numvertices = surface->num_vertices;
8564 numtriangles = surface->num_triangles;
8565 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8567 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8569 index = 3*e[cornerindex];
8570 VectorCopy(vertex3f + index, v[cornerindex]);
8573 //TriangleNormal(v[0], v[1], v[2], normal);
8574 //if (DotProduct(normal, localnormal) < 0.0f)
8576 // clip by each of the box planes formed from the projection matrix
8577 // if anything survives, we emit the decal
8578 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8581 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8584 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8587 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8590 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8593 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
8596 // some part of the triangle survived, so we have to accept it...
8599 // dynamic always uses the original triangle
8601 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8603 index = 3*e[cornerindex];
8604 VectorCopy(vertex3f + index, v[cornerindex]);
8607 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8609 // convert vertex positions to texcoords
8610 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8611 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8612 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8613 // calculate distance fade from the projection origin
8614 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
8615 f = bound(0.0f, f, 1.0f);
8616 c[cornerindex][0] = r * f;
8617 c[cornerindex][1] = g * f;
8618 c[cornerindex][2] = b * f;
8619 c[cornerindex][3] = 1.0f;
8620 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8623 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
8625 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8626 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
8631 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
8632 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8634 int renderentityindex;
8637 entity_render_t *ent;
8639 if (!cl_decals_newsystem.integer)
8642 worldmins[0] = worldorigin[0] - worldsize;
8643 worldmins[1] = worldorigin[1] - worldsize;
8644 worldmins[2] = worldorigin[2] - worldsize;
8645 worldmaxs[0] = worldorigin[0] + worldsize;
8646 worldmaxs[1] = worldorigin[1] + worldsize;
8647 worldmaxs[2] = worldorigin[2] + worldsize;
8649 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8651 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8653 ent = r_refdef.scene.entities[renderentityindex];
8654 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8657 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8661 typedef struct r_decalsystem_splatqueue_s
8670 r_decalsystem_splatqueue_t;
8672 int r_decalsystem_numqueued = 0;
8673 #define MAX_DECALSYSTEM_QUEUE 1024
8674 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
8676 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8678 r_decalsystem_splatqueue_t *queue;
8680 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
8683 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
8684 VectorCopy(worldorigin, queue->worldorigin);
8685 VectorCopy(worldnormal, queue->worldnormal);
8686 Vector4Set(queue->color, r, g, b, a);
8687 Vector4Set(queue->tcrange, s1, t1, s2, t2);
8688 queue->worldsize = worldsize;
8689 queue->decalsequence = cl.decalsequence++;
8692 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
8695 r_decalsystem_splatqueue_t *queue;
8697 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
8698 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
8699 r_decalsystem_numqueued = 0;
8702 extern cvar_t cl_decals_max;
8703 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
8706 decalsystem_t *decalsystem = &ent->decalsystem;
8713 if (!decalsystem->numdecals)
8716 if (r_showsurfaces.integer)
8719 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8721 R_DecalSystem_Reset(decalsystem);
8725 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
8726 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
8728 if (decalsystem->lastupdatetime)
8729 frametime = (cl.time - decalsystem->lastupdatetime);
8732 decalsystem->lastupdatetime = cl.time;
8733 decal = decalsystem->decals;
8734 numdecals = decalsystem->numdecals;
8736 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8738 if (decal->color4ub[0][3])
8740 decal->lived += frametime;
8741 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
8743 memset(decal, 0, sizeof(*decal));
8744 if (decalsystem->freedecal > i)
8745 decalsystem->freedecal = i;
8749 decal = decalsystem->decals;
8750 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
8753 // collapse the array by shuffling the tail decals into the gaps
8756 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
8757 decalsystem->freedecal++;
8758 if (decalsystem->freedecal == numdecals)
8760 decal[decalsystem->freedecal] = decal[--numdecals];
8763 decalsystem->numdecals = numdecals;
8767 // if there are no decals left, reset decalsystem
8768 R_DecalSystem_Reset(decalsystem);
8772 extern skinframe_t *decalskinframe;
8773 static void R_DrawModelDecals_Entity(entity_render_t *ent)
8776 decalsystem_t *decalsystem = &ent->decalsystem;
8786 const unsigned char *surfacevisible = r_refdef.viewcache.world_surfacevisible;
8789 numdecals = decalsystem->numdecals;
8793 if (r_showsurfaces.integer)
8796 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8798 R_DecalSystem_Reset(decalsystem);
8802 // if the model is static it doesn't matter what value we give for
8803 // wantnormals and wanttangents, so this logic uses only rules applicable
8804 // to a model, knowing that they are meaningless otherwise
8805 if (ent == r_refdef.scene.worldentity)
8806 RSurf_ActiveWorldEntity();
8808 RSurf_ActiveModelEntity(ent, false, false);
8810 decalsystem->lastupdatetime = cl.time;
8811 decal = decalsystem->decals;
8813 fadedelay = cl_decals_time.value;
8814 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
8816 // update vertex positions for animated models
8817 v3f = decalsystem->vertex3f;
8818 c4f = decalsystem->color4f;
8819 t2f = decalsystem->texcoord2f;
8820 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8822 if (!decal->color4ub[0][3])
8825 if (decal->surfaceindex >= 0 && !surfacevisible[decal->surfaceindex])
8828 // update color values for fading decals
8829 if (decal->lived >= cl_decals_time.value)
8831 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
8832 alpha *= (1.0f/255.0f);
8835 alpha = 1.0f/255.0f;
8837 c4f[ 0] = decal->color4ub[0][0] * alpha;
8838 c4f[ 1] = decal->color4ub[0][1] * alpha;
8839 c4f[ 2] = decal->color4ub[0][2] * alpha;
8841 c4f[ 4] = decal->color4ub[1][0] * alpha;
8842 c4f[ 5] = decal->color4ub[1][1] * alpha;
8843 c4f[ 6] = decal->color4ub[1][2] * alpha;
8845 c4f[ 8] = decal->color4ub[2][0] * alpha;
8846 c4f[ 9] = decal->color4ub[2][1] * alpha;
8847 c4f[10] = decal->color4ub[2][2] * alpha;
8850 t2f[0] = decal->texcoord2f[0][0];
8851 t2f[1] = decal->texcoord2f[0][1];
8852 t2f[2] = decal->texcoord2f[1][0];
8853 t2f[3] = decal->texcoord2f[1][1];
8854 t2f[4] = decal->texcoord2f[2][0];
8855 t2f[5] = decal->texcoord2f[2][1];
8857 // update vertex positions for animated models
8858 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
8860 e = rsurface.modelelement3i + 3*decal->triangleindex;
8861 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
8862 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
8863 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
8867 VectorCopy(decal->vertex3f[0], v3f);
8868 VectorCopy(decal->vertex3f[1], v3f + 3);
8869 VectorCopy(decal->vertex3f[2], v3f + 6);
8880 r_refdef.stats.drawndecals += numtris;
8881 // now render the decals all at once
8882 // (this assumes they all use one particle font texture!)
8883 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
8884 R_Mesh_ResetTextureState();
8885 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
8886 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
8887 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
8888 R_SetupGenericShader(true);
8889 GL_DepthMask(false);
8890 GL_DepthRange(0, 1);
8891 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
8893 GL_CullFace(GL_NONE);
8894 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
8895 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
8896 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8897 GL_LockArrays(0, numtris * 3);
8898 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
8899 GL_LockArrays(0, 0);
8903 static void R_DrawModelDecals(void)
8907 // fade faster when there are too many decals
8908 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8909 for (i = 0;i < r_refdef.scene.numentities;i++)
8910 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8912 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
8913 for (i = 0;i < r_refdef.scene.numentities;i++)
8914 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8915 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
8917 R_DecalSystem_ApplySplatEntitiesQueue();
8919 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8920 for (i = 0;i < r_refdef.scene.numentities;i++)
8921 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8923 r_refdef.stats.totaldecals += numdecals;
8925 if (r_showsurfaces.integer)
8928 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
8930 if (!r_drawentities.integer)
8933 for (i = 0;i < r_refdef.scene.numentities;i++)
8935 if (!r_refdef.viewcache.entityvisible[i])
8937 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8938 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
8942 void R_DrawDebugModel(void)
8944 entity_render_t *ent = rsurface.entity;
8945 int i, j, k, l, flagsmask;
8946 const int *elements;
8948 const msurface_t *surface;
8949 dp_model_t *model = ent->model;
8952 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
8954 R_Mesh_ColorPointer(NULL, 0, 0);
8955 R_Mesh_ResetTextureState();
8956 R_SetupGenericShader(false);
8957 GL_DepthRange(0, 1);
8958 GL_DepthTest(!r_showdisabledepthtest.integer);
8959 GL_DepthMask(false);
8960 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8962 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
8964 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
8965 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
8967 if (brush->colbrushf && brush->colbrushf->numtriangles)
8969 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
8970 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
8971 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
8974 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
8976 if (surface->num_collisiontriangles)
8978 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
8979 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
8980 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
8985 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8987 if (r_showtris.integer || r_shownormals.integer)
8989 if (r_showdisabledepthtest.integer)
8991 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8992 GL_DepthMask(false);
8996 GL_BlendFunc(GL_ONE, GL_ZERO);
8999 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9001 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9003 rsurface.texture = R_GetCurrentTexture(surface->texture);
9004 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9006 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
9007 if (r_showtris.value > 0)
9009 if (!rsurface.texture->currentlayers->depthmask)
9010 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9011 else if (ent == r_refdef.scene.worldentity)
9012 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9014 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9015 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
9016 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
9017 R_Mesh_ColorPointer(NULL, 0, 0);
9018 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
9019 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9020 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
9021 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9022 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9025 if (r_shownormals.value < 0)
9028 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9030 VectorCopy(rsurface.vertex3f + l * 3, v);
9031 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9032 qglVertex3f(v[0], v[1], v[2]);
9033 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
9034 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9035 qglVertex3f(v[0], v[1], v[2]);
9040 if (r_shownormals.value > 0)
9043 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9045 VectorCopy(rsurface.vertex3f + l * 3, v);
9046 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9047 qglVertex3f(v[0], v[1], v[2]);
9048 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
9049 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9050 qglVertex3f(v[0], v[1], v[2]);
9055 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9057 VectorCopy(rsurface.vertex3f + l * 3, v);
9058 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9059 qglVertex3f(v[0], v[1], v[2]);
9060 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
9061 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9062 qglVertex3f(v[0], v[1], v[2]);
9067 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9069 VectorCopy(rsurface.vertex3f + l * 3, v);
9070 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9071 qglVertex3f(v[0], v[1], v[2]);
9072 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
9073 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9074 qglVertex3f(v[0], v[1], v[2]);
9081 rsurface.texture = NULL;
9085 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
9086 int r_maxsurfacelist = 0;
9087 const msurface_t **r_surfacelist = NULL;
9088 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9090 int i, j, endj, f, flagsmask;
9092 dp_model_t *model = r_refdef.scene.worldmodel;
9093 msurface_t *surfaces;
9094 unsigned char *update;
9095 int numsurfacelist = 0;
9099 if (r_maxsurfacelist < model->num_surfaces)
9101 r_maxsurfacelist = model->num_surfaces;
9103 Mem_Free((msurface_t**)r_surfacelist);
9104 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9107 RSurf_ActiveWorldEntity();
9109 surfaces = model->data_surfaces;
9110 update = model->brushq1.lightmapupdateflags;
9112 // update light styles on this submodel
9113 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9115 model_brush_lightstyleinfo_t *style;
9116 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9118 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9120 int *list = style->surfacelist;
9121 style->value = r_refdef.scene.lightstylevalue[style->style];
9122 for (j = 0;j < style->numsurfaces;j++)
9123 update[list[j]] = true;
9128 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9133 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9139 rsurface.uselightmaptexture = false;
9140 rsurface.texture = NULL;
9141 rsurface.rtlight = NULL;
9143 // add visible surfaces to draw list
9144 for (i = 0;i < model->nummodelsurfaces;i++)
9146 j = model->sortedmodelsurfaces[i];
9147 if (r_refdef.viewcache.world_surfacevisible[j])
9148 r_surfacelist[numsurfacelist++] = surfaces + j;
9150 // update lightmaps if needed
9152 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9153 if (r_refdef.viewcache.world_surfacevisible[j])
9155 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
9156 // don't do anything if there were no surfaces
9157 if (!numsurfacelist)
9159 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9162 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9163 GL_AlphaTest(false);
9165 // add to stats if desired
9166 if (r_speeds.integer && !skysurfaces && !depthonly)
9168 r_refdef.stats.world_surfaces += numsurfacelist;
9169 for (j = 0;j < numsurfacelist;j++)
9170 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
9173 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9176 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9178 int i, j, endj, f, flagsmask;
9180 dp_model_t *model = ent->model;
9181 msurface_t *surfaces;
9182 unsigned char *update;
9183 int numsurfacelist = 0;
9187 if (r_maxsurfacelist < model->num_surfaces)
9189 r_maxsurfacelist = model->num_surfaces;
9191 Mem_Free((msurface_t **)r_surfacelist);
9192 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9195 // if the model is static it doesn't matter what value we give for
9196 // wantnormals and wanttangents, so this logic uses only rules applicable
9197 // to a model, knowing that they are meaningless otherwise
9198 if (ent == r_refdef.scene.worldentity)
9199 RSurf_ActiveWorldEntity();
9200 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9201 RSurf_ActiveModelEntity(ent, false, false);
9203 RSurf_ActiveModelEntity(ent, false, false);
9206 switch (vid.renderpath)
9208 case RENDERPATH_GL20:
9209 RSurf_ActiveModelEntity(ent, true, true);
9211 case RENDERPATH_GL13:
9212 case RENDERPATH_GL11:
9213 RSurf_ActiveModelEntity(ent, true, false);
9218 surfaces = model->data_surfaces;
9219 update = model->brushq1.lightmapupdateflags;
9221 // update light styles
9222 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9224 model_brush_lightstyleinfo_t *style;
9225 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9227 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9229 int *list = style->surfacelist;
9230 style->value = r_refdef.scene.lightstylevalue[style->style];
9231 for (j = 0;j < style->numsurfaces;j++)
9232 update[list[j]] = true;
9237 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9242 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9248 rsurface.uselightmaptexture = false;
9249 rsurface.texture = NULL;
9250 rsurface.rtlight = NULL;
9252 // add visible surfaces to draw list
9253 for (i = 0;i < model->nummodelsurfaces;i++)
9254 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
9255 // don't do anything if there were no surfaces
9256 if (!numsurfacelist)
9258 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9261 // update lightmaps if needed
9263 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9265 R_BuildLightMap(ent, surfaces + j);
9266 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9267 GL_AlphaTest(false);
9269 // add to stats if desired
9270 if (r_speeds.integer && !skysurfaces && !depthonly)
9272 r_refdef.stats.entities_surfaces += numsurfacelist;
9273 for (j = 0;j < numsurfacelist;j++)
9274 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9277 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9280 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
9282 static texture_t texture;
9283 static msurface_t surface;
9284 const msurface_t *surfacelist = &surface;
9286 // fake enough texture and surface state to render this geometry
9288 texture.update_lastrenderframe = -1; // regenerate this texture
9289 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9290 texture.currentskinframe = skinframe;
9291 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9292 texture.specularscalemod = 1;
9293 texture.specularpowermod = 1;
9295 surface.texture = &texture;
9296 surface.num_triangles = numtriangles;
9297 surface.num_firsttriangle = firsttriangle;
9298 surface.num_vertices = numvertices;
9299 surface.num_firstvertex = firstvertex;
9302 rsurface.texture = R_GetCurrentTexture(surface.texture);
9303 rsurface.uselightmaptexture = false;
9304 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);