2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
35 r_viewcache_t r_viewcache;
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 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"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
75 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
77 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
78 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
79 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
80 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
81 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)"};
82 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
84 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
85 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
86 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
88 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
89 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
90 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
91 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
92 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
93 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
94 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
96 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
97 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
98 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
99 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)"};
101 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"};
103 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"};
105 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
107 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
108 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
110 extern qboolean v_flipped_state;
112 typedef struct r_glsl_bloomshader_s
115 int loc_Texture_Bloom;
117 r_glsl_bloomshader_t;
119 static struct r_bloomstate_s
124 int bloomwidth, bloomheight;
126 int screentexturewidth, screentextureheight;
127 rtexture_t *texture_screen;
129 int bloomtexturewidth, bloomtextureheight;
130 rtexture_t *texture_bloom;
132 r_glsl_bloomshader_t *shader;
134 // arrays for rendering the screen passes
135 float screentexcoord2f[8];
136 float bloomtexcoord2f[8];
137 float offsettexcoord2f[8];
141 // shadow volume bsp struct with automatically growing nodes buffer
144 rtexture_t *r_texture_blanknormalmap;
145 rtexture_t *r_texture_white;
146 rtexture_t *r_texture_black;
147 rtexture_t *r_texture_notexture;
148 rtexture_t *r_texture_whitecube;
149 rtexture_t *r_texture_normalizationcube;
150 rtexture_t *r_texture_fogattenuation;
151 //rtexture_t *r_texture_fogintensity;
153 // information about each possible shader permutation
154 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
155 // currently selected permutation
156 r_glsl_permutation_t *r_glsl_permutation;
158 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
159 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
161 // vertex coordinates for a quad that covers the screen exactly
162 const static float r_screenvertex3f[12] =
170 extern void R_DrawModelShadows(void);
172 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
175 for (i = 0;i < verts;i++)
186 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
189 for (i = 0;i < verts;i++)
199 // FIXME: move this to client?
202 if (gamemode == GAME_NEHAHRA)
204 Cvar_Set("gl_fogenable", "0");
205 Cvar_Set("gl_fogdensity", "0.2");
206 Cvar_Set("gl_fogred", "0.3");
207 Cvar_Set("gl_foggreen", "0.3");
208 Cvar_Set("gl_fogblue", "0.3");
210 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
213 float FogPoint_World(const vec3_t p)
215 int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
216 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
219 float FogPoint_Model(const vec3_t p)
221 int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
222 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
225 static void R_BuildBlankTextures(void)
227 unsigned char data[4];
228 data[0] = 128; // normal X
229 data[1] = 128; // normal Y
230 data[2] = 255; // normal Z
231 data[3] = 128; // height
232 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
237 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
242 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
245 static void R_BuildNoTexture(void)
248 unsigned char pix[16][16][4];
249 // this makes a light grey/dark grey checkerboard texture
250 for (y = 0;y < 16;y++)
252 for (x = 0;x < 16;x++)
254 if ((y < 8) ^ (x < 8))
270 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
273 static void R_BuildWhiteCube(void)
275 unsigned char data[6*1*1*4];
276 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
277 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
278 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
279 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
280 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
281 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
282 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
285 static void R_BuildNormalizationCube(void)
289 vec_t s, t, intensity;
291 unsigned char data[6][NORMSIZE][NORMSIZE][4];
292 for (side = 0;side < 6;side++)
294 for (y = 0;y < NORMSIZE;y++)
296 for (x = 0;x < NORMSIZE;x++)
298 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
299 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
334 intensity = 127.0f / sqrt(DotProduct(v, v));
335 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
336 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
337 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
338 data[side][y][x][3] = 255;
342 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
345 static void R_BuildFogTexture(void)
349 unsigned char data1[FOGWIDTH][4];
350 //unsigned char data2[FOGWIDTH][4];
351 for (x = 0;x < FOGWIDTH;x++)
353 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
358 //data2[x][0] = 255 - b;
359 //data2[x][1] = 255 - b;
360 //data2[x][2] = 255 - b;
363 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
364 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
367 static const char *builtinshaderstring =
368 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
369 "// written by Forest 'LordHavoc' Hale\n"
371 "// common definitions between vertex shader and fragment shader:\n"
373 "#ifdef __GLSL_CG_DATA_TYPES\n"
374 "#define myhalf half\n"
375 "#define myhvec2 hvec2\n"
376 "#define myhvec3 hvec3\n"
377 "#define myhvec4 hvec4\n"
379 "#define myhalf float\n"
380 "#define myhvec2 vec2\n"
381 "#define myhvec3 vec3\n"
382 "#define myhvec4 vec4\n"
385 "varying vec2 TexCoord;\n"
386 "varying vec2 TexCoordLightmap;\n"
388 "varying vec3 CubeVector;\n"
389 "varying vec3 LightVector;\n"
390 "varying vec3 EyeVector;\n"
392 "varying vec3 EyeVectorModelSpace;\n"
395 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
396 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
397 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
402 "// vertex shader specific:\n"
403 "#ifdef VERTEX_SHADER\n"
405 "uniform vec3 LightPosition;\n"
406 "uniform vec3 EyePosition;\n"
407 "uniform vec3 LightDir;\n"
409 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
413 " gl_FrontColor = gl_Color;\n"
414 " // copy the surface texcoord\n"
415 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
416 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
417 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
420 "#ifdef MODE_LIGHTSOURCE\n"
421 " // transform vertex position into light attenuation/cubemap space\n"
422 " // (-1 to +1 across the light box)\n"
423 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
425 " // transform unnormalized light direction into tangent space\n"
426 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
427 " // normalize it per pixel)\n"
428 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
429 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
430 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
431 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
434 "#ifdef MODE_LIGHTDIRECTION\n"
435 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
436 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
437 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
440 " // transform unnormalized eye direction into tangent space\n"
442 " vec3 EyeVectorModelSpace;\n"
444 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
445 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
446 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
447 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
449 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
450 " VectorS = gl_MultiTexCoord1.xyz;\n"
451 " VectorT = gl_MultiTexCoord2.xyz;\n"
452 " VectorR = gl_MultiTexCoord3.xyz;\n"
455 " // transform vertex to camera space, using ftransform to match non-VS\n"
457 " gl_Position = ftransform();\n"
460 "#endif // VERTEX_SHADER\n"
465 "// fragment shader specific:\n"
466 "#ifdef FRAGMENT_SHADER\n"
468 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
469 "uniform sampler2D Texture_Normal;\n"
470 "uniform sampler2D Texture_Color;\n"
471 "uniform sampler2D Texture_Gloss;\n"
472 "uniform samplerCube Texture_Cube;\n"
473 "uniform sampler2D Texture_Attenuation;\n"
474 "uniform sampler2D Texture_FogMask;\n"
475 "uniform sampler2D Texture_Pants;\n"
476 "uniform sampler2D Texture_Shirt;\n"
477 "uniform sampler2D Texture_Lightmap;\n"
478 "uniform sampler2D Texture_Deluxemap;\n"
479 "uniform sampler2D Texture_Glow;\n"
481 "uniform myhvec3 LightColor;\n"
482 "uniform myhvec3 AmbientColor;\n"
483 "uniform myhvec3 DiffuseColor;\n"
484 "uniform myhvec3 SpecularColor;\n"
485 "uniform myhvec3 Color_Pants;\n"
486 "uniform myhvec3 Color_Shirt;\n"
487 "uniform myhvec3 FogColor;\n"
489 "uniform myhalf GlowScale;\n"
490 "uniform myhalf SceneBrightness;\n"
491 "#ifdef USECONTRASTBOOST\n"
492 "uniform myhalf ContrastBoostCoeff;\n"
495 "uniform float OffsetMapping_Scale;\n"
496 "uniform float OffsetMapping_Bias;\n"
497 "uniform float FogRangeRecip;\n"
499 "uniform myhalf AmbientScale;\n"
500 "uniform myhalf DiffuseScale;\n"
501 "uniform myhalf SpecularScale;\n"
502 "uniform myhalf SpecularPower;\n"
504 "#ifdef USEOFFSETMAPPING\n"
505 "vec2 OffsetMapping(vec2 TexCoord)\n"
507 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
508 " // 14 sample relief mapping: linear search and then binary search\n"
509 " // this basically steps forward a small amount repeatedly until it finds\n"
510 " // itself inside solid, then jitters forward and back using decreasing\n"
511 " // amounts to find the impact\n"
512 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
513 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
514 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
515 " vec3 RT = vec3(TexCoord, 1);\n"
516 " OffsetVector *= 0.1;\n"
517 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
519 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
520 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
521 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
522 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
523 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
524 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
525 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
526 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
527 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
528 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
529 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
530 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
533 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
534 " // this basically moves forward the full distance, and then backs up based\n"
535 " // on height of samples\n"
536 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
537 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
538 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
539 " TexCoord += OffsetVector;\n"
540 " OffsetVector *= 0.333;\n"
541 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
542 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
543 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
544 " return TexCoord;\n"
551 "#ifdef USEOFFSETMAPPING\n"
552 " // apply offsetmapping\n"
553 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
554 "#define TexCoord TexCoordOffset\n"
557 " // combine the diffuse textures (base, pants, shirt)\n"
558 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
559 "#ifdef USECOLORMAPPING\n"
560 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
566 "#ifdef MODE_LIGHTSOURCE\n"
569 " // calculate surface normal, light normal, and specular normal\n"
570 " // compute color intensity for the two textures (colormap and glossmap)\n"
571 " // scale by light color and attenuation as efficiently as possible\n"
572 " // (do as much scalar math as possible rather than vector math)\n"
573 "#ifdef USESPECULAR\n"
574 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
575 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
576 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
578 " // calculate directional shading\n"
579 " color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
581 "#ifdef USEDIFFUSE\n"
582 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
583 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
585 " // calculate directional shading\n"
586 " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
588 " // calculate directionless shading\n"
589 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
593 "#ifdef USECUBEFILTER\n"
594 " // apply light cubemap filter\n"
595 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
596 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
602 "#elif defined(MODE_LIGHTDIRECTION)\n"
603 " // directional model lighting\n"
605 " // get the surface normal and light normal\n"
606 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
607 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
609 " // calculate directional shading\n"
610 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
611 "#ifdef USESPECULAR\n"
612 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
613 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
619 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
620 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
622 " // get the surface normal and light normal\n"
623 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
625 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
626 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
627 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
629 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
631 " // calculate directional shading\n"
632 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
633 "#ifdef USESPECULAR\n"
634 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
635 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
638 " // apply lightmap color\n"
639 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
642 "#else // MODE none (lightmap)\n"
643 " // apply lightmap color\n"
644 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
647 " color *= myhvec4(gl_Color);\n"
650 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
655 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
658 "#ifdef USECONTRASTBOOST\n"
659 " color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
661 " color.rgb *= SceneBrightness;\n"
664 " gl_FragColor = vec4(color);\n"
667 "#endif // FRAGMENT_SHADER\n"
670 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
671 const char *permutationinfo[][2] =
673 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
674 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
675 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
676 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
677 {"#define USEGLOW\n", " glow"},
678 {"#define USEFOG\n", " fog"},
679 {"#define USECOLORMAPPING\n", " colormapping"},
680 {"#define USEDIFFUSE\n", " diffuse"},
681 {"#define USECONTRASTBOOST\n", " contrastboost"},
682 {"#define USESPECULAR\n", " specular"},
683 {"#define USECUBEFILTER\n", " cubefilter"},
684 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
685 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
689 void R_GLSL_CompilePermutation(const char *filename, int permutation)
692 qboolean shaderfound;
693 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
694 int vertstrings_count;
695 int geomstrings_count;
696 int fragstrings_count;
698 const char *vertstrings_list[32+1];
699 const char *geomstrings_list[32+1];
700 const char *fragstrings_list[32+1];
701 char permutationname[256];
706 vertstrings_list[0] = "#define VERTEX_SHADER\n";
707 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
708 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
709 vertstrings_count = 1;
710 geomstrings_count = 1;
711 fragstrings_count = 1;
712 permutationname[0] = 0;
713 for (i = 0;permutationinfo[i][0];i++)
715 if (permutation & (1<<i))
717 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
718 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
719 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
720 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
724 // keep line numbers correct
725 vertstrings_list[vertstrings_count++] = "\n";
726 geomstrings_list[geomstrings_count++] = "\n";
727 fragstrings_list[fragstrings_count++] = "\n";
730 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
734 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
735 vertstrings_list[vertstrings_count++] = shaderstring;
736 geomstrings_list[geomstrings_count++] = shaderstring;
737 fragstrings_list[fragstrings_count++] = shaderstring;
740 else if (!strcmp(filename, "glsl/default.glsl"))
742 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
743 vertstrings_list[vertstrings_count++] = builtinshaderstring;
744 geomstrings_list[geomstrings_count++] = builtinshaderstring;
745 fragstrings_list[fragstrings_count++] = builtinshaderstring;
748 // clear any lists that are not needed by this shader
749 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
750 vertstrings_count = 0;
751 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
752 geomstrings_count = 0;
753 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
754 fragstrings_count = 0;
755 // compile the shader program
756 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
757 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
761 qglUseProgramObjectARB(p->program);CHECKGLERROR
762 // look up all the uniform variable names we care about, so we don't
763 // have to look them up every time we set them
764 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
765 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
766 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
767 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
768 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
769 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
770 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
771 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
772 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
773 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
774 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
775 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
776 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
777 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
778 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
779 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
780 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
781 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
782 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
783 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
784 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
785 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
786 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
787 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
788 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
789 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
790 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
791 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
792 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
793 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
794 // initialize the samplers to refer to the texture units we use
795 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
796 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
797 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
798 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
799 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
800 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
801 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
802 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
803 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
804 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
805 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
807 qglUseProgramObjectARB(0);CHECKGLERROR
810 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
812 Mem_Free(shaderstring);
815 void R_GLSL_Restart_f(void)
818 for (i = 0;i < SHADERPERMUTATION_MAX;i++)
819 if (r_glsl_permutations[i].program)
820 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
821 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
824 extern rtexture_t *r_shadow_attenuationgradienttexture;
825 extern rtexture_t *r_shadow_attenuation2dtexture;
826 extern rtexture_t *r_shadow_attenuation3dtexture;
827 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
829 // select a permutation of the lighting shader appropriate to this
830 // combination of texture, entity, light source, and fogging, only use the
831 // minimum features necessary to avoid wasting rendering time in the
832 // fragment shader on features that are not being used
833 const char *shaderfilename = NULL;
834 unsigned int permutation = 0;
835 r_glsl_permutation = NULL;
836 // TODO: implement geometry-shader based shadow volumes someday
837 if (rsurface.rtlight)
840 shaderfilename = "glsl/default.glsl";
841 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
842 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
843 permutation |= SHADERPERMUTATION_CUBEFILTER;
844 if (diffusescale > 0)
845 permutation |= SHADERPERMUTATION_DIFFUSE;
846 if (specularscale > 0)
847 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
848 if (r_refdef.fogenabled)
849 permutation |= SHADERPERMUTATION_FOG;
850 if (rsurface.texture->colormapping)
851 permutation |= SHADERPERMUTATION_COLORMAPPING;
852 if (r_glsl_offsetmapping.integer)
854 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
855 if (r_glsl_offsetmapping_reliefmapping.integer)
856 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
858 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
859 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
861 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
863 // bright unshaded geometry
864 shaderfilename = "glsl/default.glsl";
865 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
866 if (rsurface.texture->currentskinframe->glow)
867 permutation |= SHADERPERMUTATION_GLOW;
868 if (r_refdef.fogenabled)
869 permutation |= SHADERPERMUTATION_FOG;
870 if (rsurface.texture->colormapping)
871 permutation |= SHADERPERMUTATION_COLORMAPPING;
872 if (r_glsl_offsetmapping.integer)
874 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
875 if (r_glsl_offsetmapping_reliefmapping.integer)
876 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
878 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
879 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
881 else if (modellighting)
883 // directional model lighting
884 shaderfilename = "glsl/default.glsl";
885 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
886 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
887 if (rsurface.texture->currentskinframe->glow)
888 permutation |= SHADERPERMUTATION_GLOW;
889 if (specularscale > 0)
890 permutation |= SHADERPERMUTATION_SPECULAR;
891 if (r_refdef.fogenabled)
892 permutation |= SHADERPERMUTATION_FOG;
893 if (rsurface.texture->colormapping)
894 permutation |= SHADERPERMUTATION_COLORMAPPING;
895 if (r_glsl_offsetmapping.integer)
897 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
898 if (r_glsl_offsetmapping_reliefmapping.integer)
899 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
901 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
902 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
907 shaderfilename = "glsl/default.glsl";
908 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
909 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
911 // deluxemapping (light direction texture)
912 if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
913 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
915 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
916 if (specularscale > 0)
917 permutation |= SHADERPERMUTATION_SPECULAR;
919 else if (r_glsl_deluxemapping.integer >= 2)
921 // fake deluxemapping (uniform light direction in tangentspace)
922 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
923 if (specularscale > 0)
924 permutation |= SHADERPERMUTATION_SPECULAR;
928 // ordinary lightmapping
931 if (rsurface.texture->currentskinframe->glow)
932 permutation |= SHADERPERMUTATION_GLOW;
933 if (r_refdef.fogenabled)
934 permutation |= SHADERPERMUTATION_FOG;
935 if (rsurface.texture->colormapping)
936 permutation |= SHADERPERMUTATION_COLORMAPPING;
937 if (r_glsl_offsetmapping.integer)
939 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
940 if (r_glsl_offsetmapping_reliefmapping.integer)
941 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
943 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
944 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
946 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
948 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
949 R_GLSL_CompilePermutation(shaderfilename, permutation);
950 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
952 // remove features until we find a valid permutation
954 for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
957 return 0; // no bit left to clear
958 // reduce i more quickly whenever it would not remove any bits
959 if (!(permutation & i))
962 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
963 R_GLSL_CompilePermutation(shaderfilename, permutation);
964 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
969 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
971 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
972 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
973 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
975 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
976 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
977 if (permutation & SHADERPERMUTATION_DIFFUSE)
979 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
980 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
981 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
982 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
986 // ambient only is simpler
987 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
988 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
989 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
990 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
993 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
995 if (r_glsl_permutation->loc_AmbientColor >= 0)
996 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
997 if (r_glsl_permutation->loc_DiffuseColor >= 0)
998 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
999 if (r_glsl_permutation->loc_SpecularColor >= 0)
1000 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1001 if (r_glsl_permutation->loc_LightDir >= 0)
1002 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1006 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1007 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1008 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1010 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
1011 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
1012 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
1013 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1014 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
1015 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1016 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
1017 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1018 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1019 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1020 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1021 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1022 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1024 // The formula used is actually:
1025 // color.rgb *= SceneBrightness;
1026 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1027 // I simplify that to
1028 // color.rgb *= [[SceneBrightness * ContrastBoost]];
1029 // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1031 // color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
1032 // and do [[calculations]] here in the engine
1033 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1034 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1037 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1038 if (r_glsl_permutation->loc_FogColor >= 0)
1040 // additive passes are only darkened by fog, not tinted
1041 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1042 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1044 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1046 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1047 if (r_glsl_permutation->loc_Color_Pants >= 0)
1049 if (rsurface.texture->currentskinframe->pants)
1050 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1052 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1054 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1056 if (rsurface.texture->currentskinframe->shirt)
1057 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1059 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1061 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1062 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1063 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1068 void R_SwitchSurfaceShader(int permutation)
1070 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1072 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1074 qglUseProgramObjectARB(r_glsl_permutation->program);
1079 #define SKINFRAME_HASH 1024
1083 int loadsequence; // incremented each level change
1084 memexpandablearray_t array;
1085 skinframe_t *hash[SKINFRAME_HASH];
1089 void R_SkinFrame_PrepareForPurge(void)
1091 r_skinframe.loadsequence++;
1092 // wrap it without hitting zero
1093 if (r_skinframe.loadsequence >= 200)
1094 r_skinframe.loadsequence = 1;
1097 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1101 // mark the skinframe as used for the purging code
1102 skinframe->loadsequence = r_skinframe.loadsequence;
1105 void R_SkinFrame_Purge(void)
1109 for (i = 0;i < SKINFRAME_HASH;i++)
1111 for (s = r_skinframe.hash[i];s;s = s->next)
1113 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1115 if (s->base == r_texture_notexture) s->base = NULL;
1116 if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
1117 if (s->merged == s->base) s->merged = NULL;
1118 if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
1119 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1120 if (s->base ) R_FreeTexture(s->base );s->base = NULL;
1121 if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
1122 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
1123 if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
1124 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
1125 if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
1126 if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
1127 s->loadsequence = 0;
1133 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1137 char basename[MAX_QPATH];
1139 Image_StripImageExtension(name, basename, sizeof(basename));
1141 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1142 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1143 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1149 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1150 memset(item, 0, sizeof(*item));
1151 strlcpy(item->basename, basename, sizeof(item->basename));
1152 item->textureflags = textureflags;
1153 item->comparewidth = comparewidth;
1154 item->compareheight = compareheight;
1155 item->comparecrc = comparecrc;
1156 item->next = r_skinframe.hash[hashindex];
1157 r_skinframe.hash[hashindex] = item;
1159 R_SkinFrame_MarkUsed(item);
1163 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1165 // FIXME: it should be possible to disable loading various layers using
1166 // cvars, to prevent wasted loading time and memory usage if the user does
1168 qboolean loadnormalmap = true;
1169 qboolean loadgloss = true;
1170 qboolean loadpantsandshirt = true;
1171 qboolean loadglow = true;
1173 unsigned char *pixels;
1174 unsigned char *bumppixels;
1175 unsigned char *basepixels = NULL;
1176 int basepixels_width;
1177 int basepixels_height;
1178 skinframe_t *skinframe;
1180 if (cls.state == ca_dedicated)
1183 // return an existing skinframe if already loaded
1184 // if loading of the first image fails, don't make a new skinframe as it
1185 // would cause all future lookups of this to be missing
1186 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1187 if (skinframe && skinframe->base)
1190 basepixels = loadimagepixels(name, complain, 0, 0);
1191 if (basepixels == NULL)
1194 // we've got some pixels to store, so really allocate this new texture now
1196 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1197 skinframe->stain = NULL;
1198 skinframe->merged = NULL;
1199 skinframe->base = r_texture_notexture;
1200 skinframe->pants = NULL;
1201 skinframe->shirt = NULL;
1202 skinframe->nmap = r_texture_blanknormalmap;
1203 skinframe->gloss = NULL;
1204 skinframe->glow = NULL;
1205 skinframe->fog = NULL;
1207 basepixels_width = image_width;
1208 basepixels_height = image_height;
1209 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1211 if (textureflags & TEXF_ALPHA)
1213 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1214 if (basepixels[j] < 255)
1216 if (j < basepixels_width * basepixels_height * 4)
1218 // has transparent pixels
1219 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1220 for (j = 0;j < image_width * image_height * 4;j += 4)
1225 pixels[j+3] = basepixels[j+3];
1227 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1232 // _norm is the name used by tenebrae and has been adopted as standard
1235 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1237 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1241 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1243 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1244 Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1245 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1247 Mem_Free(bumppixels);
1249 else if (r_shadow_bumpscale_basetexture.value > 0)
1251 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1252 Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1253 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1257 // _luma is supported for tenebrae compatibility
1258 // (I think it's a very stupid name, but oh well)
1259 // _glow is the preferred name
1260 if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1261 if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1262 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1263 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1266 Mem_Free(basepixels);
1271 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1276 for (i = 0;i < width*height;i++)
1277 if (((unsigned char *)&palette[in[i]])[3] > 0)
1279 if (i == width*height)
1282 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1285 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1288 unsigned char *temp1, *temp2;
1289 skinframe_t *skinframe;
1291 if (cls.state == ca_dedicated)
1294 // if already loaded just return it, otherwise make a new skinframe
1295 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1296 if (skinframe && skinframe->base)
1299 skinframe->stain = NULL;
1300 skinframe->merged = NULL;
1301 skinframe->base = r_texture_notexture;
1302 skinframe->pants = NULL;
1303 skinframe->shirt = NULL;
1304 skinframe->nmap = r_texture_blanknormalmap;
1305 skinframe->gloss = NULL;
1306 skinframe->glow = NULL;
1307 skinframe->fog = NULL;
1309 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1313 if (bitsperpixel == 32)
1315 if (r_shadow_bumpscale_basetexture.value > 0)
1317 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1318 temp2 = temp1 + width * height * 4;
1319 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1320 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1323 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1324 if (textureflags & TEXF_ALPHA)
1326 for (i = 3;i < width * height * 4;i += 4)
1327 if (skindata[i] < 255)
1329 if (i < width * height * 4)
1331 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1332 memcpy(fogpixels, skindata, width * height * 4);
1333 for (i = 0;i < width * height * 4;i += 4)
1334 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1335 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1336 Mem_Free(fogpixels);
1340 else if (bitsperpixel == 8)
1342 if (r_shadow_bumpscale_basetexture.value > 0)
1344 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1345 temp2 = temp1 + width * height * 4;
1346 if (bitsperpixel == 32)
1347 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1350 // use either a custom palette or the quake palette
1351 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1352 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1354 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1357 // use either a custom palette, or the quake palette
1358 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1359 if (!palette && loadglowtexture)
1360 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1361 if (!palette && loadpantsandshirt)
1363 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1364 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1366 if (skinframe->pants || skinframe->shirt)
1367 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1368 if (textureflags & TEXF_ALPHA)
1370 // if not using a custom alphapalette, use the quake one
1372 alphapalette = palette_alpha;
1373 for (i = 0;i < width * height;i++)
1374 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1376 if (i < width * height)
1377 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1384 skinframe_t *R_SkinFrame_LoadMissing(void)
1386 skinframe_t *skinframe;
1388 if (cls.state == ca_dedicated)
1391 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1392 skinframe->stain = NULL;
1393 skinframe->merged = NULL;
1394 skinframe->base = r_texture_notexture;
1395 skinframe->pants = NULL;
1396 skinframe->shirt = NULL;
1397 skinframe->nmap = r_texture_blanknormalmap;
1398 skinframe->gloss = NULL;
1399 skinframe->glow = NULL;
1400 skinframe->fog = NULL;
1405 void gl_main_start(void)
1410 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1411 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1413 alpha = 1 - exp(r / ((double)x*(double)x));
1414 if (x == FOGMASKTABLEWIDTH - 1)
1416 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1419 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1420 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1422 // set up r_skinframe loading system for textures
1423 memset(&r_skinframe, 0, sizeof(r_skinframe));
1424 r_skinframe.loadsequence = 1;
1425 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1427 r_main_texturepool = R_AllocTexturePool();
1428 R_BuildBlankTextures();
1430 if (gl_texturecubemap)
1433 R_BuildNormalizationCube();
1435 R_BuildFogTexture();
1436 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1437 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1438 memset(&r_svbsp, 0, sizeof (r_svbsp));
1441 void gl_main_shutdown(void)
1443 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1444 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1446 // clear out the r_skinframe state
1447 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1448 memset(&r_skinframe, 0, sizeof(r_skinframe));
1451 Mem_Free(r_svbsp.nodes);
1452 memset(&r_svbsp, 0, sizeof (r_svbsp));
1453 R_FreeTexturePool(&r_main_texturepool);
1454 r_texture_blanknormalmap = NULL;
1455 r_texture_white = NULL;
1456 r_texture_black = NULL;
1457 r_texture_whitecube = NULL;
1458 r_texture_normalizationcube = NULL;
1459 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1463 extern void CL_ParseEntityLump(char *entitystring);
1464 void gl_main_newmap(void)
1466 // FIXME: move this code to client
1468 char *entities, entname[MAX_QPATH];
1471 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1472 l = (int)strlen(entname) - 4;
1473 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1475 memcpy(entname + l, ".ent", 5);
1476 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1478 CL_ParseEntityLump(entities);
1483 if (cl.worldmodel->brush.entities)
1484 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1488 void GL_Main_Init(void)
1490 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1492 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1493 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1494 if (gamemode == GAME_NEHAHRA)
1496 Cvar_RegisterVariable (&gl_fogenable);
1497 Cvar_RegisterVariable (&gl_fogdensity);
1498 Cvar_RegisterVariable (&gl_fogred);
1499 Cvar_RegisterVariable (&gl_foggreen);
1500 Cvar_RegisterVariable (&gl_fogblue);
1501 Cvar_RegisterVariable (&gl_fogstart);
1502 Cvar_RegisterVariable (&gl_fogend);
1504 Cvar_RegisterVariable(&r_depthfirst);
1505 Cvar_RegisterVariable(&r_nearclip);
1506 Cvar_RegisterVariable(&r_showbboxes);
1507 Cvar_RegisterVariable(&r_showsurfaces);
1508 Cvar_RegisterVariable(&r_showtris);
1509 Cvar_RegisterVariable(&r_shownormals);
1510 Cvar_RegisterVariable(&r_showlighting);
1511 Cvar_RegisterVariable(&r_showshadowvolumes);
1512 Cvar_RegisterVariable(&r_showcollisionbrushes);
1513 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1514 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1515 Cvar_RegisterVariable(&r_showdisabledepthtest);
1516 Cvar_RegisterVariable(&r_drawportals);
1517 Cvar_RegisterVariable(&r_drawentities);
1518 Cvar_RegisterVariable(&r_cullentities_trace);
1519 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1520 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1521 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1522 Cvar_RegisterVariable(&r_drawviewmodel);
1523 Cvar_RegisterVariable(&r_speeds);
1524 Cvar_RegisterVariable(&r_fullbrights);
1525 Cvar_RegisterVariable(&r_wateralpha);
1526 Cvar_RegisterVariable(&r_dynamic);
1527 Cvar_RegisterVariable(&r_fullbright);
1528 Cvar_RegisterVariable(&r_shadows);
1529 Cvar_RegisterVariable(&r_shadows_throwdistance);
1530 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1531 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1532 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1533 Cvar_RegisterVariable(&r_textureunits);
1534 Cvar_RegisterVariable(&r_glsl);
1535 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1536 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1537 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1538 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1539 Cvar_RegisterVariable(&r_lerpsprites);
1540 Cvar_RegisterVariable(&r_lerpmodels);
1541 Cvar_RegisterVariable(&r_waterscroll);
1542 Cvar_RegisterVariable(&r_bloom);
1543 Cvar_RegisterVariable(&r_bloom_colorscale);
1544 Cvar_RegisterVariable(&r_bloom_brighten);
1545 Cvar_RegisterVariable(&r_bloom_blur);
1546 Cvar_RegisterVariable(&r_bloom_resolution);
1547 Cvar_RegisterVariable(&r_bloom_colorexponent);
1548 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1549 Cvar_RegisterVariable(&r_hdr);
1550 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1551 Cvar_RegisterVariable(&r_glsl_contrastboost);
1552 Cvar_RegisterVariable(&r_hdr_glowintensity);
1553 Cvar_RegisterVariable(&r_hdr_range);
1554 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1555 Cvar_RegisterVariable(&developer_texturelogging);
1556 Cvar_RegisterVariable(&gl_lightmaps);
1557 Cvar_RegisterVariable(&r_test);
1558 Cvar_RegisterVariable(&r_batchmode);
1559 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1560 Cvar_SetValue("r_fullbrights", 0);
1561 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1564 extern void R_Textures_Init(void);
1565 extern void GL_Draw_Init(void);
1566 extern void GL_Main_Init(void);
1567 extern void R_Shadow_Init(void);
1568 extern void R_Sky_Init(void);
1569 extern void GL_Surf_Init(void);
1570 extern void R_Light_Init(void);
1571 extern void R_Particles_Init(void);
1572 extern void R_Explosion_Init(void);
1573 extern void gl_backend_init(void);
1574 extern void Sbar_Init(void);
1575 extern void R_LightningBeams_Init(void);
1576 extern void Mod_RenderInit(void);
1578 void Render_Init(void)
1591 R_LightningBeams_Init();
1600 extern char *ENGINE_EXTENSIONS;
1603 VID_CheckExtensions();
1605 // LordHavoc: report supported extensions
1606 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1608 // clear to black (loading plaque will be seen over this)
1610 qglClearColor(0,0,0,1);CHECKGLERROR
1611 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1614 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1618 for (i = 0;i < 4;i++)
1620 p = r_view.frustum + i;
1625 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1629 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1633 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1637 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1641 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1645 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1649 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1653 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1661 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1665 for (i = 0;i < numplanes;i++)
1672 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1676 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1680 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1684 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1688 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1692 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1696 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1700 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1708 //==================================================================================
1710 static void R_UpdateEntityLighting(entity_render_t *ent)
1712 vec3_t tempdiffusenormal;
1714 // fetch the lighting from the worldmodel data
1715 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1716 VectorClear(ent->modellight_diffuse);
1717 VectorClear(tempdiffusenormal);
1718 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1721 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1722 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1725 VectorSet(ent->modellight_ambient, 1, 1, 1);
1727 // move the light direction into modelspace coordinates for lighting code
1728 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1729 if(VectorLength2(ent->modellight_lightdir) > 0)
1731 VectorNormalize(ent->modellight_lightdir);
1735 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1738 // scale ambient and directional light contributions according to rendering variables
1739 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1740 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1741 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1742 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1743 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1744 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1747 static void R_View_UpdateEntityVisible (void)
1750 entity_render_t *ent;
1752 if (!r_drawentities.integer)
1755 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1756 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1758 // worldmodel can check visibility
1759 for (i = 0;i < r_refdef.numentities;i++)
1761 ent = r_refdef.entities[i];
1762 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1764 if(r_cullentities_trace.integer)
1766 for (i = 0;i < r_refdef.numentities;i++)
1768 ent = r_refdef.entities[i];
1769 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1771 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1772 ent->last_trace_visibility = realtime;
1773 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1774 r_viewcache.entityvisible[i] = 0;
1781 // no worldmodel or it can't check visibility
1782 for (i = 0;i < r_refdef.numentities;i++)
1784 ent = r_refdef.entities[i];
1785 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1789 // update entity lighting (even on hidden entities for r_shadows)
1790 for (i = 0;i < r_refdef.numentities;i++)
1791 R_UpdateEntityLighting(r_refdef.entities[i]);
1794 // only used if skyrendermasked, and normally returns false
1795 int R_DrawBrushModelsSky (void)
1798 entity_render_t *ent;
1800 if (!r_drawentities.integer)
1804 for (i = 0;i < r_refdef.numentities;i++)
1806 if (!r_viewcache.entityvisible[i])
1808 ent = r_refdef.entities[i];
1809 if (!ent->model || !ent->model->DrawSky)
1811 ent->model->DrawSky(ent);
1817 void R_DrawNoModel(entity_render_t *ent);
1818 void R_DrawModels(void)
1821 entity_render_t *ent;
1823 if (!r_drawentities.integer)
1826 for (i = 0;i < r_refdef.numentities;i++)
1828 if (!r_viewcache.entityvisible[i])
1830 ent = r_refdef.entities[i];
1831 r_refdef.stats.entities++;
1832 if (ent->model && ent->model->Draw != NULL)
1833 ent->model->Draw(ent);
1839 void R_DrawModelsDepth(void)
1842 entity_render_t *ent;
1844 if (!r_drawentities.integer)
1847 for (i = 0;i < r_refdef.numentities;i++)
1849 if (!r_viewcache.entityvisible[i])
1851 ent = r_refdef.entities[i];
1852 r_refdef.stats.entities++;
1853 if (ent->model && ent->model->DrawDepth != NULL)
1854 ent->model->DrawDepth(ent);
1858 static void R_View_SetFrustum(void)
1860 double slopex, slopey;
1862 // break apart the view matrix into vectors for various purposes
1863 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1864 VectorNegate(r_view.left, r_view.right);
1867 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1868 r_view.frustum[0].normal[1] = 0 - 0;
1869 r_view.frustum[0].normal[2] = -1 - 0;
1870 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1871 r_view.frustum[1].normal[1] = 0 + 0;
1872 r_view.frustum[1].normal[2] = -1 + 0;
1873 r_view.frustum[2].normal[0] = 0 - 0;
1874 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1875 r_view.frustum[2].normal[2] = -1 - 0;
1876 r_view.frustum[3].normal[0] = 0 + 0;
1877 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1878 r_view.frustum[3].normal[2] = -1 + 0;
1882 zNear = r_refdef.nearclip;
1883 nudge = 1.0 - 1.0 / (1<<23);
1884 r_view.frustum[4].normal[0] = 0 - 0;
1885 r_view.frustum[4].normal[1] = 0 - 0;
1886 r_view.frustum[4].normal[2] = -1 - -nudge;
1887 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1888 r_view.frustum[5].normal[0] = 0 + 0;
1889 r_view.frustum[5].normal[1] = 0 + 0;
1890 r_view.frustum[5].normal[2] = -1 + -nudge;
1891 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1897 r_view.frustum[0].normal[0] = m[3] - m[0];
1898 r_view.frustum[0].normal[1] = m[7] - m[4];
1899 r_view.frustum[0].normal[2] = m[11] - m[8];
1900 r_view.frustum[0].dist = m[15] - m[12];
1902 r_view.frustum[1].normal[0] = m[3] + m[0];
1903 r_view.frustum[1].normal[1] = m[7] + m[4];
1904 r_view.frustum[1].normal[2] = m[11] + m[8];
1905 r_view.frustum[1].dist = m[15] + m[12];
1907 r_view.frustum[2].normal[0] = m[3] - m[1];
1908 r_view.frustum[2].normal[1] = m[7] - m[5];
1909 r_view.frustum[2].normal[2] = m[11] - m[9];
1910 r_view.frustum[2].dist = m[15] - m[13];
1912 r_view.frustum[3].normal[0] = m[3] + m[1];
1913 r_view.frustum[3].normal[1] = m[7] + m[5];
1914 r_view.frustum[3].normal[2] = m[11] + m[9];
1915 r_view.frustum[3].dist = m[15] + m[13];
1917 r_view.frustum[4].normal[0] = m[3] - m[2];
1918 r_view.frustum[4].normal[1] = m[7] - m[6];
1919 r_view.frustum[4].normal[2] = m[11] - m[10];
1920 r_view.frustum[4].dist = m[15] - m[14];
1922 r_view.frustum[5].normal[0] = m[3] + m[2];
1923 r_view.frustum[5].normal[1] = m[7] + m[6];
1924 r_view.frustum[5].normal[2] = m[11] + m[10];
1925 r_view.frustum[5].dist = m[15] + m[14];
1930 slopex = 1.0 / r_view.frustum_x;
1931 slopey = 1.0 / r_view.frustum_y;
1932 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1933 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
1934 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
1935 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
1936 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1937 VectorNormalize(r_view.frustum[0].normal);
1938 VectorNormalize(r_view.frustum[1].normal);
1939 VectorNormalize(r_view.frustum[2].normal);
1940 VectorNormalize(r_view.frustum[3].normal);
1941 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1942 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1943 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1944 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1945 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1946 PlaneClassify(&r_view.frustum[0]);
1947 PlaneClassify(&r_view.frustum[1]);
1948 PlaneClassify(&r_view.frustum[2]);
1949 PlaneClassify(&r_view.frustum[3]);
1950 PlaneClassify(&r_view.frustum[4]);
1952 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1953 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1954 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1955 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1956 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1958 // LordHavoc: note to all quake engine coders, Quake had a special case
1959 // for 90 degrees which assumed a square view (wrong), so I removed it,
1960 // Quake2 has it disabled as well.
1962 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1963 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1964 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1965 //PlaneClassify(&frustum[0]);
1967 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1968 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1969 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1970 //PlaneClassify(&frustum[1]);
1972 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1973 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1974 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1975 //PlaneClassify(&frustum[2]);
1977 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1978 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1979 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1980 //PlaneClassify(&frustum[3]);
1983 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1984 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1985 //PlaneClassify(&frustum[4]);
1988 void R_View_Update(void)
1990 R_View_SetFrustum();
1991 R_View_WorldVisibility();
1992 R_View_UpdateEntityVisible();
1995 void R_SetupView(const matrix4x4_t *matrix)
1997 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1998 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2000 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2002 GL_SetupView_Orientation_FromEntity(matrix);
2005 void R_ResetViewRendering2D(void)
2007 if (gl_support_fragment_shader)
2009 qglUseProgramObjectARB(0);CHECKGLERROR
2014 // GL is weird because it's bottom to top, r_view.y is top to bottom
2015 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2016 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2017 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2018 GL_Color(1, 1, 1, 1);
2019 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2020 GL_BlendFunc(GL_ONE, GL_ZERO);
2021 GL_AlphaTest(false);
2022 GL_ScissorTest(false);
2023 GL_DepthMask(false);
2024 GL_DepthRange(0, 1);
2025 GL_DepthTest(false);
2026 R_Mesh_Matrix(&identitymatrix);
2027 R_Mesh_ResetTextureState();
2028 GL_PolygonOffset(0, 0);
2029 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2030 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2031 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2032 qglStencilMask(~0);CHECKGLERROR
2033 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2034 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2035 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2038 void R_ResetViewRendering3D(void)
2040 if (gl_support_fragment_shader)
2042 qglUseProgramObjectARB(0);CHECKGLERROR
2047 // GL is weird because it's bottom to top, r_view.y is top to bottom
2048 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2049 R_SetupView(&r_view.matrix);
2050 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2051 GL_Color(1, 1, 1, 1);
2052 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2053 GL_BlendFunc(GL_ONE, GL_ZERO);
2054 GL_AlphaTest(false);
2055 GL_ScissorTest(true);
2057 GL_DepthRange(0, 1);
2059 R_Mesh_Matrix(&identitymatrix);
2060 R_Mesh_ResetTextureState();
2061 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2062 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2063 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2064 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2065 qglStencilMask(~0);CHECKGLERROR
2066 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2067 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2068 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2072 R_Bloom_SetupShader(
2074 "// written by Forest 'LordHavoc' Hale\n"
2076 "// common definitions between vertex shader and fragment shader:\n"
2078 "#ifdef __GLSL_CG_DATA_TYPES\n"
2079 "#define myhalf half\n"
2080 "#define myhvec2 hvec2\n"
2081 "#define myhvec3 hvec3\n"
2082 "#define myhvec4 hvec4\n"
2084 "#define myhalf float\n"
2085 "#define myhvec2 vec2\n"
2086 "#define myhvec3 vec3\n"
2087 "#define myhvec4 vec4\n"
2090 "varying vec2 ScreenTexCoord;\n"
2091 "varying vec2 BloomTexCoord;\n"
2096 "// vertex shader specific:\n"
2097 "#ifdef VERTEX_SHADER\n"
2101 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2102 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2103 " // transform vertex to camera space, using ftransform to match non-VS\n"
2105 " gl_Position = ftransform();\n"
2108 "#endif // VERTEX_SHADER\n"
2113 "// fragment shader specific:\n"
2114 "#ifdef FRAGMENT_SHADER\n"
2119 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2120 " for (x = -BLUR_X;x <= BLUR_X;x++)
2121 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2122 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2123 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2124 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2126 " gl_FragColor = vec4(color);\n"
2129 "#endif // FRAGMENT_SHADER\n"
2132 void R_RenderScene(void);
2134 void R_Bloom_StartFrame(void)
2136 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2138 // set bloomwidth and bloomheight to the bloom resolution that will be
2139 // used (often less than the screen resolution for faster rendering)
2140 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2141 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2142 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2144 // calculate desired texture sizes
2145 if (gl_support_arb_texture_non_power_of_two)
2147 screentexturewidth = r_view.width;
2148 screentextureheight = r_view.height;
2149 bloomtexturewidth = r_bloomstate.bloomwidth;
2150 bloomtextureheight = r_bloomstate.bloomheight;
2154 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2155 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2156 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2157 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2162 screentexturewidth = screentextureheight = 0;
2164 else if (r_bloom.integer)
2169 screentexturewidth = screentextureheight = 0;
2170 bloomtexturewidth = bloomtextureheight = 0;
2173 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2175 // can't use bloom if the parameters are too weird
2176 // can't use bloom if the card does not support the texture size
2177 if (r_bloomstate.texture_screen)
2178 R_FreeTexture(r_bloomstate.texture_screen);
2179 if (r_bloomstate.texture_bloom)
2180 R_FreeTexture(r_bloomstate.texture_bloom);
2181 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2185 r_bloomstate.enabled = true;
2186 r_bloomstate.hdr = r_hdr.integer != 0;
2188 // allocate textures as needed
2189 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2191 if (r_bloomstate.texture_screen)
2192 R_FreeTexture(r_bloomstate.texture_screen);
2193 r_bloomstate.texture_screen = NULL;
2194 r_bloomstate.screentexturewidth = screentexturewidth;
2195 r_bloomstate.screentextureheight = screentextureheight;
2196 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2197 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2199 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2201 if (r_bloomstate.texture_bloom)
2202 R_FreeTexture(r_bloomstate.texture_bloom);
2203 r_bloomstate.texture_bloom = NULL;
2204 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2205 r_bloomstate.bloomtextureheight = bloomtextureheight;
2206 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2207 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2210 // set up a texcoord array for the full resolution screen image
2211 // (we have to keep this around to copy back during final render)
2212 r_bloomstate.screentexcoord2f[0] = 0;
2213 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2214 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2215 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2216 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2217 r_bloomstate.screentexcoord2f[5] = 0;
2218 r_bloomstate.screentexcoord2f[6] = 0;
2219 r_bloomstate.screentexcoord2f[7] = 0;
2221 // set up a texcoord array for the reduced resolution bloom image
2222 // (which will be additive blended over the screen image)
2223 r_bloomstate.bloomtexcoord2f[0] = 0;
2224 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2225 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2226 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2227 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2228 r_bloomstate.bloomtexcoord2f[5] = 0;
2229 r_bloomstate.bloomtexcoord2f[6] = 0;
2230 r_bloomstate.bloomtexcoord2f[7] = 0;
2233 void R_Bloom_CopyScreenTexture(float colorscale)
2235 r_refdef.stats.bloom++;
2237 R_ResetViewRendering2D();
2238 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2239 R_Mesh_ColorPointer(NULL, 0, 0);
2240 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2241 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2243 // copy view into the screen texture
2244 GL_ActiveTexture(0);
2246 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2247 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2249 // now scale it down to the bloom texture size
2251 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2252 GL_BlendFunc(GL_ONE, GL_ZERO);
2253 GL_Color(colorscale, colorscale, colorscale, 1);
2254 // TODO: optimize with multitexture or GLSL
2255 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2256 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2258 // we now have a bloom image in the framebuffer
2259 // copy it into the bloom image texture for later processing
2260 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2261 GL_ActiveTexture(0);
2263 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2264 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2267 void R_Bloom_CopyHDRTexture(void)
2269 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2270 GL_ActiveTexture(0);
2272 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2273 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2276 void R_Bloom_MakeTexture(void)
2279 float xoffset, yoffset, r, brighten;
2281 r_refdef.stats.bloom++;
2283 R_ResetViewRendering2D();
2284 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2285 R_Mesh_ColorPointer(NULL, 0, 0);
2287 // we have a bloom image in the framebuffer
2289 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2291 for (x = 1;x < r_bloom_colorexponent.value;)
2294 r = bound(0, r_bloom_colorexponent.value / x, 1);
2295 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2296 GL_Color(r, r, r, 1);
2297 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2298 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2299 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2300 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2302 // copy the vertically blurred bloom view to a texture
2303 GL_ActiveTexture(0);
2305 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2306 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2309 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2310 brighten = r_bloom_brighten.value;
2312 brighten *= r_hdr_range.value;
2313 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2314 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2316 for (dir = 0;dir < 2;dir++)
2318 // blend on at multiple vertical offsets to achieve a vertical blur
2319 // TODO: do offset blends using GLSL
2320 GL_BlendFunc(GL_ONE, GL_ZERO);
2321 for (x = -range;x <= range;x++)
2323 if (!dir){xoffset = 0;yoffset = x;}
2324 else {xoffset = x;yoffset = 0;}
2325 xoffset /= (float)r_bloomstate.bloomtexturewidth;
2326 yoffset /= (float)r_bloomstate.bloomtextureheight;
2327 // compute a texcoord array with the specified x and y offset
2328 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2329 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2330 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2331 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2332 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2333 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2334 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2335 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2336 // this r value looks like a 'dot' particle, fading sharply to
2337 // black at the edges
2338 // (probably not realistic but looks good enough)
2339 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2340 //r = (dir ? 1.0f : brighten)/(range*2+1);
2341 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2342 GL_Color(r, r, r, 1);
2343 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2344 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2345 GL_BlendFunc(GL_ONE, GL_ONE);
2348 // copy the vertically blurred bloom view to a texture
2349 GL_ActiveTexture(0);
2351 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2352 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2355 // apply subtract last
2356 // (just like it would be in a GLSL shader)
2357 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2359 GL_BlendFunc(GL_ONE, GL_ZERO);
2360 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2361 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2362 GL_Color(1, 1, 1, 1);
2363 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2364 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2366 GL_BlendFunc(GL_ONE, GL_ONE);
2367 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2368 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2369 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2370 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2371 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2372 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2373 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2375 // copy the darkened bloom view to a texture
2376 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2377 GL_ActiveTexture(0);
2379 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2380 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2384 void R_HDR_RenderBloomTexture(void)
2386 int oldwidth, oldheight;
2388 oldwidth = r_view.width;
2389 oldheight = r_view.height;
2390 r_view.width = r_bloomstate.bloomwidth;
2391 r_view.height = r_bloomstate.bloomheight;
2393 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
2394 // TODO: add exposure compensation features
2395 // TODO: add fp16 framebuffer support
2397 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2399 r_view.colorscale /= r_hdr_range.value;
2402 R_ResetViewRendering2D();
2404 R_Bloom_CopyHDRTexture();
2405 R_Bloom_MakeTexture();
2407 R_ResetViewRendering3D();
2410 if (r_timereport_active)
2411 R_TimeReport("clear");
2414 // restore the view settings
2415 r_view.width = oldwidth;
2416 r_view.height = oldheight;
2419 static void R_BlendView(void)
2421 if (r_bloomstate.enabled && r_bloomstate.hdr)
2423 // render high dynamic range bloom effect
2424 // the bloom texture was made earlier this render, so we just need to
2425 // blend it onto the screen...
2426 R_ResetViewRendering2D();
2427 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2428 R_Mesh_ColorPointer(NULL, 0, 0);
2429 GL_Color(1, 1, 1, 1);
2430 GL_BlendFunc(GL_ONE, GL_ONE);
2431 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2432 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2433 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2434 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2436 else if (r_bloomstate.enabled)
2438 // render simple bloom effect
2439 // copy the screen and shrink it and darken it for the bloom process
2440 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2441 // make the bloom texture
2442 R_Bloom_MakeTexture();
2443 // put the original screen image back in place and blend the bloom
2445 R_ResetViewRendering2D();
2446 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2447 R_Mesh_ColorPointer(NULL, 0, 0);
2448 GL_Color(1, 1, 1, 1);
2449 GL_BlendFunc(GL_ONE, GL_ZERO);
2450 // do both in one pass if possible
2451 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2452 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2453 if (r_textureunits.integer >= 2 && gl_combine.integer)
2455 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2456 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2457 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2461 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2462 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2463 // now blend on the bloom texture
2464 GL_BlendFunc(GL_ONE, GL_ONE);
2465 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2466 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2468 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2469 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2471 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2473 // apply a color tint to the whole view
2474 R_ResetViewRendering2D();
2475 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2476 R_Mesh_ColorPointer(NULL, 0, 0);
2477 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2478 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2479 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2483 void R_RenderScene(void);
2485 matrix4x4_t r_waterscrollmatrix;
2487 void R_UpdateVariables(void)
2491 r_refdef.farclip = 4096;
2492 if (r_refdef.worldmodel)
2493 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2494 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2496 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
2497 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
2498 r_refdef.polygonfactor = 0;
2499 r_refdef.polygonoffset = 0;
2500 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2501 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2503 r_refdef.rtworld = r_shadow_realtime_world.integer;
2504 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2505 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2506 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
2507 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2508 if (r_showsurfaces.integer)
2510 r_refdef.rtworld = false;
2511 r_refdef.rtworldshadows = false;
2512 r_refdef.rtdlight = false;
2513 r_refdef.rtdlightshadows = false;
2514 r_refdef.lightmapintensity = 0;
2517 if (gamemode == GAME_NEHAHRA)
2519 if (gl_fogenable.integer)
2521 r_refdef.oldgl_fogenable = true;
2522 r_refdef.fog_density = gl_fogdensity.value;
2523 r_refdef.fog_red = gl_fogred.value;
2524 r_refdef.fog_green = gl_foggreen.value;
2525 r_refdef.fog_blue = gl_fogblue.value;
2527 else if (r_refdef.oldgl_fogenable)
2529 r_refdef.oldgl_fogenable = false;
2530 r_refdef.fog_density = 0;
2531 r_refdef.fog_red = 0;
2532 r_refdef.fog_green = 0;
2533 r_refdef.fog_blue = 0;
2536 if (r_refdef.fog_density)
2538 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2539 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2540 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2542 if (r_refdef.fog_density)
2544 r_refdef.fogenabled = true;
2545 // this is the point where the fog reaches 0.9986 alpha, which we
2546 // consider a good enough cutoff point for the texture
2547 // (0.9986 * 256 == 255.6)
2548 r_refdef.fogrange = 400 / r_refdef.fog_density;
2549 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2550 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2551 // fog color was already set
2554 r_refdef.fogenabled = false;
2562 void R_RenderView(void)
2564 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2565 return; //Host_Error ("R_RenderView: NULL worldmodel");
2567 R_Shadow_UpdateWorldLightSelection();
2570 if (r_timereport_active)
2571 R_TimeReport("setup");
2574 if (r_timereport_active)
2575 R_TimeReport("visibility");
2577 R_ResetViewRendering3D();
2580 if (r_timereport_active)
2581 R_TimeReport("clear");
2583 R_Bloom_StartFrame();
2585 // this produces a bloom texture to be used in R_BlendView() later
2587 R_HDR_RenderBloomTexture();
2589 r_view.colorscale = r_hdr_scenebrightness.value;
2593 if (r_timereport_active)
2594 R_TimeReport("blendview");
2596 GL_Scissor(0, 0, vid.width, vid.height);
2597 GL_ScissorTest(false);
2601 extern void R_DrawLightningBeams (void);
2602 extern void VM_CL_AddPolygonsToMeshQueue (void);
2603 extern void R_DrawPortals (void);
2604 extern cvar_t cl_locs_show;
2605 static void R_DrawLocs(void);
2606 static void R_DrawEntityBBoxes(void);
2607 void R_RenderScene(void)
2609 // don't let sound skip if going slow
2610 if (r_refdef.extraupdate)
2613 R_ResetViewRendering3D();
2615 R_MeshQueue_BeginScene();
2619 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
2621 if (cl.csqc_vidvars.drawworld)
2623 // don't let sound skip if going slow
2624 if (r_refdef.extraupdate)
2627 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2629 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2630 if (r_timereport_active)
2631 R_TimeReport("worldsky");
2634 if (R_DrawBrushModelsSky() && r_timereport_active)
2635 R_TimeReport("bmodelsky");
2638 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2640 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2641 if (r_timereport_active)
2642 R_TimeReport("worlddepth");
2644 if (r_depthfirst.integer >= 2)
2646 R_DrawModelsDepth();
2647 if (r_timereport_active)
2648 R_TimeReport("modeldepth");
2651 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2653 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2654 if (r_timereport_active)
2655 R_TimeReport("world");
2658 // don't let sound skip if going slow
2659 if (r_refdef.extraupdate)
2663 if (r_timereport_active)
2664 R_TimeReport("models");
2666 // don't let sound skip if going slow
2667 if (r_refdef.extraupdate)
2670 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2672 R_DrawModelShadows();
2674 R_ResetViewRendering3D();
2676 // don't let sound skip if going slow
2677 if (r_refdef.extraupdate)
2681 R_ShadowVolumeLighting(false);
2682 if (r_timereport_active)
2683 R_TimeReport("rtlights");
2685 // don't let sound skip if going slow
2686 if (r_refdef.extraupdate)
2689 if (cl.csqc_vidvars.drawworld)
2691 R_DrawLightningBeams();
2692 if (r_timereport_active)
2693 R_TimeReport("lightning");
2696 if (r_timereport_active)
2697 R_TimeReport("particles");
2700 if (r_timereport_active)
2701 R_TimeReport("explosions");
2704 if (gl_support_fragment_shader)
2706 qglUseProgramObjectARB(0);CHECKGLERROR
2708 VM_CL_AddPolygonsToMeshQueue();
2710 if (cl_locs_show.integer)
2713 if (r_timereport_active)
2714 R_TimeReport("showlocs");
2717 if (r_drawportals.integer)
2720 if (r_timereport_active)
2721 R_TimeReport("portals");
2724 if (r_showbboxes.value > 0)
2726 R_DrawEntityBBoxes();
2727 if (r_timereport_active)
2728 R_TimeReport("bboxes");
2731 if (gl_support_fragment_shader)
2733 qglUseProgramObjectARB(0);CHECKGLERROR
2735 R_MeshQueue_RenderTransparent();
2736 if (r_timereport_active)
2737 R_TimeReport("drawtrans");
2739 if (gl_support_fragment_shader)
2741 qglUseProgramObjectARB(0);CHECKGLERROR
2744 if (cl.csqc_vidvars.drawworld)
2747 if (r_timereport_active)
2748 R_TimeReport("coronas");
2751 // don't let sound skip if going slow
2752 if (r_refdef.extraupdate)
2755 R_ResetViewRendering2D();
2758 static const int bboxelements[36] =
2768 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2771 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2772 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2773 GL_DepthMask(false);
2774 GL_DepthRange(0, 1);
2775 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2776 R_Mesh_Matrix(&identitymatrix);
2777 R_Mesh_ResetTextureState();
2779 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2780 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2781 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2782 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2783 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2784 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2785 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2786 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2787 R_FillColors(color4f, 8, cr, cg, cb, ca);
2788 if (r_refdef.fogenabled)
2790 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2792 f1 = FogPoint_World(v);
2794 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2795 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2796 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2799 R_Mesh_VertexPointer(vertex3f, 0, 0);
2800 R_Mesh_ColorPointer(color4f, 0, 0);
2801 R_Mesh_ResetTextureState();
2802 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2805 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2809 prvm_edict_t *edict;
2810 // this function draws bounding boxes of server entities
2814 for (i = 0;i < numsurfaces;i++)
2816 edict = PRVM_EDICT_NUM(surfacelist[i]);
2817 switch ((int)edict->fields.server->solid)
2819 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
2820 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
2821 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
2822 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2823 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
2824 default: Vector4Set(color, 0, 0, 0, 0.50);break;
2826 color[3] *= r_showbboxes.value;
2827 color[3] = bound(0, color[3], 1);
2828 GL_DepthTest(!r_showdisabledepthtest.integer);
2829 GL_CullFace(GL_BACK);
2830 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2835 static void R_DrawEntityBBoxes(void)
2838 prvm_edict_t *edict;
2840 // this function draws bounding boxes of server entities
2844 for (i = 0;i < prog->num_edicts;i++)
2846 edict = PRVM_EDICT_NUM(i);
2847 if (edict->priv.server->free)
2849 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2850 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2855 int nomodelelements[24] =
2867 float nomodelvertex3f[6*3] =
2877 float nomodelcolor4f[6*4] =
2879 0.0f, 0.0f, 0.5f, 1.0f,
2880 0.0f, 0.0f, 0.5f, 1.0f,
2881 0.0f, 0.5f, 0.0f, 1.0f,
2882 0.0f, 0.5f, 0.0f, 1.0f,
2883 0.5f, 0.0f, 0.0f, 1.0f,
2884 0.5f, 0.0f, 0.0f, 1.0f
2887 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2892 // this is only called once per entity so numsurfaces is always 1, and
2893 // surfacelist is always {0}, so this code does not handle batches
2894 R_Mesh_Matrix(&ent->matrix);
2896 if (ent->flags & EF_ADDITIVE)
2898 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2899 GL_DepthMask(false);
2901 else if (ent->alpha < 1)
2903 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2904 GL_DepthMask(false);
2908 GL_BlendFunc(GL_ONE, GL_ZERO);
2911 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2912 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2913 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2914 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2915 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2916 if (r_refdef.fogenabled)
2919 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2920 R_Mesh_ColorPointer(color4f, 0, 0);
2921 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2922 f1 = FogPoint_World(org);
2924 for (i = 0, c = color4f;i < 6;i++, c += 4)
2926 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2927 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2928 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2932 else if (ent->alpha != 1)
2934 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2935 R_Mesh_ColorPointer(color4f, 0, 0);
2936 for (i = 0, c = color4f;i < 6;i++, c += 4)
2940 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2941 R_Mesh_ResetTextureState();
2942 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2945 void R_DrawNoModel(entity_render_t *ent)
2948 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2949 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2950 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
2952 // R_DrawNoModelCallback(ent, 0);
2955 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2957 vec3_t right1, right2, diff, normal;
2959 VectorSubtract (org2, org1, normal);
2961 // calculate 'right' vector for start
2962 VectorSubtract (r_view.origin, org1, diff);
2963 CrossProduct (normal, diff, right1);
2964 VectorNormalize (right1);
2966 // calculate 'right' vector for end
2967 VectorSubtract (r_view.origin, org2, diff);
2968 CrossProduct (normal, diff, right2);
2969 VectorNormalize (right2);
2971 vert[ 0] = org1[0] + width * right1[0];
2972 vert[ 1] = org1[1] + width * right1[1];
2973 vert[ 2] = org1[2] + width * right1[2];
2974 vert[ 3] = org1[0] - width * right1[0];
2975 vert[ 4] = org1[1] - width * right1[1];
2976 vert[ 5] = org1[2] - width * right1[2];
2977 vert[ 6] = org2[0] - width * right2[0];
2978 vert[ 7] = org2[1] - width * right2[1];
2979 vert[ 8] = org2[2] - width * right2[2];
2980 vert[ 9] = org2[0] + width * right2[0];
2981 vert[10] = org2[1] + width * right2[1];
2982 vert[11] = org2[2] + width * right2[2];
2985 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2987 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
2992 if (r_refdef.fogenabled)
2993 fog = FogPoint_World(origin);
2995 R_Mesh_Matrix(&identitymatrix);
2996 GL_BlendFunc(blendfunc1, blendfunc2);
3002 GL_CullFace(GL_BACK);
3005 GL_CullFace(GL_FRONT);
3007 GL_DepthMask(false);
3008 GL_DepthRange(0, depthshort ? 0.0625 : 1);
3009 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3010 GL_DepthTest(!depthdisable);
3012 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3013 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3014 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3015 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3016 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3017 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3018 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3019 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3020 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3021 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3022 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3023 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3025 R_Mesh_VertexPointer(vertex3f, 0, 0);
3026 R_Mesh_ColorPointer(NULL, 0, 0);
3027 R_Mesh_ResetTextureState();
3028 R_Mesh_TexBind(0, R_GetTexture(texture));
3029 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3030 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3031 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3032 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3034 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3036 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3037 GL_BlendFunc(blendfunc1, GL_ONE);
3039 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
3040 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3044 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3049 VectorSet(v, x, y, z);
3050 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3051 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3053 if (i == mesh->numvertices)
3055 if (mesh->numvertices < mesh->maxvertices)
3057 VectorCopy(v, vertex3f);
3058 mesh->numvertices++;
3060 return mesh->numvertices;
3066 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3070 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3071 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3072 e = mesh->element3i + mesh->numtriangles * 3;
3073 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3075 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3076 if (mesh->numtriangles < mesh->maxtriangles)
3081 mesh->numtriangles++;
3083 element[1] = element[2];
3087 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3091 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3092 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3093 e = mesh->element3i + mesh->numtriangles * 3;
3094 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3096 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3097 if (mesh->numtriangles < mesh->maxtriangles)
3102 mesh->numtriangles++;
3104 element[1] = element[2];
3108 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3109 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3111 int planenum, planenum2;
3114 mplane_t *plane, *plane2;
3116 double temppoints[2][256*3];
3117 // figure out how large a bounding box we need to properly compute this brush
3119 for (w = 0;w < numplanes;w++)
3120 maxdist = max(maxdist, planes[w].dist);
3121 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3122 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3123 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3127 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3128 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3130 if (planenum2 == planenum)
3132 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);
3135 if (tempnumpoints < 3)
3137 // generate elements forming a triangle fan for this polygon
3138 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3142 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3145 R_Mesh_VertexPointer(brush->points->v, 0, 0);
3146 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3147 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3148 GL_LockArrays(0, brush->numpoints);
3149 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3150 GL_LockArrays(0, 0);
3153 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3156 if (!surface->num_collisiontriangles)
3158 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3159 i = (int)(((size_t)surface) / sizeof(msurface_t));
3160 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3161 GL_LockArrays(0, surface->num_collisionvertices);
3162 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3163 GL_LockArrays(0, 0);
3166 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)
3168 texturelayer_t *layer;
3169 layer = t->currentlayers + t->currentnumlayers++;
3171 layer->depthmask = depthmask;
3172 layer->blendfunc1 = blendfunc1;
3173 layer->blendfunc2 = blendfunc2;
3174 layer->texture = texture;
3175 layer->texmatrix = *matrix;
3176 layer->color[0] = r * r_view.colorscale;
3177 layer->color[1] = g * r_view.colorscale;
3178 layer->color[2] = b * r_view.colorscale;
3179 layer->color[3] = a;
3182 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3185 index = parms[2] + r_refdef.time * parms[3];
3186 index -= floor(index);
3190 case Q3WAVEFUNC_NONE:
3191 case Q3WAVEFUNC_NOISE:
3192 case Q3WAVEFUNC_COUNT:
3195 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3196 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3197 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3198 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3199 case Q3WAVEFUNC_TRIANGLE:
3201 f = index - floor(index);
3212 return (float)(parms[0] + parms[1] * f);
3215 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3218 model_t *model = ent->model;
3221 q3shaderinfo_layer_tcmod_t *tcmod;
3223 // switch to an alternate material if this is a q1bsp animated material
3225 texture_t *texture = t;
3226 int s = ent->skinnum;
3227 if ((unsigned int)s >= (unsigned int)model->numskins)
3229 if (model->skinscenes)
3231 if (model->skinscenes[s].framecount > 1)
3232 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3234 s = model->skinscenes[s].firstframe;
3237 t = t + s * model->num_surfaces;
3240 // use an alternate animation if the entity's frame is not 0,
3241 // and only if the texture has an alternate animation
3242 if (ent->frame != 0 && t->anim_total[1])
3243 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3245 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3247 texture->currentframe = t;
3250 // update currentskinframe to be a qw skin or animation frame
3251 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3253 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3255 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3256 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3257 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3259 t->currentskinframe = r_qwskincache_skinframe[i];
3260 if (t->currentskinframe == NULL)
3261 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3263 else if (t->numskinframes >= 2)
3264 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3265 if (t->backgroundnumskinframes >= 2)
3266 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3268 t->currentmaterialflags = t->basematerialflags;
3269 t->currentalpha = ent->alpha;
3270 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3271 t->currentalpha *= r_wateralpha.value;
3272 if (!(ent->flags & RENDER_LIGHT))
3273 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3274 if (ent->effects & EF_ADDITIVE)
3275 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3276 else if (t->currentalpha < 1)
3277 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3278 if (ent->effects & EF_DOUBLESIDED)
3279 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3280 if (ent->effects & EF_NODEPTHTEST)
3281 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3282 if (ent->flags & RENDER_VIEWMODEL)
3283 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3284 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3285 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3287 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
3290 switch(tcmod->tcmod)
3294 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3295 matrix = r_waterscrollmatrix;
3297 matrix = identitymatrix;
3299 case Q3TCMOD_ENTITYTRANSLATE:
3300 // this is used in Q3 to allow the gamecode to control texcoord
3301 // scrolling on the entity, which is not supported in darkplaces yet.
3302 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
3304 case Q3TCMOD_ROTATE:
3305 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
3306 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
3307 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
3310 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
3312 case Q3TCMOD_SCROLL:
3313 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
3315 case Q3TCMOD_STRETCH:
3316 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
3317 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
3319 case Q3TCMOD_TRANSFORM:
3320 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
3321 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
3322 VectorSet(tcmat + 6, 0 , 0 , 1);
3323 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
3324 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
3326 case Q3TCMOD_TURBULENT:
3327 // this is handled in the RSurf_PrepareVertices function
3328 matrix = identitymatrix;
3331 // either replace or concatenate the transformation
3333 t->currenttexmatrix = matrix;
3336 matrix4x4_t temp = t->currenttexmatrix;
3337 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
3341 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3342 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3343 t->glosstexture = r_texture_white;
3344 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3345 t->backgroundglosstexture = r_texture_white;
3346 t->specularpower = r_shadow_glossexponent.value;
3347 // TODO: store reference values for these in the texture?
3348 t->specularscale = 0;
3349 if (r_shadow_gloss.integer > 0)
3351 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3353 if (r_shadow_glossintensity.value > 0)
3355 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3356 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3357 t->specularscale = r_shadow_glossintensity.value;
3360 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3361 t->specularscale = r_shadow_gloss2intensity.value;
3364 t->currentpolygonfactor = r_refdef.polygonfactor;
3365 t->currentpolygonoffset = r_refdef.polygonoffset;
3366 // submodels are biased to avoid z-fighting with world surfaces that they
3367 // may be exactly overlapping (avoids z-fighting artifacts on certain
3368 // doors and things in Quake maps)
3369 if (ent->model->brush.submodel)
3371 t->currentpolygonfactor = r_refdef.polygonfactor + r_polygonoffset_submodel_factor.value;
3372 t->currentpolygonoffset = r_refdef.polygonoffset + r_polygonoffset_submodel_offset.value;
3375 VectorClear(t->dlightcolor);
3376 t->currentnumlayers = 0;
3377 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3379 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3381 int blendfunc1, blendfunc2, depthmask;
3382 if (t->currentmaterialflags & MATERIALFLAG_ADD)
3384 blendfunc1 = GL_SRC_ALPHA;
3385 blendfunc2 = GL_ONE;
3387 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3389 blendfunc1 = GL_SRC_ALPHA;
3390 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3392 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3394 blendfunc1 = t->customblendfunc[0];
3395 blendfunc2 = t->customblendfunc[1];
3399 blendfunc1 = GL_ONE;
3400 blendfunc2 = GL_ZERO;
3402 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3403 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3405 rtexture_t *currentbasetexture;
3407 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3408 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3409 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3410 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3412 // fullbright is not affected by r_refdef.lightmapintensity
3413 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3414 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3415 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
3416 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3417 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
3422 // set the color tint used for lights affecting this surface
3423 VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
3425 // q3bsp has no lightmap updates, so the lightstylevalue that
3426 // would normally be baked into the lightmap must be
3427 // applied to the color
3428 if (ent->model->type == mod_brushq3)
3429 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3430 colorscale *= r_refdef.lightmapintensity;
3431 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
3432 if (r_ambient.value >= (1.0f/64.0f))
3433 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3434 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3436 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3437 if (r_ambient.value >= (1.0f/64.0f))
3438 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3440 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3442 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3443 if (r_ambient.value >= (1.0f/64.0f))
3444 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3447 if (t->currentskinframe->glow != NULL)
3448 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
3449 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3451 // if this is opaque use alpha blend which will darken the earlier
3454 // if this is an alpha blended material, all the earlier passes
3455 // were darkened by fog already, so we only need to add the fog
3456 // color ontop through the fog mask texture
3458 // if this is an additive blended material, all the earlier passes
3459 // were darkened by fog already, and we should not add fog color
3460 // (because the background was not darkened, there is no fog color
3461 // that was lost behind it).
3462 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
3469 void R_UpdateAllTextureInfo(entity_render_t *ent)
3473 for (i = 0;i < ent->model->num_texturesperskin;i++)
3474 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3477 rsurfacestate_t rsurface;
3479 void R_Mesh_ResizeArrays(int newvertices)
3482 if (rsurface.array_size >= newvertices)
3484 if (rsurface.array_modelvertex3f)
3485 Mem_Free(rsurface.array_modelvertex3f);
3486 rsurface.array_size = (newvertices + 1023) & ~1023;
3487 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
3488 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
3489 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
3490 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
3491 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
3492 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
3493 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
3494 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
3495 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
3496 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
3497 rsurface.array_color4f = base + rsurface.array_size * 27;
3498 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
3501 void RSurf_CleanUp(void)
3504 if (rsurface.mode == RSURFMODE_GLSL)
3506 qglUseProgramObjectARB(0);CHECKGLERROR
3508 GL_AlphaTest(false);
3509 rsurface.mode = RSURFMODE_NONE;
3510 rsurface.uselightmaptexture = false;
3511 rsurface.texture = NULL;
3514 void RSurf_ActiveWorldEntity(void)
3516 model_t *model = r_refdef.worldmodel;
3518 if (rsurface.array_size < model->surfmesh.num_vertices)
3519 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3520 rsurface.matrix = identitymatrix;
3521 rsurface.inversematrix = identitymatrix;
3522 R_Mesh_Matrix(&identitymatrix);
3523 VectorCopy(r_view.origin, rsurface.modelorg);
3524 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
3525 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
3526 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
3527 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
3528 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
3529 rsurface.frameblend[0].frame = 0;
3530 rsurface.frameblend[0].lerp = 1;
3531 rsurface.frameblend[1].frame = 0;
3532 rsurface.frameblend[1].lerp = 0;
3533 rsurface.frameblend[2].frame = 0;
3534 rsurface.frameblend[2].lerp = 0;
3535 rsurface.frameblend[3].frame = 0;
3536 rsurface.frameblend[3].lerp = 0;
3537 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3538 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3539 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3540 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3541 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3542 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3543 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3544 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3545 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3546 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3547 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3548 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3549 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3550 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3551 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3552 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3553 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3554 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3555 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3556 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3557 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3558 rsurface.modelelement3i = model->surfmesh.data_element3i;
3559 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3560 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3561 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3562 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3563 rsurface.modelsurfaces = model->data_surfaces;
3564 rsurface.generatedvertex = false;
3565 rsurface.vertex3f = rsurface.modelvertex3f;
3566 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3567 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3568 rsurface.svector3f = rsurface.modelsvector3f;
3569 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3570 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3571 rsurface.tvector3f = rsurface.modeltvector3f;
3572 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3573 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3574 rsurface.normal3f = rsurface.modelnormal3f;
3575 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3576 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3577 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3580 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3582 model_t *model = ent->model;
3584 if (rsurface.array_size < model->surfmesh.num_vertices)
3585 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3586 rsurface.matrix = ent->matrix;
3587 rsurface.inversematrix = ent->inversematrix;
3588 R_Mesh_Matrix(&rsurface.matrix);
3589 Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
3590 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
3591 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
3592 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
3593 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
3594 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
3595 rsurface.frameblend[0] = ent->frameblend[0];
3596 rsurface.frameblend[1] = ent->frameblend[1];
3597 rsurface.frameblend[2] = ent->frameblend[2];
3598 rsurface.frameblend[3] = ent->frameblend[3];
3599 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
3603 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3604 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3605 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3606 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3607 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
3609 else if (wantnormals)
3611 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3612 rsurface.modelsvector3f = NULL;
3613 rsurface.modeltvector3f = NULL;
3614 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3615 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
3619 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3620 rsurface.modelsvector3f = NULL;
3621 rsurface.modeltvector3f = NULL;
3622 rsurface.modelnormal3f = NULL;
3623 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
3625 rsurface.modelvertex3f_bufferobject = 0;
3626 rsurface.modelvertex3f_bufferoffset = 0;
3627 rsurface.modelsvector3f_bufferobject = 0;
3628 rsurface.modelsvector3f_bufferoffset = 0;
3629 rsurface.modeltvector3f_bufferobject = 0;
3630 rsurface.modeltvector3f_bufferoffset = 0;
3631 rsurface.modelnormal3f_bufferobject = 0;
3632 rsurface.modelnormal3f_bufferoffset = 0;
3633 rsurface.generatedvertex = true;
3637 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3638 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3639 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3640 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3641 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3642 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3643 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3644 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3645 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3646 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3647 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3648 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3649 rsurface.generatedvertex = false;
3651 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3652 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3653 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3654 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3655 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3656 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3657 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3658 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3659 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3660 rsurface.modelelement3i = model->surfmesh.data_element3i;
3661 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3662 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3663 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3664 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3665 rsurface.modelsurfaces = model->data_surfaces;
3666 rsurface.vertex3f = rsurface.modelvertex3f;
3667 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3668 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3669 rsurface.svector3f = rsurface.modelsvector3f;
3670 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3671 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3672 rsurface.tvector3f = rsurface.modeltvector3f;
3673 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3674 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3675 rsurface.normal3f = rsurface.modelnormal3f;
3676 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3677 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3678 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3681 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
3682 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3685 int texturesurfaceindex;
3690 const float *v1, *in_tc;
3692 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
3694 q3shaderinfo_deform_t *deform;
3695 // 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
3696 if (rsurface.generatedvertex)
3698 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
3699 generatenormals = true;
3700 for (i = 0;i < Q3MAXDEFORMS;i++)
3702 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
3704 generatetangents = true;
3705 generatenormals = true;
3707 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
3708 generatenormals = true;
3710 if (generatenormals && !rsurface.modelnormal3f)
3712 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3713 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
3714 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
3715 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
3717 if (generatetangents && !rsurface.modelsvector3f)
3719 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3720 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
3721 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
3722 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3723 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
3724 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
3725 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);
3728 rsurface.vertex3f = rsurface.modelvertex3f;
3729 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3730 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3731 rsurface.svector3f = rsurface.modelsvector3f;
3732 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3733 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3734 rsurface.tvector3f = rsurface.modeltvector3f;
3735 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3736 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3737 rsurface.normal3f = rsurface.modelnormal3f;
3738 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3739 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3740 // if vertices are deformed (sprite flares and things in maps, possibly
3741 // water waves, bulges and other deformations), generate them into
3742 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
3743 // (may be static model data or generated data for an animated model, or
3744 // the previous deform pass)
3745 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
3747 switch (deform->deform)
3750 case Q3DEFORM_PROJECTIONSHADOW:
3751 case Q3DEFORM_TEXT0:
3752 case Q3DEFORM_TEXT1:
3753 case Q3DEFORM_TEXT2:
3754 case Q3DEFORM_TEXT3:
3755 case Q3DEFORM_TEXT4:
3756 case Q3DEFORM_TEXT5:
3757 case Q3DEFORM_TEXT6:
3758 case Q3DEFORM_TEXT7:
3761 case Q3DEFORM_AUTOSPRITE:
3762 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3763 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3764 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3765 VectorNormalize(newforward);
3766 VectorNormalize(newright);
3767 VectorNormalize(newup);
3768 // make deformed versions of only the model vertices used by the specified surfaces
3769 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3771 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3772 // a single autosprite surface can contain multiple sprites...
3773 for (j = 0;j < surface->num_vertices - 3;j += 4)
3775 VectorClear(center);
3776 for (i = 0;i < 4;i++)
3777 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3778 VectorScale(center, 0.25f, center);
3779 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
3780 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
3781 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
3782 for (i = 0;i < 4;i++)
3784 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
3785 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3788 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);
3789 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);
3791 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3792 rsurface.vertex3f_bufferobject = 0;
3793 rsurface.vertex3f_bufferoffset = 0;
3794 rsurface.svector3f = rsurface.array_deformedsvector3f;
3795 rsurface.svector3f_bufferobject = 0;
3796 rsurface.svector3f_bufferoffset = 0;
3797 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3798 rsurface.tvector3f_bufferobject = 0;
3799 rsurface.tvector3f_bufferoffset = 0;
3800 rsurface.normal3f = rsurface.array_deformednormal3f;
3801 rsurface.normal3f_bufferobject = 0;
3802 rsurface.normal3f_bufferoffset = 0;
3804 case Q3DEFORM_AUTOSPRITE2:
3805 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3806 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3807 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3808 VectorNormalize(newforward);
3809 VectorNormalize(newright);
3810 VectorNormalize(newup);
3811 // make deformed versions of only the model vertices used by the specified surfaces
3812 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3814 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3815 const float *v1, *v2;
3823 // a single autosprite surface can contain multiple sprites...
3824 for (j = 0;j < surface->num_vertices - 3;j += 4)
3826 VectorClear(center);
3827 for (i = 0;i < 4;i++)
3828 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3829 VectorScale(center, 0.25f, center);
3830 shortest[0].quadedge = shortest[1].quadedge = 0;
3831 shortest[0].length2 = shortest[1].length2 = 0;
3832 // find the two shortest edges, then use them to define the
3833 // axis vectors for rotating around the central axis
3834 for (i = 0;i < 6;i++)
3836 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
3837 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
3838 l = VectorDistance2(v1, v2);
3839 if (shortest[0].length2 > l || i == 0)
3841 shortest[1] = shortest[0];
3842 shortest[0].length2 = l;
3843 shortest[0].quadedge = i;
3845 else if (shortest[1].length2 > l || i == 1)
3847 shortest[1].length2 = l;
3848 shortest[1].quadedge = i;
3851 // this calculates the midpoints *2 (not bothering to average) of the two shortest edges, and subtracts one from the other to get the up vector
3852 for (i = 0;i < 3;i++)
3854 right[i] = rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
3855 + rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i];
3856 up[i] = rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]
3857 + rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
3858 - rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i]
3859 - rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i];
3861 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
3862 VectorSubtract(rsurface.modelorg, center, forward);
3863 CrossProduct(up, forward, newright);
3864 // normalize the vectors involved
3865 VectorNormalize(right);
3866 VectorNormalize(newright);
3867 // rotate the quad around the up axis vector, this is made
3868 // especially easy by the fact we know the quad is flat,
3869 // so we only have to subtract the center position and
3870 // measure distance along the right vector, and then
3871 // multiply that by the newright vector and add back the
3873 // we also need to subtract the old position to undo the
3874 // displacement from the center, which we do with a
3875 // DotProduct, the subtraction/addition of center is also
3876 // optimized into DotProducts here
3877 l = DotProduct(newright, center) - DotProduct(right, center);
3878 for (i = 0;i < 4;i++)
3880 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
3881 f = DotProduct(right, v1) - DotProduct(newright, v1) + l;
3882 VectorMA(v1, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3885 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);
3886 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);
3888 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3889 rsurface.vertex3f_bufferobject = 0;
3890 rsurface.vertex3f_bufferoffset = 0;
3891 rsurface.svector3f = rsurface.array_deformedsvector3f;
3892 rsurface.svector3f_bufferobject = 0;
3893 rsurface.svector3f_bufferoffset = 0;
3894 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3895 rsurface.tvector3f_bufferobject = 0;
3896 rsurface.tvector3f_bufferoffset = 0;
3897 rsurface.normal3f = rsurface.array_deformednormal3f;
3898 rsurface.normal3f_bufferobject = 0;
3899 rsurface.normal3f_bufferoffset = 0;
3901 case Q3DEFORM_NORMAL:
3902 // deform the normals to make reflections wavey
3903 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3905 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3906 for (j = 0;j < surface->num_vertices;j++)
3909 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
3910 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
3911 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
3912 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3913 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3914 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3915 VectorNormalize(normal);
3917 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);
3919 rsurface.svector3f = rsurface.array_deformedsvector3f;
3920 rsurface.svector3f_bufferobject = 0;
3921 rsurface.svector3f_bufferoffset = 0;
3922 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3923 rsurface.tvector3f_bufferobject = 0;
3924 rsurface.tvector3f_bufferoffset = 0;
3925 rsurface.normal3f = rsurface.array_deformednormal3f;
3926 rsurface.normal3f_bufferobject = 0;
3927 rsurface.normal3f_bufferoffset = 0;
3930 // deform vertex array to make wavey water and flags and such
3931 waveparms[0] = deform->waveparms[0];
3932 waveparms[1] = deform->waveparms[1];
3933 waveparms[2] = deform->waveparms[2];
3934 waveparms[3] = deform->waveparms[3];
3935 // this is how a divisor of vertex influence on deformation
3936 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
3937 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
3938 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3940 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3941 for (j = 0;j < surface->num_vertices;j++)
3943 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
3944 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
3945 // if the wavefunc depends on time, evaluate it per-vertex
3948 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
3949 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
3951 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
3954 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3955 rsurface.vertex3f_bufferobject = 0;
3956 rsurface.vertex3f_bufferoffset = 0;
3958 case Q3DEFORM_BULGE:
3959 // deform vertex array to make the surface have moving bulges
3960 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3962 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3963 for (j = 0;j < surface->num_vertices;j++)
3965 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
3966 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
3969 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3970 rsurface.vertex3f_bufferobject = 0;
3971 rsurface.vertex3f_bufferoffset = 0;
3974 // deform vertex array
3975 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
3976 VectorScale(deform->parms, scale, waveparms);
3977 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3979 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3980 for (j = 0;j < surface->num_vertices;j++)
3981 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
3983 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3984 rsurface.vertex3f_bufferobject = 0;
3985 rsurface.vertex3f_bufferoffset = 0;
3989 // generate texcoords based on the chosen texcoord source
3990 switch(rsurface.texture->tcgen.tcgen)
3993 case Q3TCGEN_TEXTURE:
3994 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3995 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
3996 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
3998 case Q3TCGEN_LIGHTMAP:
3999 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
4000 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4001 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4003 case Q3TCGEN_VECTOR:
4004 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4006 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4007 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)
4009 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4010 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4013 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4014 rsurface.texcoordtexture2f_bufferobject = 0;
4015 rsurface.texcoordtexture2f_bufferoffset = 0;
4017 case Q3TCGEN_ENVIRONMENT:
4018 // make environment reflections using a spheremap
4019 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4021 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4022 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4023 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4024 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4025 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4027 float l, d, eyedir[3];
4028 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4029 l = 0.5f / VectorLength(eyedir);
4030 d = DotProduct(normal, eyedir)*2;
4031 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4032 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4035 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4036 rsurface.texcoordtexture2f_bufferobject = 0;
4037 rsurface.texcoordtexture2f_bufferoffset = 0;
4040 // the only tcmod that needs software vertex processing is turbulent, so
4041 // check for it here and apply the changes if needed
4042 // and we only support that as the first one
4043 // (handling a mixture of turbulent and other tcmods would be problematic
4044 // without punting it entirely to a software path)
4045 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4047 amplitude = rsurface.texture->tcmods[0].parms[1];
4048 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4049 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4051 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4052 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)
4054 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4055 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4058 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4059 rsurface.texcoordtexture2f_bufferobject = 0;
4060 rsurface.texcoordtexture2f_bufferoffset = 0;
4062 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
4063 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4064 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4065 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4068 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4071 const msurface_t *surface = texturesurfacelist[0];
4072 const msurface_t *surface2;
4077 // TODO: lock all array ranges before render, rather than on each surface
4078 if (texturenumsurfaces == 1)
4080 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4081 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4083 else if (r_batchmode.integer == 2)
4085 #define MAXBATCHTRIANGLES 4096
4086 int batchtriangles = 0;
4087 int batchelements[MAXBATCHTRIANGLES*3];
4088 for (i = 0;i < texturenumsurfaces;i = j)
4090 surface = texturesurfacelist[i];
4092 if (surface->num_triangles > MAXBATCHTRIANGLES)
4094 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4097 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4098 batchtriangles = surface->num_triangles;
4099 firstvertex = surface->num_firstvertex;
4100 endvertex = surface->num_firstvertex + surface->num_vertices;
4101 for (;j < texturenumsurfaces;j++)
4103 surface2 = texturesurfacelist[j];
4104 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4106 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4107 batchtriangles += surface2->num_triangles;
4108 firstvertex = min(firstvertex, surface2->num_firstvertex);
4109 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4111 surface2 = texturesurfacelist[j-1];
4112 numvertices = endvertex - firstvertex;
4113 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4116 else if (r_batchmode.integer == 1)
4118 for (i = 0;i < texturenumsurfaces;i = j)
4120 surface = texturesurfacelist[i];
4121 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4122 if (texturesurfacelist[j] != surface2)
4124 surface2 = texturesurfacelist[j-1];
4125 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4126 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4127 GL_LockArrays(surface->num_firstvertex, numvertices);
4128 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4133 for (i = 0;i < texturenumsurfaces;i++)
4135 surface = texturesurfacelist[i];
4136 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4137 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4142 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
4146 const msurface_t *surface = texturesurfacelist[0];
4147 const msurface_t *surface2;
4152 // TODO: lock all array ranges before render, rather than on each surface
4153 if (texturenumsurfaces == 1)
4155 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4156 if (deluxemaptexunit >= 0)
4157 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4158 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4159 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4161 else if (r_batchmode.integer == 2)
4163 #define MAXBATCHTRIANGLES 4096
4164 int batchtriangles = 0;
4165 int batchelements[MAXBATCHTRIANGLES*3];
4166 for (i = 0;i < texturenumsurfaces;i = j)
4168 surface = texturesurfacelist[i];
4169 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4170 if (deluxemaptexunit >= 0)
4171 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4173 if (surface->num_triangles > MAXBATCHTRIANGLES)
4175 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4178 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4179 batchtriangles = surface->num_triangles;
4180 firstvertex = surface->num_firstvertex;
4181 endvertex = surface->num_firstvertex + surface->num_vertices;
4182 for (;j < texturenumsurfaces;j++)
4184 surface2 = texturesurfacelist[j];
4185 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4187 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4188 batchtriangles += surface2->num_triangles;
4189 firstvertex = min(firstvertex, surface2->num_firstvertex);
4190 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4192 surface2 = texturesurfacelist[j-1];
4193 numvertices = endvertex - firstvertex;
4194 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4197 else if (r_batchmode.integer == 1)
4200 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
4201 for (i = 0;i < texturenumsurfaces;i = j)
4203 surface = texturesurfacelist[i];
4204 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4205 if (texturesurfacelist[j] != surface2)
4207 Con_Printf(" %i", j - i);
4210 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
4212 for (i = 0;i < texturenumsurfaces;i = j)
4214 surface = texturesurfacelist[i];
4215 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4216 if (deluxemaptexunit >= 0)
4217 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4218 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4219 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
4222 Con_Printf(" %i", j - i);
4224 surface2 = texturesurfacelist[j-1];
4225 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4226 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4227 GL_LockArrays(surface->num_firstvertex, numvertices);
4228 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4236 for (i = 0;i < texturenumsurfaces;i++)
4238 surface = texturesurfacelist[i];
4239 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4240 if (deluxemaptexunit >= 0)
4241 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4242 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4243 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4248 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4251 int texturesurfaceindex;
4252 if (r_showsurfaces.integer == 2)
4254 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4256 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4257 for (j = 0;j < surface->num_triangles;j++)
4259 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
4260 GL_Color(f, f, f, 1);
4261 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
4267 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4269 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4270 int k = (int)(((size_t)surface) / sizeof(msurface_t));
4271 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
4272 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4273 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4278 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
4280 int texturesurfaceindex;
4284 if (rsurface.lightmapcolor4f)
4286 // generate color arrays for the surfaces in this list
4287 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4289 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4290 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)
4292 f = FogPoint_Model(v);
4302 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4304 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4305 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)
4307 f = FogPoint_Model(v);
4315 rsurface.lightmapcolor4f = rsurface.array_color4f;
4316 rsurface.lightmapcolor4f_bufferobject = 0;
4317 rsurface.lightmapcolor4f_bufferoffset = 0;
4320 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
4322 int texturesurfaceindex;
4325 if (!rsurface.lightmapcolor4f)
4327 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4329 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4330 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)
4338 rsurface.lightmapcolor4f = rsurface.array_color4f;
4339 rsurface.lightmapcolor4f_bufferobject = 0;
4340 rsurface.lightmapcolor4f_bufferoffset = 0;
4343 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4346 rsurface.lightmapcolor4f = NULL;
4347 rsurface.lightmapcolor4f_bufferobject = 0;
4348 rsurface.lightmapcolor4f_bufferoffset = 0;
4349 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4350 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4351 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4352 GL_Color(r, g, b, a);
4353 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
4356 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4358 // TODO: optimize applyfog && applycolor case
4359 // just apply fog if necessary, and tint the fog color array if necessary
4360 rsurface.lightmapcolor4f = NULL;
4361 rsurface.lightmapcolor4f_bufferobject = 0;
4362 rsurface.lightmapcolor4f_bufferoffset = 0;
4363 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4364 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4365 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4366 GL_Color(r, g, b, a);
4367 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4370 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4372 int texturesurfaceindex;
4376 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
4378 // generate color arrays for the surfaces in this list
4379 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4381 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4382 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
4384 if (surface->lightmapinfo->samples)
4386 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
4387 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
4388 VectorScale(lm, scale, c);
4389 if (surface->lightmapinfo->styles[1] != 255)
4391 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
4393 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
4394 VectorMA(c, scale, lm, c);
4395 if (surface->lightmapinfo->styles[2] != 255)
4398 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
4399 VectorMA(c, scale, lm, c);
4400 if (surface->lightmapinfo->styles[3] != 255)
4403 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
4404 VectorMA(c, scale, lm, c);
4414 rsurface.lightmapcolor4f = rsurface.array_color4f;
4415 rsurface.lightmapcolor4f_bufferobject = 0;
4416 rsurface.lightmapcolor4f_bufferoffset = 0;
4420 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
4421 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
4422 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
4424 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4425 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4426 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4427 GL_Color(r, g, b, a);
4428 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4431 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4433 int texturesurfaceindex;
4437 vec3_t ambientcolor;
4438 vec3_t diffusecolor;
4442 VectorCopy(rsurface.modellight_lightdir, lightdir);
4443 ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
4444 ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
4445 ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
4446 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
4447 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
4448 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
4449 if (VectorLength2(diffusecolor) > 0)
4451 // generate color arrays for the surfaces in this list
4452 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4454 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4455 int numverts = surface->num_vertices;
4456 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
4457 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
4458 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
4459 // q3-style directional shading
4460 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
4462 if ((f = DotProduct(c2, lightdir)) > 0)
4463 VectorMA(ambientcolor, f, diffusecolor, c);
4465 VectorCopy(ambientcolor, c);
4474 rsurface.lightmapcolor4f = rsurface.array_color4f;
4475 rsurface.lightmapcolor4f_bufferobject = 0;
4476 rsurface.lightmapcolor4f_bufferoffset = 0;
4480 r = ambientcolor[0];
4481 g = ambientcolor[1];
4482 b = ambientcolor[2];
4483 rsurface.lightmapcolor4f = NULL;
4484 rsurface.lightmapcolor4f_bufferobject = 0;
4485 rsurface.lightmapcolor4f_bufferoffset = 0;
4487 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4488 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4489 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4490 GL_Color(r, g, b, a);
4491 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4494 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4496 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4497 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4498 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4499 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4500 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
4502 rsurface.mode = RSURFMODE_SHOWSURFACES;
4504 GL_BlendFunc(GL_ONE, GL_ZERO);
4505 R_Mesh_ColorPointer(NULL, 0, 0);
4506 R_Mesh_ResetTextureState();
4508 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4509 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4512 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
4514 // transparent sky would be ridiculous
4515 if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4517 if (rsurface.mode != RSURFMODE_SKY)
4519 if (rsurface.mode == RSURFMODE_GLSL)
4521 qglUseProgramObjectARB(0);CHECKGLERROR
4523 rsurface.mode = RSURFMODE_SKY;
4527 skyrendernow = false;
4529 // restore entity matrix
4530 R_Mesh_Matrix(&rsurface.matrix);
4532 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4533 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4534 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4535 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4537 // LordHavoc: HalfLife maps have freaky skypolys so don't use
4538 // skymasking on them, and Quake3 never did sky masking (unlike
4539 // software Quake and software Quake2), so disable the sky masking
4540 // in Quake3 maps as it causes problems with q3map2 sky tricks,
4541 // and skymasking also looks very bad when noclipping outside the
4542 // level, so don't use it then either.
4543 if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
4545 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
4546 R_Mesh_ColorPointer(NULL, 0, 0);
4547 R_Mesh_ResetTextureState();
4548 if (skyrendermasked)
4550 // depth-only (masking)
4551 GL_ColorMask(0,0,0,0);
4552 // just to make sure that braindead drivers don't draw
4553 // anything despite that colormask...
4554 GL_BlendFunc(GL_ZERO, GL_ONE);
4559 GL_BlendFunc(GL_ONE, GL_ZERO);
4561 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4562 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4563 if (skyrendermasked)
4564 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4568 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
4570 if (rsurface.mode != RSURFMODE_GLSL)
4572 rsurface.mode = RSURFMODE_GLSL;
4573 R_Mesh_ResetTextureState();
4576 R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
4577 if (!r_glsl_permutation)
4580 if (rsurface.lightmode == 2)
4581 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4583 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4584 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4585 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4586 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4587 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4588 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4590 GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
4591 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4593 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4594 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4595 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4596 R_Mesh_ColorPointer(NULL, 0, 0);
4598 else if (rsurface.uselightmaptexture)
4600 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
4601 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4602 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
4603 R_Mesh_ColorPointer(NULL, 0, 0);
4607 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4608 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4609 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4610 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4613 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
4614 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
4616 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4617 if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4622 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
4624 // OpenGL 1.3 path - anything not completely ancient
4625 int texturesurfaceindex;
4626 qboolean applycolor;
4630 const texturelayer_t *layer;
4631 if (rsurface.mode != RSURFMODE_MULTIPASS)
4632 rsurface.mode = RSURFMODE_MULTIPASS;
4633 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4634 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4637 int layertexrgbscale;
4638 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4640 if (layerindex == 0)
4644 GL_AlphaTest(false);
4645 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4648 GL_DepthMask(layer->depthmask);
4649 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4650 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
4652 layertexrgbscale = 4;
4653 VectorScale(layer->color, 0.25f, layercolor);
4655 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
4657 layertexrgbscale = 2;
4658 VectorScale(layer->color, 0.5f, layercolor);
4662 layertexrgbscale = 1;
4663 VectorScale(layer->color, 1.0f, layercolor);
4665 layercolor[3] = layer->color[3];
4666 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
4667 R_Mesh_ColorPointer(NULL, 0, 0);
4668 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4669 switch (layer->type)
4671 case TEXTURELAYERTYPE_LITTEXTURE:
4672 memset(&m, 0, sizeof(m));
4673 m.tex[0] = R_GetTexture(r_texture_white);
4674 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4675 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4676 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4677 m.tex[1] = R_GetTexture(layer->texture);
4678 m.texmatrix[1] = layer->texmatrix;
4679 m.texrgbscale[1] = layertexrgbscale;
4680 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
4681 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
4682 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
4683 R_Mesh_TextureState(&m);
4684 if (rsurface.lightmode == 2)
4685 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4686 else if (rsurface.uselightmaptexture)
4687 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4689 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4691 case TEXTURELAYERTYPE_TEXTURE:
4692 memset(&m, 0, sizeof(m));
4693 m.tex[0] = R_GetTexture(layer->texture);
4694 m.texmatrix[0] = layer->texmatrix;
4695 m.texrgbscale[0] = layertexrgbscale;
4696 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4697 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4698 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4699 R_Mesh_TextureState(&m);
4700 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4702 case TEXTURELAYERTYPE_FOG:
4703 memset(&m, 0, sizeof(m));
4704 m.texrgbscale[0] = layertexrgbscale;
4707 m.tex[0] = R_GetTexture(layer->texture);
4708 m.texmatrix[0] = layer->texmatrix;
4709 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4710 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4711 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4713 R_Mesh_TextureState(&m);
4714 // generate a color array for the fog pass
4715 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4716 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4720 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4721 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)
4723 f = 1 - FogPoint_Model(v);
4724 c[0] = layercolor[0];
4725 c[1] = layercolor[1];
4726 c[2] = layercolor[2];
4727 c[3] = f * layercolor[3];
4730 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4733 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4735 GL_LockArrays(0, 0);
4738 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4740 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4741 GL_AlphaTest(false);
4745 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
4747 // OpenGL 1.1 - crusty old voodoo path
4748 int texturesurfaceindex;
4752 const texturelayer_t *layer;
4753 if (rsurface.mode != RSURFMODE_MULTIPASS)
4754 rsurface.mode = RSURFMODE_MULTIPASS;
4755 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4756 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4758 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4760 if (layerindex == 0)
4764 GL_AlphaTest(false);
4765 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4768 GL_DepthMask(layer->depthmask);
4769 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4770 R_Mesh_ColorPointer(NULL, 0, 0);
4771 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4772 switch (layer->type)
4774 case TEXTURELAYERTYPE_LITTEXTURE:
4775 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
4777 // two-pass lit texture with 2x rgbscale
4778 // first the lightmap pass
4779 memset(&m, 0, sizeof(m));
4780 m.tex[0] = R_GetTexture(r_texture_white);
4781 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4782 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4783 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4784 R_Mesh_TextureState(&m);
4785 if (rsurface.lightmode == 2)
4786 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4787 else if (rsurface.uselightmaptexture)
4788 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4790 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4791 GL_LockArrays(0, 0);
4792 // then apply the texture to it
4793 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4794 memset(&m, 0, sizeof(m));
4795 m.tex[0] = R_GetTexture(layer->texture);
4796 m.texmatrix[0] = layer->texmatrix;
4797 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4798 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4799 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4800 R_Mesh_TextureState(&m);
4801 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);
4805 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
4806 memset(&m, 0, sizeof(m));
4807 m.tex[0] = R_GetTexture(layer->texture);
4808 m.texmatrix[0] = layer->texmatrix;
4809 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4810 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4811 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4812 R_Mesh_TextureState(&m);
4813 if (rsurface.lightmode == 2)
4814 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);
4816 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);
4819 case TEXTURELAYERTYPE_TEXTURE:
4820 // singletexture unlit texture with transparency support
4821 memset(&m, 0, sizeof(m));
4822 m.tex[0] = R_GetTexture(layer->texture);
4823 m.texmatrix[0] = layer->texmatrix;
4824 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4825 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4826 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4827 R_Mesh_TextureState(&m);
4828 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);
4830 case TEXTURELAYERTYPE_FOG:
4831 // singletexture fogging
4832 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4835 memset(&m, 0, sizeof(m));
4836 m.tex[0] = R_GetTexture(layer->texture);
4837 m.texmatrix[0] = layer->texmatrix;
4838 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4839 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4840 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4841 R_Mesh_TextureState(&m);
4844 R_Mesh_ResetTextureState();
4845 // generate a color array for the fog pass
4846 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4850 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4851 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)
4853 f = 1 - FogPoint_Model(v);
4854 c[0] = layer->color[0];
4855 c[1] = layer->color[1];
4856 c[2] = layer->color[2];
4857 c[3] = f * layer->color[3];
4860 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4863 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4865 GL_LockArrays(0, 0);
4868 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4870 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4871 GL_AlphaTest(false);
4875 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
4877 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
4879 rsurface.rtlight = NULL;
4883 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4885 if (rsurface.mode != RSURFMODE_MULTIPASS)
4886 rsurface.mode = RSURFMODE_MULTIPASS;
4887 if (r_depthfirst.integer == 3)
4889 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
4890 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
4894 GL_ColorMask(0,0,0,0);
4897 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4898 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4899 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4901 GL_BlendFunc(GL_ONE, GL_ZERO);
4903 GL_AlphaTest(false);
4904 R_Mesh_ColorPointer(NULL, 0, 0);
4905 R_Mesh_ResetTextureState();
4906 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4907 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4908 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4909 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4911 else if (r_depthfirst.integer == 3)
4913 else if (r_showsurfaces.integer)
4915 if (rsurface.mode != RSURFMODE_MULTIPASS)
4916 rsurface.mode = RSURFMODE_MULTIPASS;
4917 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4918 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4920 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4921 GL_BlendFunc(GL_ONE, GL_ZERO);
4922 GL_DepthMask(writedepth);
4924 GL_AlphaTest(false);
4925 R_Mesh_ColorPointer(NULL, 0, 0);
4926 R_Mesh_ResetTextureState();
4927 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4928 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4929 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4931 else if (gl_lightmaps.integer)
4934 if (rsurface.mode != RSURFMODE_MULTIPASS)
4935 rsurface.mode = RSURFMODE_MULTIPASS;
4936 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4938 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4939 GL_BlendFunc(GL_ONE, GL_ZERO);
4940 GL_DepthMask(writedepth);
4942 GL_AlphaTest(false);
4943 R_Mesh_ColorPointer(NULL, 0, 0);
4944 memset(&m, 0, sizeof(m));
4945 m.tex[0] = R_GetTexture(r_texture_white);
4946 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4947 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4948 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4949 R_Mesh_TextureState(&m);
4950 RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
4951 if (rsurface.lightmode == 2)
4952 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4953 else if (rsurface.uselightmaptexture)
4954 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4956 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4957 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4959 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
4961 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
4962 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4964 else if (rsurface.texture->currentnumlayers)
4966 // write depth for anything we skipped on the depth-only pass earlier
4967 if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4969 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4970 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4971 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4972 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4973 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4974 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
4975 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4976 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
4977 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
4978 if (r_glsl.integer && gl_support_fragment_shader)
4979 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
4980 else if (gl_combine.integer && r_textureunits.integer >= 2)
4981 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
4983 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
4984 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4987 GL_LockArrays(0, 0);
4990 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4993 int texturenumsurfaces, endsurface;
4995 msurface_t *surface;
4996 msurface_t *texturesurfacelist[1024];
4998 // if the model is static it doesn't matter what value we give for
4999 // wantnormals and wanttangents, so this logic uses only rules applicable
5000 // to a model, knowing that they are meaningless otherwise
5001 if (ent == r_refdef.worldentity)
5002 RSurf_ActiveWorldEntity();
5003 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5004 RSurf_ActiveModelEntity(ent, false, false);
5006 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
5008 for (i = 0;i < numsurfaces;i = j)
5011 surface = rsurface.modelsurfaces + surfacelist[i];
5012 texture = surface->texture;
5013 R_UpdateTextureInfo(ent, texture);
5014 rsurface.texture = texture->currentframe;
5015 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
5016 // scan ahead until we find a different texture
5017 endsurface = min(i + 1024, numsurfaces);
5018 texturenumsurfaces = 0;
5019 texturesurfacelist[texturenumsurfaces++] = surface;
5020 for (;j < endsurface;j++)
5022 surface = rsurface.modelsurfaces + surfacelist[j];
5023 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
5025 texturesurfacelist[texturenumsurfaces++] = surface;
5027 // render the range of surfaces
5028 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
5034 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
5037 vec3_t tempcenter, center;
5039 // break the surface list down into batches by texture and use of lightmapping
5040 for (i = 0;i < numsurfaces;i = j)
5043 // texture is the base texture pointer, rsurface.texture is the
5044 // current frame/skin the texture is directing us to use (for example
5045 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
5046 // use skin 1 instead)
5047 texture = surfacelist[i]->texture;
5048 rsurface.texture = texture->currentframe;
5049 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
5050 if (!(rsurface.texture->currentmaterialflags & flagsmask))
5052 // if this texture is not the kind we want, skip ahead to the next one
5053 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
5057 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5059 // transparent surfaces get pushed off into the transparent queue
5060 const msurface_t *surface = surfacelist[i];
5063 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
5064 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
5065 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
5066 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
5067 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
5071 // simply scan ahead until we find a different texture or lightmap state
5072 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
5074 // render the range of surfaces
5075 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
5080 float locboxvertex3f[6*4*3] =
5082 1,0,1, 1,0,0, 1,1,0, 1,1,1,
5083 0,1,1, 0,1,0, 0,0,0, 0,0,1,
5084 1,1,1, 1,1,0, 0,1,0, 0,1,1,
5085 0,0,1, 0,0,0, 1,0,0, 1,0,1,
5086 0,0,1, 1,0,1, 1,1,1, 0,1,1,
5087 1,0,0, 0,0,0, 0,1,0, 1,1,0
5090 int locboxelement3i[6*2*3] =
5100 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5103 cl_locnode_t *loc = (cl_locnode_t *)ent;
5105 float vertex3f[6*4*3];
5107 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5108 GL_DepthMask(false);
5109 GL_DepthRange(0, 1);
5110 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5112 GL_CullFace(GL_NONE);
5113 R_Mesh_Matrix(&identitymatrix);
5115 R_Mesh_VertexPointer(vertex3f, 0, 0);
5116 R_Mesh_ColorPointer(NULL, 0, 0);
5117 R_Mesh_ResetTextureState();
5120 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
5121 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
5122 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
5123 surfacelist[0] < 0 ? 0.5f : 0.125f);
5125 if (VectorCompare(loc->mins, loc->maxs))
5127 VectorSet(size, 2, 2, 2);
5128 VectorMA(loc->mins, -0.5f, size, mins);
5132 VectorCopy(loc->mins, mins);
5133 VectorSubtract(loc->maxs, loc->mins, size);
5136 for (i = 0;i < 6*4*3;)
5137 for (j = 0;j < 3;j++, i++)
5138 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
5140 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
5143 void R_DrawLocs(void)
5146 cl_locnode_t *loc, *nearestloc;
5148 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
5149 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
5151 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
5152 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
5156 void R_DrawCollisionBrushes(entity_render_t *ent)
5160 msurface_t *surface;
5161 model_t *model = ent->model;
5162 if (!model->brush.num_brushes)
5165 R_Mesh_ColorPointer(NULL, 0, 0);
5166 R_Mesh_ResetTextureState();
5167 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5168 GL_DepthMask(false);
5169 GL_DepthRange(0, 1);
5170 GL_DepthTest(!r_showdisabledepthtest.integer);
5171 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
5172 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
5173 if (brush->colbrushf && brush->colbrushf->numtriangles)
5174 R_DrawCollisionBrush(brush->colbrushf);
5175 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
5176 if (surface->num_collisiontriangles)
5177 R_DrawCollisionSurface(ent, surface);
5178 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5181 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
5184 const int *elements;
5185 msurface_t *surface;
5186 model_t *model = ent->model;
5189 GL_DepthRange(0, 1);
5190 GL_DepthTest(!r_showdisabledepthtest.integer);
5191 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5193 GL_BlendFunc(GL_ONE, GL_ZERO);
5194 R_Mesh_ColorPointer(NULL, 0, 0);
5195 R_Mesh_ResetTextureState();
5196 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
5198 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
5200 rsurface.texture = surface->texture->currentframe;
5201 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
5203 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
5206 if (!rsurface.texture->currentlayers->depthmask)
5207 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
5208 else if (ent == r_refdef.worldentity)
5209 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
5211 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
5212 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
5215 for (k = 0;k < surface->num_triangles;k++, elements += 3)
5217 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
5218 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
5219 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
5220 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
5227 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
5229 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5231 VectorCopy(rsurface.vertex3f + l * 3, v);
5232 qglVertex3f(v[0], v[1], v[2]);
5233 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
5234 qglVertex3f(v[0], v[1], v[2]);
5238 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
5240 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5242 VectorCopy(rsurface.vertex3f + l * 3, v);
5243 qglVertex3f(v[0], v[1], v[2]);
5244 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
5245 qglVertex3f(v[0], v[1], v[2]);
5249 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
5251 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5253 VectorCopy(rsurface.vertex3f + l * 3, v);
5254 qglVertex3f(v[0], v[1], v[2]);
5255 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
5256 qglVertex3f(v[0], v[1], v[2]);
5263 rsurface.texture = NULL;
5266 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
5267 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5269 int i, j, endj, f, flagsmask;
5270 int counttriangles = 0;
5271 msurface_t *surface, **surfacechain;
5273 model_t *model = r_refdef.worldmodel;
5274 const int maxsurfacelist = 1024;
5275 int numsurfacelist = 0;
5276 msurface_t *surfacelist[1024];
5280 RSurf_ActiveWorldEntity();
5282 // update light styles
5283 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5285 for (i = 0;i < model->brushq1.light_styles;i++)
5287 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5289 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5290 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5291 for (;(surface = *surfacechain);surfacechain++)
5292 surface->cached_dlight = true;
5297 R_UpdateAllTextureInfo(r_refdef.worldentity);
5298 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5301 rsurface.uselightmaptexture = false;
5302 rsurface.texture = NULL;
5304 j = model->firstmodelsurface;
5305 endj = j + model->nummodelsurfaces;
5308 // quickly skip over non-visible surfaces
5309 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
5311 // quickly iterate over visible surfaces
5312 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
5314 // process this surface
5315 surface = model->data_surfaces + j;
5316 // if this surface fits the criteria, add it to the list
5317 if (surface->num_triangles)
5319 // if lightmap parameters changed, rebuild lightmap texture
5320 if (surface->cached_dlight)
5321 R_BuildLightMap(r_refdef.worldentity, surface);
5322 // add face to draw list
5323 surfacelist[numsurfacelist++] = surface;
5324 counttriangles += surface->num_triangles;
5325 if (numsurfacelist >= maxsurfacelist)
5327 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5334 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5335 r_refdef.stats.entities_triangles += counttriangles;
5338 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5339 R_DrawCollisionBrushes(r_refdef.worldentity);
5341 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5342 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
5345 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5347 int i, f, flagsmask;
5348 int counttriangles = 0;
5349 msurface_t *surface, *endsurface, **surfacechain;
5351 model_t *model = ent->model;
5352 const int maxsurfacelist = 1024;
5353 int numsurfacelist = 0;
5354 msurface_t *surfacelist[1024];
5358 // if the model is static it doesn't matter what value we give for
5359 // wantnormals and wanttangents, so this logic uses only rules applicable
5360 // to a model, knowing that they are meaningless otherwise
5361 if (ent == r_refdef.worldentity)
5362 RSurf_ActiveWorldEntity();
5363 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5364 RSurf_ActiveModelEntity(ent, false, false);
5366 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
5368 // update light styles
5369 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5371 for (i = 0;i < model->brushq1.light_styles;i++)
5373 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5375 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5376 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5377 for (;(surface = *surfacechain);surfacechain++)
5378 surface->cached_dlight = true;
5383 R_UpdateAllTextureInfo(ent);
5384 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5387 rsurface.uselightmaptexture = false;
5388 rsurface.texture = NULL;
5390 surface = model->data_surfaces + model->firstmodelsurface;
5391 endsurface = surface + model->nummodelsurfaces;
5392 for (;surface < endsurface;surface++)
5394 // if this surface fits the criteria, add it to the list
5395 if (surface->num_triangles)
5397 // if lightmap parameters changed, rebuild lightmap texture
5398 if (surface->cached_dlight)
5399 R_BuildLightMap(ent, surface);
5400 // add face to draw list
5401 surfacelist[numsurfacelist++] = surface;
5402 counttriangles += surface->num_triangles;
5403 if (numsurfacelist >= maxsurfacelist)
5405 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5411 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5412 r_refdef.stats.entities_triangles += counttriangles;
5415 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5416 R_DrawCollisionBrushes(ent);
5418 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5419 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);