2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
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); when set to 2, always cast the shadows DOWN, otherwise use the model lighting"};
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"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
78 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)"};
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 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)"};
82 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)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
90 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
93 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 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)"};
117 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"};
119 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"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 r_waterstate_t r_waterstate;
156 // shadow volume bsp struct with automatically growing nodes buffer
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
183 extern void R_DrawModelShadows(void);
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
188 for (i = 0;i < verts;i++)
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
202 for (i = 0;i < verts;i++)
212 // FIXME: move this to client?
215 if (gamemode == GAME_NEHAHRA)
217 Cvar_Set("gl_fogenable", "0");
218 Cvar_Set("gl_fogdensity", "0.2");
219 Cvar_Set("gl_fogred", "0.3");
220 Cvar_Set("gl_foggreen", "0.3");
221 Cvar_Set("gl_fogblue", "0.3");
223 r_refdef.fog_density = 0;
224 r_refdef.fog_red = 0;
225 r_refdef.fog_green = 0;
226 r_refdef.fog_blue = 0;
227 r_refdef.fog_alpha = 1;
228 r_refdef.fog_start = 0;
229 r_refdef.fog_end = 0;
232 float FogForDistance(vec_t dist)
234 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
238 float FogPoint_World(const vec3_t p)
240 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
243 float FogPoint_Model(const vec3_t p)
245 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
248 static void R_BuildBlankTextures(void)
250 unsigned char data[4];
251 data[2] = 128; // normal X
252 data[1] = 128; // normal Y
253 data[0] = 255; // normal Z
254 data[3] = 128; // height
255 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
260 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
265 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
270 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273 static void R_BuildNoTexture(void)
276 unsigned char pix[16][16][4];
277 // this makes a light grey/dark grey checkerboard texture
278 for (y = 0;y < 16;y++)
280 for (x = 0;x < 16;x++)
282 if ((y < 8) ^ (x < 8))
298 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
301 static void R_BuildWhiteCube(void)
303 unsigned char data[6*1*1*4];
304 memset(data, 255, sizeof(data));
305 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
308 static void R_BuildNormalizationCube(void)
312 vec_t s, t, intensity;
314 unsigned char data[6][NORMSIZE][NORMSIZE][4];
315 for (side = 0;side < 6;side++)
317 for (y = 0;y < NORMSIZE;y++)
319 for (x = 0;x < NORMSIZE;x++)
321 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
357 intensity = 127.0f / sqrt(DotProduct(v, v));
358 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361 data[side][y][x][3] = 255;
365 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
368 static void R_BuildFogTexture(void)
372 unsigned char data1[FOGWIDTH][4];
373 //unsigned char data2[FOGWIDTH][4];
376 r_refdef.fogmasktable_start = r_refdef.fog_start;
377 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378 r_refdef.fogmasktable_range = r_refdef.fogrange;
379 r_refdef.fogmasktable_density = r_refdef.fog_density;
381 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
384 d = (x * r - r_refdef.fogmasktable_start);
385 if(developer.integer >= 100)
386 Con_Printf("%f ", d);
388 if (r_fog_exp2.integer)
389 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
391 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392 if(developer.integer >= 100)
393 Con_Printf(" : %f ", alpha);
394 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395 if(developer.integer >= 100)
396 Con_Printf(" = %f\n", alpha);
397 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
400 for (x = 0;x < FOGWIDTH;x++)
402 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
407 //data2[x][0] = 255 - b;
408 //data2[x][1] = 255 - b;
409 //data2[x][2] = 255 - b;
412 if (r_texture_fogattenuation)
414 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
419 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
428 "// common definitions between vertex shader and fragment shader:\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
444 "# ifdef VERTEX_SHADER\n"
447 " gl_Position = ftransform();\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
457 " gl_FrontColor = gl_Color;\n"
458 " gl_Position = ftransform();\n"
459 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
461 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
465 "# ifdef FRAGMENT_SHADER\n"
467 "uniform sampler2D Texture_First;\n"
469 "uniform sampler2D Texture_Second;\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
480 "//uncomment these if you want to use them:\n"
481 "// uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "// uniform vec2 PixelSize;\n"
489 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
491 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// add your own postprocessing here or make your own ifdef for it\n"
501 "#ifdef USEGAMMARAMPS\n"
502 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
503 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
504 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
511 "#ifdef MODE_GENERIC\n"
512 "# ifdef VERTEX_SHADER\n"
515 " gl_FrontColor = gl_Color;\n"
516 "# ifdef USEDIFFUSE\n"
517 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
519 "# ifdef USESPECULAR\n"
520 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
522 " gl_Position = ftransform();\n"
525 "# ifdef FRAGMENT_SHADER\n"
527 "# ifdef USEDIFFUSE\n"
528 "uniform sampler2D Texture_First;\n"
530 "# ifdef USESPECULAR\n"
531 "uniform sampler2D Texture_Second;\n"
536 " gl_FragColor = gl_Color;\n"
537 "# ifdef USEDIFFUSE\n"
538 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
541 "# ifdef USESPECULAR\n"
542 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
544 "# ifdef USECOLORMAPPING\n"
545 " gl_FragColor *= tex2;\n"
548 " gl_FragColor += tex2;\n"
550 "# ifdef USEVERTEXTEXTUREBLEND\n"
551 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
556 "#else // !MODE_GENERIC\n"
558 "varying vec2 TexCoord;\n"
559 "varying vec2 TexCoordLightmap;\n"
561 "#ifdef MODE_LIGHTSOURCE\n"
562 "varying vec3 CubeVector;\n"
565 "#ifdef MODE_LIGHTSOURCE\n"
566 "varying vec3 LightVector;\n"
568 "#ifdef MODE_LIGHTDIRECTION\n"
569 "varying vec3 LightVector;\n"
572 "varying vec3 EyeVector;\n"
574 "varying vec3 EyeVectorModelSpace;\n"
577 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
578 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
579 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
581 "#ifdef MODE_WATER\n"
582 "varying vec4 ModelViewProjectionPosition;\n"
584 "#ifdef MODE_REFRACTION\n"
585 "varying vec4 ModelViewProjectionPosition;\n"
587 "#ifdef USEREFLECTION\n"
588 "varying vec4 ModelViewProjectionPosition;\n"
595 "// vertex shader specific:\n"
596 "#ifdef VERTEX_SHADER\n"
598 "uniform vec3 LightPosition;\n"
599 "uniform vec3 EyePosition;\n"
600 "uniform vec3 LightDir;\n"
602 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
606 " gl_FrontColor = gl_Color;\n"
607 " // copy the surface texcoord\n"
608 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
609 "#ifndef MODE_LIGHTSOURCE\n"
610 "# ifndef MODE_LIGHTDIRECTION\n"
611 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 " // transform vertex position into light attenuation/cubemap space\n"
617 " // (-1 to +1 across the light box)\n"
618 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
620 " // transform unnormalized light direction into tangent space\n"
621 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
622 " // normalize it per pixel)\n"
623 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
624 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
625 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
626 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
629 "#ifdef MODE_LIGHTDIRECTION\n"
630 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
631 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
632 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
635 " // transform unnormalized eye direction into tangent space\n"
637 " vec3 EyeVectorModelSpace;\n"
639 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
640 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
641 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
642 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
644 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
645 " VectorS = gl_MultiTexCoord1.xyz;\n"
646 " VectorT = gl_MultiTexCoord2.xyz;\n"
647 " VectorR = gl_MultiTexCoord3.xyz;\n"
650 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
651 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
652 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
653 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
656 "// transform vertex to camera space, using ftransform to match non-VS\n"
658 " gl_Position = ftransform();\n"
660 "#ifdef MODE_WATER\n"
661 " ModelViewProjectionPosition = gl_Position;\n"
663 "#ifdef MODE_REFRACTION\n"
664 " ModelViewProjectionPosition = gl_Position;\n"
666 "#ifdef USEREFLECTION\n"
667 " ModelViewProjectionPosition = gl_Position;\n"
671 "#endif // VERTEX_SHADER\n"
676 "// fragment shader specific:\n"
677 "#ifdef FRAGMENT_SHADER\n"
679 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
680 "uniform sampler2D Texture_Normal;\n"
681 "uniform sampler2D Texture_Color;\n"
682 "uniform sampler2D Texture_Gloss;\n"
683 "uniform sampler2D Texture_Glow;\n"
684 "uniform sampler2D Texture_SecondaryNormal;\n"
685 "uniform sampler2D Texture_SecondaryColor;\n"
686 "uniform sampler2D Texture_SecondaryGloss;\n"
687 "uniform sampler2D Texture_SecondaryGlow;\n"
688 "uniform sampler2D Texture_Pants;\n"
689 "uniform sampler2D Texture_Shirt;\n"
690 "uniform sampler2D Texture_FogMask;\n"
691 "uniform sampler2D Texture_Lightmap;\n"
692 "uniform sampler2D Texture_Deluxemap;\n"
693 "uniform sampler2D Texture_Refraction;\n"
694 "uniform sampler2D Texture_Reflection;\n"
695 "uniform sampler2D Texture_Attenuation;\n"
696 "uniform samplerCube Texture_Cube;\n"
698 "uniform myhalf3 LightColor;\n"
699 "uniform myhalf3 AmbientColor;\n"
700 "uniform myhalf3 DiffuseColor;\n"
701 "uniform myhalf3 SpecularColor;\n"
702 "uniform myhalf3 Color_Pants;\n"
703 "uniform myhalf3 Color_Shirt;\n"
704 "uniform myhalf3 FogColor;\n"
706 "uniform myhalf4 TintColor;\n"
709 "//#ifdef MODE_WATER\n"
710 "uniform vec4 DistortScaleRefractReflect;\n"
711 "uniform vec4 ScreenScaleRefractReflect;\n"
712 "uniform vec4 ScreenCenterRefractReflect;\n"
713 "uniform myhalf4 RefractColor;\n"
714 "uniform myhalf4 ReflectColor;\n"
715 "uniform myhalf ReflectFactor;\n"
716 "uniform myhalf ReflectOffset;\n"
718 "//# ifdef MODE_REFRACTION\n"
719 "//uniform vec4 DistortScaleRefractReflect;\n"
720 "//uniform vec4 ScreenScaleRefractReflect;\n"
721 "//uniform vec4 ScreenCenterRefractReflect;\n"
722 "//uniform myhalf4 RefractColor;\n"
723 "//# ifdef USEREFLECTION\n"
724 "//uniform myhalf4 ReflectColor;\n"
727 "//# ifdef USEREFLECTION\n"
728 "//uniform vec4 DistortScaleRefractReflect;\n"
729 "//uniform vec4 ScreenScaleRefractReflect;\n"
730 "//uniform vec4 ScreenCenterRefractReflect;\n"
731 "//uniform myhalf4 ReflectColor;\n"
736 "uniform myhalf GlowScale;\n"
737 "uniform myhalf SceneBrightness;\n"
738 "#ifdef USECONTRASTBOOST\n"
739 "uniform myhalf ContrastBoostCoeff;\n"
742 "uniform float OffsetMapping_Scale;\n"
743 "uniform float OffsetMapping_Bias;\n"
744 "uniform float FogRangeRecip;\n"
746 "uniform myhalf AmbientScale;\n"
747 "uniform myhalf DiffuseScale;\n"
748 "uniform myhalf SpecularScale;\n"
749 "uniform myhalf SpecularPower;\n"
751 "#ifdef USEOFFSETMAPPING\n"
752 "vec2 OffsetMapping(vec2 TexCoord)\n"
754 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
755 " // 14 sample relief mapping: linear search and then binary search\n"
756 " // this basically steps forward a small amount repeatedly until it finds\n"
757 " // itself inside solid, then jitters forward and back using decreasing\n"
758 " // amounts to find the impact\n"
759 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
760 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 " vec3 RT = vec3(TexCoord, 1);\n"
763 " OffsetVector *= 0.1;\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
776 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
777 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
780 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
781 " // this basically moves forward the full distance, and then backs up based\n"
782 " // on height of samples\n"
783 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
784 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
785 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
786 " TexCoord += OffsetVector;\n"
787 " OffsetVector *= 0.333;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 " return TexCoord;\n"
794 "#endif // USEOFFSETMAPPING\n"
796 "#ifdef MODE_WATER\n"
801 "#ifdef USEOFFSETMAPPING\n"
802 " // apply offsetmapping\n"
803 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
804 "#define TexCoord TexCoordOffset\n"
807 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
808 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
809 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
810 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
811 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
814 "#else // !MODE_WATER\n"
815 "#ifdef MODE_REFRACTION\n"
817 "// refraction pass\n"
820 "#ifdef USEOFFSETMAPPING\n"
821 " // apply offsetmapping\n"
822 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
823 "#define TexCoord TexCoordOffset\n"
826 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
827 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
828 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
829 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
832 "#else // !MODE_REFRACTION\n"
835 "#ifdef USEOFFSETMAPPING\n"
836 " // apply offsetmapping\n"
837 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
838 "#define TexCoord TexCoordOffset\n"
841 " // combine the diffuse textures (base, pants, shirt)\n"
842 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
843 "#ifdef USECOLORMAPPING\n"
844 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
846 "#ifdef USEVERTEXTEXTUREBLEND\n"
847 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
848 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
849 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
850 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
852 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
855 "#ifdef USEDIFFUSE\n"
856 " // get the surface normal and the gloss color\n"
857 "# ifdef USEVERTEXTEXTUREBLEND\n"
858 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
859 "# ifdef USESPECULAR\n"
860 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
863 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
864 "# ifdef USESPECULAR\n"
865 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
872 "#ifdef MODE_LIGHTSOURCE\n"
875 " // calculate surface normal, light normal, and specular normal\n"
876 " // compute color intensity for the two textures (colormap and glossmap)\n"
877 " // scale by light color and attenuation as efficiently as possible\n"
878 " // (do as much scalar math as possible rather than vector math)\n"
879 "# ifdef USEDIFFUSE\n"
880 " // get the light normal\n"
881 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
883 "# ifdef USESPECULAR\n"
884 "# ifndef USEEXACTSPECULARMATH\n"
885 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
888 " // calculate directional shading\n"
889 "# ifdef USEEXACTSPECULARMATH\n"
890 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
892 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
895 "# ifdef USEDIFFUSE\n"
896 " // calculate directional shading\n"
897 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
899 " // calculate directionless shading\n"
900 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
904 "# ifdef USECUBEFILTER\n"
905 " // apply light cubemap filter\n"
906 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
907 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
909 "#endif // MODE_LIGHTSOURCE\n"
914 "#ifdef MODE_LIGHTDIRECTION\n"
915 " // directional model lighting\n"
916 "# ifdef USEDIFFUSE\n"
917 " // get the light normal\n"
918 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
920 "# ifdef USESPECULAR\n"
921 " // calculate directional shading\n"
922 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
923 "# ifdef USEEXACTSPECULARMATH\n"
924 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
926 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
927 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
930 "# ifdef USEDIFFUSE\n"
932 " // calculate directional shading\n"
933 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
935 " color.rgb *= AmbientColor;\n"
938 "#endif // MODE_LIGHTDIRECTION\n"
943 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
944 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
946 " // get the light normal\n"
947 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
948 " myhalf3 diffusenormal;\n"
949 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
950 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
951 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
952 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
953 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
954 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
955 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
956 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
957 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
958 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
959 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
960 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
961 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
962 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
963 "# ifdef USESPECULAR\n"
964 "# ifdef USEEXACTSPECULARMATH\n"
965 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
967 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
968 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
972 " // apply lightmap color\n"
973 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
974 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
979 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
980 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
982 " // get the light normal\n"
983 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
984 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
985 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
986 "# ifdef USESPECULAR\n"
987 "# ifdef USEEXACTSPECULARMATH\n"
988 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
990 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
991 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
995 " // apply lightmap color\n"
996 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
997 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1002 "#ifdef MODE_LIGHTMAP\n"
1003 " // apply lightmap color\n"
1004 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1005 "#endif // MODE_LIGHTMAP\n"
1010 "#ifdef MODE_VERTEXCOLOR\n"
1011 " // apply lightmap color\n"
1012 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1013 "#endif // MODE_VERTEXCOLOR\n"
1018 "#ifdef MODE_FLATCOLOR\n"
1019 "#endif // MODE_FLATCOLOR\n"
1027 " color *= TintColor;\n"
1030 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1033 "#ifdef USECONTRASTBOOST\n"
1034 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1037 " color.rgb *= SceneBrightness;\n"
1039 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1041 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1044 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1045 "#ifdef USEREFLECTION\n"
1046 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1047 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1048 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1049 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1052 " gl_FragColor = vec4(color);\n"
1054 "#endif // !MODE_REFRACTION\n"
1055 "#endif // !MODE_WATER\n"
1057 "#endif // FRAGMENT_SHADER\n"
1059 "#endif // !MODE_GENERIC\n"
1060 "#endif // !MODE_POSTPROCESS\n"
1061 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1064 typedef struct shaderpermutationinfo_s
1066 const char *pretext;
1069 shaderpermutationinfo_t;
1071 typedef struct shadermodeinfo_s
1073 const char *vertexfilename;
1074 const char *geometryfilename;
1075 const char *fragmentfilename;
1076 const char *pretext;
1081 typedef enum shaderpermutation_e
1083 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1084 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1085 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1086 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1087 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1088 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1089 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1090 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1091 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1092 SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1093 SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1094 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1095 SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1096 SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1097 SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
1098 SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
1100 shaderpermutation_t;
1102 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1103 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1105 {"#define USEDIFFUSE\n", " diffuse"},
1106 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1107 {"#define USECOLORMAPPING\n", " colormapping"},
1108 {"#define USECONTRASTBOOST\n", " contrastboost"},
1109 {"#define USEFOG\n", " fog"},
1110 {"#define USECUBEFILTER\n", " cubefilter"},
1111 {"#define USEGLOW\n", " glow"},
1112 {"#define USESPECULAR\n", " specular"},
1113 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1114 {"#define USEREFLECTION\n", " reflection"},
1115 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1116 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1117 {"#define USEGAMMARAMPS\n", " gammaramps"},
1118 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1121 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1122 typedef enum shadermode_e
1124 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1125 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1126 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1127 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1128 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1129 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1130 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1131 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1132 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1133 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1134 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1135 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1140 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1141 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1143 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1144 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1145 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1146 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1147 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1148 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1149 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1150 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1151 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1152 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1153 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1154 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1157 typedef struct r_glsl_permutation_s
1159 // indicates if we have tried compiling this permutation already
1161 // 0 if compilation failed
1163 // locations of detected uniforms in program object, or -1 if not found
1164 int loc_Texture_First;
1165 int loc_Texture_Second;
1166 int loc_Texture_GammaRamps;
1167 int loc_Texture_Normal;
1168 int loc_Texture_Color;
1169 int loc_Texture_Gloss;
1170 int loc_Texture_Glow;
1171 int loc_Texture_SecondaryNormal;
1172 int loc_Texture_SecondaryColor;
1173 int loc_Texture_SecondaryGloss;
1174 int loc_Texture_SecondaryGlow;
1175 int loc_Texture_Pants;
1176 int loc_Texture_Shirt;
1177 int loc_Texture_FogMask;
1178 int loc_Texture_Lightmap;
1179 int loc_Texture_Deluxemap;
1180 int loc_Texture_Attenuation;
1181 int loc_Texture_Cube;
1182 int loc_Texture_Refraction;
1183 int loc_Texture_Reflection;
1185 int loc_LightPosition;
1186 int loc_EyePosition;
1187 int loc_Color_Pants;
1188 int loc_Color_Shirt;
1189 int loc_FogRangeRecip;
1190 int loc_AmbientScale;
1191 int loc_DiffuseScale;
1192 int loc_SpecularScale;
1193 int loc_SpecularPower;
1195 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1196 int loc_OffsetMapping_Scale;
1198 int loc_AmbientColor;
1199 int loc_DiffuseColor;
1200 int loc_SpecularColor;
1202 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1203 int loc_GammaCoeff; // 1 / gamma
1204 int loc_DistortScaleRefractReflect;
1205 int loc_ScreenScaleRefractReflect;
1206 int loc_ScreenCenterRefractReflect;
1207 int loc_RefractColor;
1208 int loc_ReflectColor;
1209 int loc_ReflectFactor;
1210 int loc_ReflectOffset;
1218 r_glsl_permutation_t;
1220 // information about each possible shader permutation
1221 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1222 // currently selected permutation
1223 r_glsl_permutation_t *r_glsl_permutation;
1225 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1228 if (!filename || !filename[0])
1230 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1233 if (printfromdisknotice)
1234 Con_DPrint("from disk... ");
1235 return shaderstring;
1237 else if (!strcmp(filename, "glsl/default.glsl"))
1239 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1240 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1242 return shaderstring;
1245 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1248 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1249 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1250 int vertstrings_count = 0;
1251 int geomstrings_count = 0;
1252 int fragstrings_count = 0;
1253 char *vertexstring, *geometrystring, *fragmentstring;
1254 const char *vertstrings_list[32+3];
1255 const char *geomstrings_list[32+3];
1256 const char *fragstrings_list[32+3];
1257 char permutationname[256];
1264 permutationname[0] = 0;
1265 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1266 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1267 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1269 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1271 // the first pretext is which type of shader to compile as
1272 // (later these will all be bound together as a program object)
1273 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1274 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1275 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1277 // the second pretext is the mode (for example a light source)
1278 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1279 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1280 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1281 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1283 // now add all the permutation pretexts
1284 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1286 if (permutation & (1<<i))
1288 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1289 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1290 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1291 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1295 // keep line numbers correct
1296 vertstrings_list[vertstrings_count++] = "\n";
1297 geomstrings_list[geomstrings_count++] = "\n";
1298 fragstrings_list[fragstrings_count++] = "\n";
1302 // now append the shader text itself
1303 vertstrings_list[vertstrings_count++] = vertexstring;
1304 geomstrings_list[geomstrings_count++] = geometrystring;
1305 fragstrings_list[fragstrings_count++] = fragmentstring;
1307 // if any sources were NULL, clear the respective list
1309 vertstrings_count = 0;
1310 if (!geometrystring)
1311 geomstrings_count = 0;
1312 if (!fragmentstring)
1313 fragstrings_count = 0;
1315 // compile the shader program
1316 if (vertstrings_count + geomstrings_count + fragstrings_count)
1317 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1321 qglUseProgramObjectARB(p->program);CHECKGLERROR
1322 // look up all the uniform variable names we care about, so we don't
1323 // have to look them up every time we set them
1324 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1325 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1326 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1327 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1328 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1329 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1330 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1331 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1332 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1333 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1334 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1335 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1336 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1337 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1338 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1339 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1340 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1341 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1342 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1343 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1344 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1345 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1346 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1347 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1348 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1349 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1350 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1351 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1352 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1353 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1354 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1355 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1356 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1357 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1358 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1359 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1360 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1361 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1362 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1363 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1364 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1365 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1366 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1367 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1368 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1369 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1370 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1371 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1372 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1373 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1374 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1375 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1376 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1377 // initialize the samplers to refer to the texture units we use
1378 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1379 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1380 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1381 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1382 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1383 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1384 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1385 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1386 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1387 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1388 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1389 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1390 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1391 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1392 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1393 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1394 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1395 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1396 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1397 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1399 if (developer.integer)
1400 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1403 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1407 Mem_Free(vertexstring);
1409 Mem_Free(geometrystring);
1411 Mem_Free(fragmentstring);
1414 void R_GLSL_Restart_f(void)
1417 shaderpermutation_t permutation;
1418 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1419 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1420 if (r_glsl_permutations[mode][permutation].program)
1421 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1422 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1425 void R_GLSL_DumpShader_f(void)
1429 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1432 Con_Printf("failed to write to glsl/default.glsl\n");
1436 FS_Print(file, "// The engine may define the following macros:\n");
1437 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1438 for (i = 0;i < SHADERMODE_COUNT;i++)
1439 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1440 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1441 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1442 FS_Print(file, "\n");
1443 FS_Print(file, builtinshaderstring);
1446 Con_Printf("glsl/default.glsl written\n");
1449 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1451 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1452 if (r_glsl_permutation != perm)
1454 r_glsl_permutation = perm;
1455 if (!r_glsl_permutation->program)
1457 if (!r_glsl_permutation->compiled)
1458 R_GLSL_CompilePermutation(mode, permutation);
1459 if (!r_glsl_permutation->program)
1461 // remove features until we find a valid permutation
1463 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1465 // reduce i more quickly whenever it would not remove any bits
1466 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1467 if (!(permutation & j))
1470 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1471 if (!r_glsl_permutation->compiled)
1472 R_GLSL_CompilePermutation(mode, permutation);
1473 if (r_glsl_permutation->program)
1476 if (i >= SHADERPERMUTATION_COUNT)
1478 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1479 Cvar_SetValueQuick(&r_glsl, 0);
1480 R_GLSL_Restart_f(); // unload shaders
1481 return; // no bit left to clear
1486 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1490 void R_SetupGenericShader(qboolean usetexture)
1492 if (gl_support_fragment_shader)
1494 if (r_glsl.integer && r_glsl_usegeneric.integer)
1495 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1496 else if (r_glsl_permutation)
1498 r_glsl_permutation = NULL;
1499 qglUseProgramObjectARB(0);CHECKGLERROR
1504 void R_SetupGenericTwoTextureShader(int texturemode)
1506 if (gl_support_fragment_shader)
1508 if (r_glsl.integer && r_glsl_usegeneric.integer)
1509 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1510 else if (r_glsl_permutation)
1512 r_glsl_permutation = NULL;
1513 qglUseProgramObjectARB(0);CHECKGLERROR
1516 if (!r_glsl_permutation)
1518 if (texturemode == GL_DECAL && gl_combine.integer)
1519 texturemode = GL_INTERPOLATE_ARB;
1520 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1524 void R_SetupDepthOrShadowShader(void)
1526 if (gl_support_fragment_shader)
1528 if (r_glsl.integer && r_glsl_usegeneric.integer)
1529 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1530 else if (r_glsl_permutation)
1532 r_glsl_permutation = NULL;
1533 qglUseProgramObjectARB(0);CHECKGLERROR
1538 extern rtexture_t *r_shadow_attenuationgradienttexture;
1539 extern rtexture_t *r_shadow_attenuation2dtexture;
1540 extern rtexture_t *r_shadow_attenuation3dtexture;
1541 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1543 // select a permutation of the lighting shader appropriate to this
1544 // combination of texture, entity, light source, and fogging, only use the
1545 // minimum features necessary to avoid wasting rendering time in the
1546 // fragment shader on features that are not being used
1547 unsigned int permutation = 0;
1548 shadermode_t mode = 0;
1549 // TODO: implement geometry-shader based shadow volumes someday
1550 if (r_glsl_offsetmapping.integer)
1552 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1553 if (r_glsl_offsetmapping_reliefmapping.integer)
1554 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1556 if (rsurfacepass == RSURFPASS_BACKGROUND)
1558 // distorted background
1559 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1560 mode = SHADERMODE_WATER;
1562 mode = SHADERMODE_REFRACTION;
1564 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1567 mode = SHADERMODE_LIGHTSOURCE;
1568 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1569 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1570 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1571 permutation |= SHADERPERMUTATION_CUBEFILTER;
1572 if (diffusescale > 0)
1573 permutation |= SHADERPERMUTATION_DIFFUSE;
1574 if (specularscale > 0)
1575 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1576 if (r_refdef.fogenabled)
1577 permutation |= SHADERPERMUTATION_FOG;
1578 if (rsurface.texture->colormapping)
1579 permutation |= SHADERPERMUTATION_COLORMAPPING;
1580 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1581 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1583 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1585 // unshaded geometry (fullbright or ambient model lighting)
1586 mode = SHADERMODE_FLATCOLOR;
1587 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1588 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1589 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1590 permutation |= SHADERPERMUTATION_GLOW;
1591 if (r_refdef.fogenabled)
1592 permutation |= SHADERPERMUTATION_FOG;
1593 if (rsurface.texture->colormapping)
1594 permutation |= SHADERPERMUTATION_COLORMAPPING;
1595 if (r_glsl_offsetmapping.integer)
1597 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1598 if (r_glsl_offsetmapping_reliefmapping.integer)
1599 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1601 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1602 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1603 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1604 permutation |= SHADERPERMUTATION_REFLECTION;
1606 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1608 // directional model lighting
1609 mode = SHADERMODE_LIGHTDIRECTION;
1610 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1611 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1612 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1613 permutation |= SHADERPERMUTATION_GLOW;
1614 permutation |= SHADERPERMUTATION_DIFFUSE;
1615 if (specularscale > 0)
1616 permutation |= SHADERPERMUTATION_SPECULAR;
1617 if (r_refdef.fogenabled)
1618 permutation |= SHADERPERMUTATION_FOG;
1619 if (rsurface.texture->colormapping)
1620 permutation |= SHADERPERMUTATION_COLORMAPPING;
1621 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1622 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1623 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1624 permutation |= SHADERPERMUTATION_REFLECTION;
1626 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1628 // ambient model lighting
1629 mode = SHADERMODE_LIGHTDIRECTION;
1630 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1631 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1632 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1633 permutation |= SHADERPERMUTATION_GLOW;
1634 if (r_refdef.fogenabled)
1635 permutation |= SHADERPERMUTATION_FOG;
1636 if (rsurface.texture->colormapping)
1637 permutation |= SHADERPERMUTATION_COLORMAPPING;
1638 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1639 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1640 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1641 permutation |= SHADERPERMUTATION_REFLECTION;
1646 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1648 // deluxemapping (light direction texture)
1649 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1650 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1652 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1653 permutation |= SHADERPERMUTATION_DIFFUSE;
1654 if (specularscale > 0)
1655 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1657 else if (r_glsl_deluxemapping.integer >= 2)
1659 // fake deluxemapping (uniform light direction in tangentspace)
1660 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1661 permutation |= SHADERPERMUTATION_DIFFUSE;
1662 if (specularscale > 0)
1663 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1665 else if (rsurface.uselightmaptexture)
1667 // ordinary lightmapping (q1bsp, q3bsp)
1668 mode = SHADERMODE_LIGHTMAP;
1672 // ordinary vertex coloring (q3bsp)
1673 mode = SHADERMODE_VERTEXCOLOR;
1675 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1676 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1677 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1678 permutation |= SHADERPERMUTATION_GLOW;
1679 if (r_refdef.fogenabled)
1680 permutation |= SHADERPERMUTATION_FOG;
1681 if (rsurface.texture->colormapping)
1682 permutation |= SHADERPERMUTATION_COLORMAPPING;
1683 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1684 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1685 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1686 permutation |= SHADERPERMUTATION_REFLECTION;
1688 if(permutation & SHADERPERMUTATION_SPECULAR)
1689 if(r_shadow_glossexact.integer)
1690 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1691 R_SetupShader_SetPermutation(mode, permutation);
1692 if (mode == SHADERMODE_LIGHTSOURCE)
1694 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1695 if (permutation & SHADERPERMUTATION_DIFFUSE)
1697 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1698 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1699 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1700 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1704 // ambient only is simpler
1705 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1706 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1707 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1708 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1710 // additive passes are only darkened by fog, not tinted
1711 if (r_glsl_permutation->loc_FogColor >= 0)
1712 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1716 if (mode == SHADERMODE_LIGHTDIRECTION)
1718 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1719 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1720 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1721 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1725 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1726 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1727 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1729 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1730 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1731 // additive passes are only darkened by fog, not tinted
1732 if (r_glsl_permutation->loc_FogColor >= 0)
1734 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1735 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1737 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1739 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1740 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1741 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1742 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1743 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1744 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1745 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1747 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1749 // The formula used is actually:
1750 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1751 // color.rgb *= SceneBrightness;
1753 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1754 // and do [[calculations]] here in the engine
1755 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1756 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1759 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1760 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1761 if (r_glsl_permutation->loc_Color_Pants >= 0)
1763 if (rsurface.texture->currentskinframe->pants)
1764 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1766 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1768 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1770 if (rsurface.texture->currentskinframe->shirt)
1771 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1773 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1775 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1776 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1778 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1782 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1784 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1788 #define SKINFRAME_HASH 1024
1792 int loadsequence; // incremented each level change
1793 memexpandablearray_t array;
1794 skinframe_t *hash[SKINFRAME_HASH];
1798 void R_SkinFrame_PrepareForPurge(void)
1800 r_skinframe.loadsequence++;
1801 // wrap it without hitting zero
1802 if (r_skinframe.loadsequence >= 200)
1803 r_skinframe.loadsequence = 1;
1806 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1810 // mark the skinframe as used for the purging code
1811 skinframe->loadsequence = r_skinframe.loadsequence;
1814 void R_SkinFrame_Purge(void)
1818 for (i = 0;i < SKINFRAME_HASH;i++)
1820 for (s = r_skinframe.hash[i];s;s = s->next)
1822 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1824 if (s->merged == s->base)
1826 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1827 R_PurgeTexture(s->stain );s->stain = NULL;
1828 R_PurgeTexture(s->merged);s->merged = NULL;
1829 R_PurgeTexture(s->base );s->base = NULL;
1830 R_PurgeTexture(s->pants );s->pants = NULL;
1831 R_PurgeTexture(s->shirt );s->shirt = NULL;
1832 R_PurgeTexture(s->nmap );s->nmap = NULL;
1833 R_PurgeTexture(s->gloss );s->gloss = NULL;
1834 R_PurgeTexture(s->glow );s->glow = NULL;
1835 R_PurgeTexture(s->fog );s->fog = NULL;
1836 s->loadsequence = 0;
1842 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1844 char basename[MAX_QPATH];
1846 Image_StripImageExtension(name, basename, sizeof(basename));
1848 if( last == NULL ) {
1850 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1851 item = r_skinframe.hash[hashindex];
1856 // linearly search through the hash bucket
1857 for( ; item ; item = item->next ) {
1858 if( !strcmp( item->basename, basename ) ) {
1865 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1869 char basename[MAX_QPATH];
1871 Image_StripImageExtension(name, basename, sizeof(basename));
1873 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1874 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1875 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1879 rtexture_t *dyntexture;
1880 // check whether its a dynamic texture
1881 dyntexture = CL_GetDynTexture( basename );
1882 if (!add && !dyntexture)
1884 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1885 memset(item, 0, sizeof(*item));
1886 strlcpy(item->basename, basename, sizeof(item->basename));
1887 item->base = dyntexture; // either NULL or dyntexture handle
1888 item->textureflags = textureflags;
1889 item->comparewidth = comparewidth;
1890 item->compareheight = compareheight;
1891 item->comparecrc = comparecrc;
1892 item->next = r_skinframe.hash[hashindex];
1893 r_skinframe.hash[hashindex] = item;
1895 else if( item->base == NULL )
1897 rtexture_t *dyntexture;
1898 // check whether its a dynamic texture
1899 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1900 dyntexture = CL_GetDynTexture( basename );
1901 item->base = dyntexture; // either NULL or dyntexture handle
1904 R_SkinFrame_MarkUsed(item);
1908 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1910 unsigned long long avgcolor[5], wsum; \
1918 for(pix = 0; pix < cnt; ++pix) \
1921 for(comp = 0; comp < 3; ++comp) \
1923 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1926 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1928 for(comp = 0; comp < 3; ++comp) \
1929 avgcolor[comp] += getpixel * w; \
1932 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1933 avgcolor[4] += getpixel; \
1935 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1937 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1938 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1939 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1940 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1943 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1945 // FIXME: it should be possible to disable loading various layers using
1946 // cvars, to prevent wasted loading time and memory usage if the user does
1948 qboolean loadnormalmap = true;
1949 qboolean loadgloss = true;
1950 qboolean loadpantsandshirt = true;
1951 qboolean loadglow = true;
1953 unsigned char *pixels;
1954 unsigned char *bumppixels;
1955 unsigned char *basepixels = NULL;
1956 int basepixels_width;
1957 int basepixels_height;
1958 skinframe_t *skinframe;
1962 if (cls.state == ca_dedicated)
1965 // return an existing skinframe if already loaded
1966 // if loading of the first image fails, don't make a new skinframe as it
1967 // would cause all future lookups of this to be missing
1968 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1969 if (skinframe && skinframe->base)
1972 basepixels = loadimagepixelsbgra(name, complain, true);
1973 if (basepixels == NULL)
1976 if (developer_loading.integer)
1977 Con_Printf("loading skin \"%s\"\n", name);
1979 // we've got some pixels to store, so really allocate this new texture now
1981 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1982 skinframe->stain = NULL;
1983 skinframe->merged = NULL;
1984 skinframe->base = r_texture_notexture;
1985 skinframe->pants = NULL;
1986 skinframe->shirt = NULL;
1987 skinframe->nmap = r_texture_blanknormalmap;
1988 skinframe->gloss = NULL;
1989 skinframe->glow = NULL;
1990 skinframe->fog = NULL;
1992 basepixels_width = image_width;
1993 basepixels_height = image_height;
1994 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1996 if (textureflags & TEXF_ALPHA)
1998 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1999 if (basepixels[j] < 255)
2001 if (j < basepixels_width * basepixels_height * 4)
2003 // has transparent pixels
2005 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2006 for (j = 0;j < image_width * image_height * 4;j += 4)
2011 pixels[j+3] = basepixels[j+3];
2013 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2018 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2019 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2021 // _norm is the name used by tenebrae and has been adopted as standard
2024 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2026 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2030 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2032 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2033 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2034 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2036 Mem_Free(bumppixels);
2038 else if (r_shadow_bumpscale_basetexture.value > 0)
2040 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2041 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2042 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2046 // _luma is supported for tenebrae compatibility
2047 // (I think it's a very stupid name, but oh well)
2048 // _glow is the preferred name
2049 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2050 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2051 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2052 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2055 Mem_Free(basepixels);
2060 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2063 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2066 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)
2071 for (i = 0;i < width*height;i++)
2072 if (((unsigned char *)&palette[in[i]])[3] > 0)
2074 if (i == width*height)
2077 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2080 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2081 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2084 unsigned char *temp1, *temp2;
2085 skinframe_t *skinframe;
2087 if (cls.state == ca_dedicated)
2090 // if already loaded just return it, otherwise make a new skinframe
2091 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2092 if (skinframe && skinframe->base)
2095 skinframe->stain = NULL;
2096 skinframe->merged = NULL;
2097 skinframe->base = r_texture_notexture;
2098 skinframe->pants = NULL;
2099 skinframe->shirt = NULL;
2100 skinframe->nmap = r_texture_blanknormalmap;
2101 skinframe->gloss = NULL;
2102 skinframe->glow = NULL;
2103 skinframe->fog = NULL;
2105 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2109 if (developer_loading.integer)
2110 Con_Printf("loading 32bit skin \"%s\"\n", name);
2112 if (r_shadow_bumpscale_basetexture.value > 0)
2114 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2115 temp2 = temp1 + width * height * 4;
2116 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2117 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2120 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2121 if (textureflags & TEXF_ALPHA)
2123 for (i = 3;i < width * height * 4;i += 4)
2124 if (skindata[i] < 255)
2126 if (i < width * height * 4)
2128 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2129 memcpy(fogpixels, skindata, width * height * 4);
2130 for (i = 0;i < width * height * 4;i += 4)
2131 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2132 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2133 Mem_Free(fogpixels);
2137 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2138 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2143 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2146 unsigned char *temp1, *temp2;
2147 unsigned int *palette;
2148 skinframe_t *skinframe;
2150 if (cls.state == ca_dedicated)
2153 // if already loaded just return it, otherwise make a new skinframe
2154 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2155 if (skinframe && skinframe->base)
2158 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2160 skinframe->stain = NULL;
2161 skinframe->merged = NULL;
2162 skinframe->base = r_texture_notexture;
2163 skinframe->pants = NULL;
2164 skinframe->shirt = NULL;
2165 skinframe->nmap = r_texture_blanknormalmap;
2166 skinframe->gloss = NULL;
2167 skinframe->glow = NULL;
2168 skinframe->fog = NULL;
2170 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2174 if (developer_loading.integer)
2175 Con_Printf("loading quake skin \"%s\"\n", name);
2177 if (r_shadow_bumpscale_basetexture.value > 0)
2179 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2180 temp2 = temp1 + width * height * 4;
2181 // use either a custom palette or the quake palette
2182 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2183 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2184 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2187 // use either a custom palette, or the quake palette
2188 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2189 if (loadglowtexture)
2190 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2191 if (loadpantsandshirt)
2193 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2194 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2196 if (skinframe->pants || skinframe->shirt)
2197 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2198 if (textureflags & TEXF_ALPHA)
2200 for (i = 0;i < width * height;i++)
2201 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2203 if (i < width * height)
2204 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2207 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2208 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2213 skinframe_t *R_SkinFrame_LoadMissing(void)
2215 skinframe_t *skinframe;
2217 if (cls.state == ca_dedicated)
2220 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2221 skinframe->stain = NULL;
2222 skinframe->merged = NULL;
2223 skinframe->base = r_texture_notexture;
2224 skinframe->pants = NULL;
2225 skinframe->shirt = NULL;
2226 skinframe->nmap = r_texture_blanknormalmap;
2227 skinframe->gloss = NULL;
2228 skinframe->glow = NULL;
2229 skinframe->fog = NULL;
2231 skinframe->avgcolor[0] = rand() / RAND_MAX;
2232 skinframe->avgcolor[1] = rand() / RAND_MAX;
2233 skinframe->avgcolor[2] = rand() / RAND_MAX;
2234 skinframe->avgcolor[3] = 1;
2239 void gl_main_start(void)
2241 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2242 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2244 // set up r_skinframe loading system for textures
2245 memset(&r_skinframe, 0, sizeof(r_skinframe));
2246 r_skinframe.loadsequence = 1;
2247 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2249 r_main_texturepool = R_AllocTexturePool();
2250 R_BuildBlankTextures();
2252 if (gl_texturecubemap)
2255 R_BuildNormalizationCube();
2257 r_texture_fogattenuation = NULL;
2258 r_texture_gammaramps = NULL;
2259 //r_texture_fogintensity = NULL;
2260 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2261 memset(&r_waterstate, 0, sizeof(r_waterstate));
2262 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2263 memset(&r_svbsp, 0, sizeof (r_svbsp));
2265 r_refdef.fogmasktable_density = 0;
2268 void gl_main_shutdown(void)
2270 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2271 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2273 // clear out the r_skinframe state
2274 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2275 memset(&r_skinframe, 0, sizeof(r_skinframe));
2278 Mem_Free(r_svbsp.nodes);
2279 memset(&r_svbsp, 0, sizeof (r_svbsp));
2280 R_FreeTexturePool(&r_main_texturepool);
2281 r_texture_blanknormalmap = NULL;
2282 r_texture_white = NULL;
2283 r_texture_grey128 = NULL;
2284 r_texture_black = NULL;
2285 r_texture_whitecube = NULL;
2286 r_texture_normalizationcube = NULL;
2287 r_texture_fogattenuation = NULL;
2288 r_texture_gammaramps = NULL;
2289 //r_texture_fogintensity = NULL;
2290 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2291 memset(&r_waterstate, 0, sizeof(r_waterstate));
2295 extern void CL_ParseEntityLump(char *entitystring);
2296 void gl_main_newmap(void)
2298 // FIXME: move this code to client
2300 char *entities, entname[MAX_QPATH];
2303 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2304 l = (int)strlen(entname) - 4;
2305 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2307 memcpy(entname + l, ".ent", 5);
2308 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2310 CL_ParseEntityLump(entities);
2315 if (cl.worldmodel->brush.entities)
2316 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2320 void GL_Main_Init(void)
2322 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2324 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2325 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2326 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2327 if (gamemode == GAME_NEHAHRA)
2329 Cvar_RegisterVariable (&gl_fogenable);
2330 Cvar_RegisterVariable (&gl_fogdensity);
2331 Cvar_RegisterVariable (&gl_fogred);
2332 Cvar_RegisterVariable (&gl_foggreen);
2333 Cvar_RegisterVariable (&gl_fogblue);
2334 Cvar_RegisterVariable (&gl_fogstart);
2335 Cvar_RegisterVariable (&gl_fogend);
2336 Cvar_RegisterVariable (&gl_skyclip);
2338 Cvar_RegisterVariable(&r_depthfirst);
2339 Cvar_RegisterVariable(&r_useinfinitefarclip);
2340 Cvar_RegisterVariable(&r_nearclip);
2341 Cvar_RegisterVariable(&r_showbboxes);
2342 Cvar_RegisterVariable(&r_showsurfaces);
2343 Cvar_RegisterVariable(&r_showtris);
2344 Cvar_RegisterVariable(&r_shownormals);
2345 Cvar_RegisterVariable(&r_showlighting);
2346 Cvar_RegisterVariable(&r_showshadowvolumes);
2347 Cvar_RegisterVariable(&r_showcollisionbrushes);
2348 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2349 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2350 Cvar_RegisterVariable(&r_showdisabledepthtest);
2351 Cvar_RegisterVariable(&r_drawportals);
2352 Cvar_RegisterVariable(&r_drawentities);
2353 Cvar_RegisterVariable(&r_cullentities_trace);
2354 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2355 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2356 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2357 Cvar_RegisterVariable(&r_drawviewmodel);
2358 Cvar_RegisterVariable(&r_speeds);
2359 Cvar_RegisterVariable(&r_fullbrights);
2360 Cvar_RegisterVariable(&r_wateralpha);
2361 Cvar_RegisterVariable(&r_dynamic);
2362 Cvar_RegisterVariable(&r_fullbright);
2363 Cvar_RegisterVariable(&r_shadows);
2364 Cvar_RegisterVariable(&r_shadows_throwdistance);
2365 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2366 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2367 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2368 Cvar_RegisterVariable(&r_fog_exp2);
2369 Cvar_RegisterVariable(&r_drawfog);
2370 Cvar_RegisterVariable(&r_textureunits);
2371 Cvar_RegisterVariable(&r_glsl);
2372 Cvar_RegisterVariable(&r_glsl_contrastboost);
2373 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2374 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2375 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2376 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2377 Cvar_RegisterVariable(&r_glsl_postprocess);
2378 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2379 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2380 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2381 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2382 Cvar_RegisterVariable(&r_glsl_usegeneric);
2383 Cvar_RegisterVariable(&r_water);
2384 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2385 Cvar_RegisterVariable(&r_water_clippingplanebias);
2386 Cvar_RegisterVariable(&r_water_refractdistort);
2387 Cvar_RegisterVariable(&r_water_reflectdistort);
2388 Cvar_RegisterVariable(&r_lerpsprites);
2389 Cvar_RegisterVariable(&r_lerpmodels);
2390 Cvar_RegisterVariable(&r_lerplightstyles);
2391 Cvar_RegisterVariable(&r_waterscroll);
2392 Cvar_RegisterVariable(&r_bloom);
2393 Cvar_RegisterVariable(&r_bloom_colorscale);
2394 Cvar_RegisterVariable(&r_bloom_brighten);
2395 Cvar_RegisterVariable(&r_bloom_blur);
2396 Cvar_RegisterVariable(&r_bloom_resolution);
2397 Cvar_RegisterVariable(&r_bloom_colorexponent);
2398 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2399 Cvar_RegisterVariable(&r_hdr);
2400 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2401 Cvar_RegisterVariable(&r_hdr_glowintensity);
2402 Cvar_RegisterVariable(&r_hdr_range);
2403 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2404 Cvar_RegisterVariable(&developer_texturelogging);
2405 Cvar_RegisterVariable(&gl_lightmaps);
2406 Cvar_RegisterVariable(&r_test);
2407 Cvar_RegisterVariable(&r_batchmode);
2408 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2409 Cvar_SetValue("r_fullbrights", 0);
2410 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2412 Cvar_RegisterVariable(&r_track_sprites);
2413 Cvar_RegisterVariable(&r_track_sprites_flags);
2414 Cvar_RegisterVariable(&r_track_sprites_scalew);
2415 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2418 extern void R_Textures_Init(void);
2419 extern void GL_Draw_Init(void);
2420 extern void GL_Main_Init(void);
2421 extern void R_Shadow_Init(void);
2422 extern void R_Sky_Init(void);
2423 extern void GL_Surf_Init(void);
2424 extern void R_Particles_Init(void);
2425 extern void R_Explosion_Init(void);
2426 extern void gl_backend_init(void);
2427 extern void Sbar_Init(void);
2428 extern void R_LightningBeams_Init(void);
2429 extern void Mod_RenderInit(void);
2431 void Render_Init(void)
2443 R_LightningBeams_Init();
2452 extern char *ENGINE_EXTENSIONS;
2455 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2456 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2457 gl_version = (const char *)qglGetString(GL_VERSION);
2458 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2462 if (!gl_platformextensions)
2463 gl_platformextensions = "";
2465 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2466 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2467 Con_Printf("GL_VERSION: %s\n", gl_version);
2468 Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2469 Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2471 VID_CheckExtensions();
2473 // LordHavoc: report supported extensions
2474 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2476 // clear to black (loading plaque will be seen over this)
2478 qglClearColor(0,0,0,1);CHECKGLERROR
2479 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2482 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2486 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2488 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2491 p = r_refdef.view.frustum + i;
2496 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2500 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2504 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2508 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2512 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2516 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2520 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2524 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2532 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2536 for (i = 0;i < numplanes;i++)
2543 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2547 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2551 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2555 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2559 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2563 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2567 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2571 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2579 //==================================================================================
2581 static void R_View_UpdateEntityVisible (void)
2584 entity_render_t *ent;
2586 if (!r_drawentities.integer)
2589 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2590 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2592 // worldmodel can check visibility
2593 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2594 for (i = 0;i < r_refdef.scene.numentities;i++)
2596 ent = r_refdef.scene.entities[i];
2597 if (!(ent->flags & renderimask))
2598 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2599 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2600 r_refdef.viewcache.entityvisible[i] = true;
2602 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2604 for (i = 0;i < r_refdef.scene.numentities;i++)
2606 ent = r_refdef.scene.entities[i];
2607 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2609 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2610 ent->last_trace_visibility = realtime;
2611 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2612 r_refdef.viewcache.entityvisible[i] = 0;
2619 // no worldmodel or it can't check visibility
2620 for (i = 0;i < r_refdef.scene.numentities;i++)
2622 ent = r_refdef.scene.entities[i];
2623 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2628 // only used if skyrendermasked, and normally returns false
2629 int R_DrawBrushModelsSky (void)
2632 entity_render_t *ent;
2634 if (!r_drawentities.integer)
2638 for (i = 0;i < r_refdef.scene.numentities;i++)
2640 if (!r_refdef.viewcache.entityvisible[i])
2642 ent = r_refdef.scene.entities[i];
2643 if (!ent->model || !ent->model->DrawSky)
2645 ent->model->DrawSky(ent);
2651 static void R_DrawNoModel(entity_render_t *ent);
2652 static void R_DrawModels(void)
2655 entity_render_t *ent;
2657 if (!r_drawentities.integer)
2660 for (i = 0;i < r_refdef.scene.numentities;i++)
2662 if (!r_refdef.viewcache.entityvisible[i])
2664 ent = r_refdef.scene.entities[i];
2665 r_refdef.stats.entities++;
2666 if (ent->model && ent->model->Draw != NULL)
2667 ent->model->Draw(ent);
2673 static void R_DrawModelsDepth(void)
2676 entity_render_t *ent;
2678 if (!r_drawentities.integer)
2681 for (i = 0;i < r_refdef.scene.numentities;i++)
2683 if (!r_refdef.viewcache.entityvisible[i])
2685 ent = r_refdef.scene.entities[i];
2686 if (ent->model && ent->model->DrawDepth != NULL)
2687 ent->model->DrawDepth(ent);
2691 static void R_DrawModelsDebug(void)
2694 entity_render_t *ent;
2696 if (!r_drawentities.integer)
2699 for (i = 0;i < r_refdef.scene.numentities;i++)
2701 if (!r_refdef.viewcache.entityvisible[i])
2703 ent = r_refdef.scene.entities[i];
2704 if (ent->model && ent->model->DrawDebug != NULL)
2705 ent->model->DrawDebug(ent);
2709 static void R_DrawModelsAddWaterPlanes(void)
2712 entity_render_t *ent;
2714 if (!r_drawentities.integer)
2717 for (i = 0;i < r_refdef.scene.numentities;i++)
2719 if (!r_refdef.viewcache.entityvisible[i])
2721 ent = r_refdef.scene.entities[i];
2722 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2723 ent->model->DrawAddWaterPlanes(ent);
2727 static void R_View_SetFrustum(void)
2730 double slopex, slopey;
2731 vec3_t forward, left, up, origin;
2733 // we can't trust r_refdef.view.forward and friends in reflected scenes
2734 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2737 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2738 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2739 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2740 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2741 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2742 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2743 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2744 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2745 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2746 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2747 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2748 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2752 zNear = r_refdef.nearclip;
2753 nudge = 1.0 - 1.0 / (1<<23);
2754 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2755 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2756 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2757 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2758 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2759 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2760 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2761 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2767 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2768 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2769 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2770 r_refdef.view.frustum[0].dist = m[15] - m[12];
2772 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2773 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2774 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2775 r_refdef.view.frustum[1].dist = m[15] + m[12];
2777 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2778 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2779 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2780 r_refdef.view.frustum[2].dist = m[15] - m[13];
2782 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2783 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2784 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2785 r_refdef.view.frustum[3].dist = m[15] + m[13];
2787 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2788 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2789 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2790 r_refdef.view.frustum[4].dist = m[15] - m[14];
2792 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2793 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2794 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2795 r_refdef.view.frustum[5].dist = m[15] + m[14];
2798 if (r_refdef.view.useperspective)
2800 slopex = 1.0 / r_refdef.view.frustum_x;
2801 slopey = 1.0 / r_refdef.view.frustum_y;
2802 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2803 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2804 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2805 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2806 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2808 // Leaving those out was a mistake, those were in the old code, and they
2809 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2810 // I couldn't reproduce it after adding those normalizations. --blub
2811 VectorNormalize(r_refdef.view.frustum[0].normal);
2812 VectorNormalize(r_refdef.view.frustum[1].normal);
2813 VectorNormalize(r_refdef.view.frustum[2].normal);
2814 VectorNormalize(r_refdef.view.frustum[3].normal);
2816 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2817 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2818 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2819 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2820 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2822 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2823 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2824 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2825 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2826 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2830 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2831 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2832 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2833 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2834 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2835 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2836 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2837 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2838 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2839 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2841 r_refdef.view.numfrustumplanes = 5;
2843 if (r_refdef.view.useclipplane)
2845 r_refdef.view.numfrustumplanes = 6;
2846 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2849 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2850 PlaneClassify(r_refdef.view.frustum + i);
2852 // LordHavoc: note to all quake engine coders, Quake had a special case
2853 // for 90 degrees which assumed a square view (wrong), so I removed it,
2854 // Quake2 has it disabled as well.
2856 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2857 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2858 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2859 //PlaneClassify(&frustum[0]);
2861 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2862 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2863 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2864 //PlaneClassify(&frustum[1]);
2866 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2867 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2868 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2869 //PlaneClassify(&frustum[2]);
2871 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2872 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2873 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2874 //PlaneClassify(&frustum[3]);
2877 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2878 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2879 //PlaneClassify(&frustum[4]);
2882 void R_View_Update(void)
2884 R_View_SetFrustum();
2885 R_View_WorldVisibility(r_refdef.view.useclipplane);
2886 R_View_UpdateEntityVisible();
2889 void R_SetupView(qboolean allowwaterclippingplane)
2891 if (!r_refdef.view.useperspective)
2892 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2893 else if (gl_stencil && r_useinfinitefarclip.integer)
2894 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2896 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2898 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2900 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2902 // LordHavoc: couldn't figure out how to make this approach the
2903 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2904 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2905 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2906 dist = r_refdef.view.clipplane.dist;
2907 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2911 void R_ResetViewRendering2D(void)
2915 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2916 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2917 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2918 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2919 GL_Color(1, 1, 1, 1);
2920 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2921 GL_BlendFunc(GL_ONE, GL_ZERO);
2922 GL_AlphaTest(false);
2923 GL_ScissorTest(false);
2924 GL_DepthMask(false);
2925 GL_DepthRange(0, 1);
2926 GL_DepthTest(false);
2927 R_Mesh_Matrix(&identitymatrix);
2928 R_Mesh_ResetTextureState();
2929 GL_PolygonOffset(0, 0);
2930 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2931 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2932 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2933 qglStencilMask(~0);CHECKGLERROR
2934 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2935 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2936 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2937 R_SetupGenericShader(true);
2940 void R_ResetViewRendering3D(void)
2944 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2945 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2947 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2948 GL_Color(1, 1, 1, 1);
2949 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2950 GL_BlendFunc(GL_ONE, GL_ZERO);
2951 GL_AlphaTest(false);
2952 GL_ScissorTest(true);
2954 GL_DepthRange(0, 1);
2956 R_Mesh_Matrix(&identitymatrix);
2957 R_Mesh_ResetTextureState();
2958 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2959 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2960 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2961 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2962 qglStencilMask(~0);CHECKGLERROR
2963 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2964 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2965 GL_CullFace(r_refdef.view.cullface_back);
2966 R_SetupGenericShader(true);
2969 void R_RenderScene(qboolean addwaterplanes);
2971 static void R_Water_StartFrame(void)
2974 int waterwidth, waterheight, texturewidth, textureheight;
2975 r_waterstate_waterplane_t *p;
2977 // set waterwidth and waterheight to the water resolution that will be
2978 // used (often less than the screen resolution for faster rendering)
2979 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2980 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2982 // calculate desired texture sizes
2983 // can't use water if the card does not support the texture size
2984 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
2985 texturewidth = textureheight = waterwidth = waterheight = 0;
2986 else if (gl_support_arb_texture_non_power_of_two)
2988 texturewidth = waterwidth;
2989 textureheight = waterheight;
2993 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2994 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2997 // allocate textures as needed
2998 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3000 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3001 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3003 if (p->texture_refraction)
3004 R_FreeTexture(p->texture_refraction);
3005 p->texture_refraction = NULL;
3006 if (p->texture_reflection)
3007 R_FreeTexture(p->texture_reflection);
3008 p->texture_reflection = NULL;
3010 memset(&r_waterstate, 0, sizeof(r_waterstate));
3011 r_waterstate.waterwidth = waterwidth;
3012 r_waterstate.waterheight = waterheight;
3013 r_waterstate.texturewidth = texturewidth;
3014 r_waterstate.textureheight = textureheight;
3017 if (r_waterstate.waterwidth)
3019 r_waterstate.enabled = true;
3021 // set up variables that will be used in shader setup
3022 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3023 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3024 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3025 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3028 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3029 r_waterstate.numwaterplanes = 0;
3032 static void R_Water_AddWaterPlane(msurface_t *surface)
3034 int triangleindex, planeindex;
3040 r_waterstate_waterplane_t *p;
3041 // just use the first triangle with a valid normal for any decisions
3042 VectorClear(normal);
3043 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3045 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3046 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3047 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3048 TriangleNormal(vert[0], vert[1], vert[2], normal);
3049 if (VectorLength2(normal) >= 0.001)
3053 VectorCopy(normal, plane.normal);
3054 VectorNormalize(plane.normal);
3055 plane.dist = DotProduct(vert[0], plane.normal);
3056 PlaneClassify(&plane);
3057 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3059 // skip backfaces (except if nocullface is set)
3060 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3062 VectorNegate(plane.normal, plane.normal);
3064 PlaneClassify(&plane);
3068 // find a matching plane if there is one
3069 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3070 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3072 if (planeindex >= r_waterstate.maxwaterplanes)
3073 return; // nothing we can do, out of planes
3075 // if this triangle does not fit any known plane rendered this frame, add one
3076 if (planeindex >= r_waterstate.numwaterplanes)
3078 // store the new plane
3079 r_waterstate.numwaterplanes++;
3081 // clear materialflags and pvs
3082 p->materialflags = 0;
3083 p->pvsvalid = false;
3085 // merge this surface's materialflags into the waterplane
3086 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
3087 // merge this surface's PVS into the waterplane
3088 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3089 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3090 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3092 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3097 static void R_Water_ProcessPlanes(void)
3099 r_refdef_view_t originalview;
3101 r_waterstate_waterplane_t *p;
3103 originalview = r_refdef.view;
3105 // make sure enough textures are allocated
3106 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3108 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3110 if (!p->texture_refraction)
3111 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3112 if (!p->texture_refraction)
3116 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3118 if (!p->texture_reflection)
3119 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3120 if (!p->texture_reflection)
3126 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3128 r_refdef.view.showdebug = false;
3129 r_refdef.view.width = r_waterstate.waterwidth;
3130 r_refdef.view.height = r_waterstate.waterheight;
3131 r_refdef.view.useclipplane = true;
3132 r_waterstate.renderingscene = true;
3134 // render the normal view scene and copy into texture
3135 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
3136 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3138 r_refdef.view.clipplane = p->plane;
3139 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3140 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3141 PlaneClassify(&r_refdef.view.clipplane);
3143 R_RenderScene(false);
3145 // copy view into the screen texture
3146 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3147 GL_ActiveTexture(0);
3149 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3152 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3154 // render reflected scene and copy into texture
3155 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3156 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3157 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3158 r_refdef.view.clipplane = p->plane;
3159 // reverse the cullface settings for this render
3160 r_refdef.view.cullface_front = GL_FRONT;
3161 r_refdef.view.cullface_back = GL_BACK;
3162 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3164 r_refdef.view.usecustompvs = true;
3166 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3168 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3171 R_ResetViewRendering3D();
3172 R_ClearScreen(r_refdef.fogenabled);
3173 if (r_timereport_active)
3174 R_TimeReport("viewclear");
3176 R_RenderScene(false);
3178 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3179 GL_ActiveTexture(0);
3181 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3183 R_ResetViewRendering3D();
3184 R_ClearScreen(r_refdef.fogenabled);
3185 if (r_timereport_active)
3186 R_TimeReport("viewclear");
3189 r_refdef.view = originalview;
3190 r_refdef.view.clear = true;
3191 r_waterstate.renderingscene = false;
3195 r_refdef.view = originalview;
3196 r_waterstate.renderingscene = false;
3197 Cvar_SetValueQuick(&r_water, 0);
3198 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3202 void R_Bloom_StartFrame(void)
3204 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3206 // set bloomwidth and bloomheight to the bloom resolution that will be
3207 // used (often less than the screen resolution for faster rendering)
3208 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3209 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3210 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3211 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3212 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3214 // calculate desired texture sizes
3215 if (gl_support_arb_texture_non_power_of_two)
3217 screentexturewidth = r_refdef.view.width;
3218 screentextureheight = r_refdef.view.height;
3219 bloomtexturewidth = r_bloomstate.bloomwidth;
3220 bloomtextureheight = r_bloomstate.bloomheight;
3224 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3225 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3226 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3227 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3230 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3232 Cvar_SetValueQuick(&r_hdr, 0);
3233 Cvar_SetValueQuick(&r_bloom, 0);
3236 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3237 screentexturewidth = screentextureheight = 0;
3238 if (!r_hdr.integer && !r_bloom.integer)
3239 bloomtexturewidth = bloomtextureheight = 0;
3241 // allocate textures as needed
3242 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3244 if (r_bloomstate.texture_screen)
3245 R_FreeTexture(r_bloomstate.texture_screen);
3246 r_bloomstate.texture_screen = NULL;
3247 r_bloomstate.screentexturewidth = screentexturewidth;
3248 r_bloomstate.screentextureheight = screentextureheight;
3249 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3250 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3252 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3254 if (r_bloomstate.texture_bloom)
3255 R_FreeTexture(r_bloomstate.texture_bloom);
3256 r_bloomstate.texture_bloom = NULL;
3257 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3258 r_bloomstate.bloomtextureheight = bloomtextureheight;
3259 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3260 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3263 // set up a texcoord array for the full resolution screen image
3264 // (we have to keep this around to copy back during final render)
3265 r_bloomstate.screentexcoord2f[0] = 0;
3266 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3267 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3268 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3269 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3270 r_bloomstate.screentexcoord2f[5] = 0;
3271 r_bloomstate.screentexcoord2f[6] = 0;
3272 r_bloomstate.screentexcoord2f[7] = 0;
3274 // set up a texcoord array for the reduced resolution bloom image
3275 // (which will be additive blended over the screen image)
3276 r_bloomstate.bloomtexcoord2f[0] = 0;
3277 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3278 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3279 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3280 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3281 r_bloomstate.bloomtexcoord2f[5] = 0;
3282 r_bloomstate.bloomtexcoord2f[6] = 0;
3283 r_bloomstate.bloomtexcoord2f[7] = 0;
3285 if (r_hdr.integer || r_bloom.integer)
3287 r_bloomstate.enabled = true;
3288 r_bloomstate.hdr = r_hdr.integer != 0;
3292 void R_Bloom_CopyBloomTexture(float colorscale)
3294 r_refdef.stats.bloom++;
3296 // scale down screen texture to the bloom texture size
3298 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3299 GL_BlendFunc(GL_ONE, GL_ZERO);
3300 GL_Color(colorscale, colorscale, colorscale, 1);
3301 // TODO: optimize with multitexture or GLSL
3302 R_SetupGenericShader(true);
3303 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3304 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3305 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3306 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3308 // we now have a bloom image in the framebuffer
3309 // copy it into the bloom image texture for later processing
3310 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3311 GL_ActiveTexture(0);
3313 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3314 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3317 void R_Bloom_CopyHDRTexture(void)
3319 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3320 GL_ActiveTexture(0);
3322 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3323 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3326 void R_Bloom_MakeTexture(void)
3329 float xoffset, yoffset, r, brighten;
3331 r_refdef.stats.bloom++;
3333 R_ResetViewRendering2D();
3334 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3335 R_Mesh_ColorPointer(NULL, 0, 0);
3336 R_SetupGenericShader(true);
3338 // we have a bloom image in the framebuffer
3340 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3342 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3345 r = bound(0, r_bloom_colorexponent.value / x, 1);
3346 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3347 GL_Color(r, r, r, 1);
3348 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3349 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3350 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3351 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3353 // copy the vertically blurred bloom view to a texture
3354 GL_ActiveTexture(0);
3356 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3357 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3360 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3361 brighten = r_bloom_brighten.value;
3363 brighten *= r_hdr_range.value;
3364 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3365 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3367 for (dir = 0;dir < 2;dir++)
3369 // blend on at multiple vertical offsets to achieve a vertical blur
3370 // TODO: do offset blends using GLSL
3371 GL_BlendFunc(GL_ONE, GL_ZERO);
3372 for (x = -range;x <= range;x++)
3374 if (!dir){xoffset = 0;yoffset = x;}
3375 else {xoffset = x;yoffset = 0;}
3376 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3377 yoffset /= (float)r_bloomstate.bloomtextureheight;
3378 // compute a texcoord array with the specified x and y offset
3379 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3380 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3381 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3382 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3383 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3384 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3385 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3386 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3387 // this r value looks like a 'dot' particle, fading sharply to
3388 // black at the edges
3389 // (probably not realistic but looks good enough)
3390 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3391 //r = (dir ? 1.0f : brighten)/(range*2+1);
3392 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3393 GL_Color(r, r, r, 1);
3394 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3395 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3396 GL_BlendFunc(GL_ONE, GL_ONE);
3399 // copy the vertically blurred bloom view to a texture
3400 GL_ActiveTexture(0);
3402 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3403 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3406 // apply subtract last
3407 // (just like it would be in a GLSL shader)
3408 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3410 GL_BlendFunc(GL_ONE, GL_ZERO);
3411 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3412 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3413 GL_Color(1, 1, 1, 1);
3414 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3415 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3417 GL_BlendFunc(GL_ONE, GL_ONE);
3418 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3419 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3420 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3421 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3422 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3423 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3424 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3426 // copy the darkened bloom view to a texture
3427 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3428 GL_ActiveTexture(0);
3430 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3431 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3435 void R_HDR_RenderBloomTexture(void)
3437 int oldwidth, oldheight;
3438 float oldcolorscale;
3440 oldcolorscale = r_refdef.view.colorscale;
3441 oldwidth = r_refdef.view.width;
3442 oldheight = r_refdef.view.height;
3443 r_refdef.view.width = r_bloomstate.bloomwidth;
3444 r_refdef.view.height = r_bloomstate.bloomheight;
3446 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3447 // TODO: add exposure compensation features
3448 // TODO: add fp16 framebuffer support
3450 r_refdef.view.showdebug = false;
3451 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3453 R_ClearScreen(r_refdef.fogenabled);
3454 if (r_timereport_active)
3455 R_TimeReport("HDRclear");
3457 r_waterstate.numwaterplanes = 0;
3458 R_RenderScene(r_waterstate.enabled);
3459 r_refdef.view.showdebug = true;
3461 R_ResetViewRendering2D();
3463 R_Bloom_CopyHDRTexture();
3464 R_Bloom_MakeTexture();
3466 // restore the view settings
3467 r_refdef.view.width = oldwidth;
3468 r_refdef.view.height = oldheight;
3469 r_refdef.view.colorscale = oldcolorscale;
3471 R_ResetViewRendering3D();
3473 R_ClearScreen(r_refdef.fogenabled);
3474 if (r_timereport_active)
3475 R_TimeReport("viewclear");
3478 static void R_BlendView(void)
3480 if (r_bloomstate.texture_screen)
3482 // copy view into the screen texture
3483 R_ResetViewRendering2D();
3484 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3485 R_Mesh_ColorPointer(NULL, 0, 0);
3486 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3487 GL_ActiveTexture(0);CHECKGLERROR
3488 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3489 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3492 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3494 unsigned int permutation =
3495 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3496 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3497 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3498 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3500 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3502 // render simple bloom effect
3503 // copy the screen and shrink it and darken it for the bloom process
3504 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3505 // make the bloom texture
3506 R_Bloom_MakeTexture();
3509 R_ResetViewRendering2D();
3510 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3511 R_Mesh_ColorPointer(NULL, 0, 0);
3512 GL_Color(1, 1, 1, 1);
3513 GL_BlendFunc(GL_ONE, GL_ZERO);
3514 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3515 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3516 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3517 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3518 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3519 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3520 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3521 if (r_glsl_permutation->loc_TintColor >= 0)
3522 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3523 if (r_glsl_permutation->loc_ClientTime >= 0)
3524 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3525 if (r_glsl_permutation->loc_PixelSize >= 0)
3526 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3527 if (r_glsl_permutation->loc_UserVec1 >= 0)
3529 float a=0, b=0, c=0, d=0;
3530 #if _MSC_VER >= 1400
3531 #define sscanf sscanf_s
3533 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3534 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3536 if (r_glsl_permutation->loc_UserVec2 >= 0)
3538 float a=0, b=0, c=0, d=0;
3539 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3540 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3542 if (r_glsl_permutation->loc_UserVec3 >= 0)
3544 float a=0, b=0, c=0, d=0;
3545 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3546 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3548 if (r_glsl_permutation->loc_UserVec4 >= 0)
3550 float a=0, b=0, c=0, d=0;
3551 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3552 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3554 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3555 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3561 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3563 // render high dynamic range bloom effect
3564 // the bloom texture was made earlier this render, so we just need to
3565 // blend it onto the screen...
3566 R_ResetViewRendering2D();
3567 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3568 R_Mesh_ColorPointer(NULL, 0, 0);
3569 R_SetupGenericShader(true);
3570 GL_Color(1, 1, 1, 1);
3571 GL_BlendFunc(GL_ONE, GL_ONE);
3572 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3573 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3574 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3575 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3577 else if (r_bloomstate.texture_bloom)
3579 // render simple bloom effect
3580 // copy the screen and shrink it and darken it for the bloom process
3581 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3582 // make the bloom texture
3583 R_Bloom_MakeTexture();
3584 // put the original screen image back in place and blend the bloom
3586 R_ResetViewRendering2D();
3587 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3588 R_Mesh_ColorPointer(NULL, 0, 0);
3589 GL_Color(1, 1, 1, 1);
3590 GL_BlendFunc(GL_ONE, GL_ZERO);
3591 // do both in one pass if possible
3592 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3593 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3594 if (r_textureunits.integer >= 2 && gl_combine.integer)
3596 R_SetupGenericTwoTextureShader(GL_ADD);
3597 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3598 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3602 R_SetupGenericShader(true);
3603 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3604 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3605 // now blend on the bloom texture
3606 GL_BlendFunc(GL_ONE, GL_ONE);
3607 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3608 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3610 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3611 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3613 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3615 // apply a color tint to the whole view
3616 R_ResetViewRendering2D();
3617 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3618 R_Mesh_ColorPointer(NULL, 0, 0);
3619 R_SetupGenericShader(false);
3620 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3621 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3622 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3626 void R_RenderScene(qboolean addwaterplanes);
3628 matrix4x4_t r_waterscrollmatrix;
3630 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3632 if (r_refdef.fog_density)
3634 r_refdef.fogcolor[0] = r_refdef.fog_red;
3635 r_refdef.fogcolor[1] = r_refdef.fog_green;
3636 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3640 VectorCopy(r_refdef.fogcolor, fogvec);
3641 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3643 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3644 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3645 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3646 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3648 // color.rgb *= ContrastBoost * SceneBrightness;
3649 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3650 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3651 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3652 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3657 void R_UpdateVariables(void)
3661 r_refdef.scene.ambient = r_ambient.value;
3663 r_refdef.farclip = 4096;
3664 if (r_refdef.scene.worldmodel)
3665 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3666 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3668 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3669 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3670 r_refdef.polygonfactor = 0;
3671 r_refdef.polygonoffset = 0;
3672 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3673 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3675 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3676 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3677 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3678 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3679 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3680 if (r_showsurfaces.integer)
3682 r_refdef.scene.rtworld = false;
3683 r_refdef.scene.rtworldshadows = false;
3684 r_refdef.scene.rtdlight = false;
3685 r_refdef.scene.rtdlightshadows = false;
3686 r_refdef.lightmapintensity = 0;
3689 if (gamemode == GAME_NEHAHRA)
3691 if (gl_fogenable.integer)
3693 r_refdef.oldgl_fogenable = true;
3694 r_refdef.fog_density = gl_fogdensity.value;
3695 r_refdef.fog_red = gl_fogred.value;
3696 r_refdef.fog_green = gl_foggreen.value;
3697 r_refdef.fog_blue = gl_fogblue.value;
3698 r_refdef.fog_alpha = 1;
3699 r_refdef.fog_start = 0;
3700 r_refdef.fog_end = gl_skyclip.value;
3702 else if (r_refdef.oldgl_fogenable)
3704 r_refdef.oldgl_fogenable = false;
3705 r_refdef.fog_density = 0;
3706 r_refdef.fog_red = 0;
3707 r_refdef.fog_green = 0;
3708 r_refdef.fog_blue = 0;
3709 r_refdef.fog_alpha = 0;
3710 r_refdef.fog_start = 0;
3711 r_refdef.fog_end = 0;
3715 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3716 r_refdef.fog_start = max(0, r_refdef.fog_start);
3717 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3719 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3721 if (r_refdef.fog_density && r_drawfog.integer)
3723 r_refdef.fogenabled = true;
3724 // this is the point where the fog reaches 0.9986 alpha, which we
3725 // consider a good enough cutoff point for the texture
3726 // (0.9986 * 256 == 255.6)
3727 if (r_fog_exp2.integer)
3728 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3730 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3731 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3732 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3733 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3734 // fog color was already set
3735 // update the fog texture
3736 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3737 R_BuildFogTexture();
3740 r_refdef.fogenabled = false;
3742 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3744 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3746 // build GLSL gamma texture
3747 #define RAMPWIDTH 256
3748 unsigned short ramp[RAMPWIDTH * 3];
3749 unsigned char ramprgb[RAMPWIDTH][4];
3752 r_texture_gammaramps_serial = vid_gammatables_serial;
3754 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3755 for(i = 0; i < RAMPWIDTH; ++i)
3757 ramprgb[i][0] = ramp[i] >> 8;
3758 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3759 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3762 if (r_texture_gammaramps)
3764 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3768 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3774 // remove GLSL gamma texture
3778 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3779 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3785 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3786 if( scenetype != r_currentscenetype ) {
3787 // store the old scenetype
3788 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3789 r_currentscenetype = scenetype;
3790 // move in the new scene
3791 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3800 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3802 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3803 if( scenetype == r_currentscenetype ) {
3804 return &r_refdef.scene;
3806 return &r_scenes_store[ scenetype ];
3815 void R_RenderView(void)
3817 if (r_refdef.view.isoverlay)
3819 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3820 GL_Clear( GL_DEPTH_BUFFER_BIT );
3821 R_TimeReport("depthclear");
3823 r_refdef.view.showdebug = false;
3825 r_waterstate.enabled = false;
3826 r_waterstate.numwaterplanes = 0;
3828 R_RenderScene(false);
3834 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3835 return; //Host_Error ("R_RenderView: NULL worldmodel");
3837 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3839 // break apart the view matrix into vectors for various purposes
3840 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3841 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3842 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3843 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3844 // make an inverted copy of the view matrix for tracking sprites
3845 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3847 R_Shadow_UpdateWorldLightSelection();
3849 R_Bloom_StartFrame();
3850 R_Water_StartFrame();
3853 if (r_timereport_active)
3854 R_TimeReport("viewsetup");
3856 R_ResetViewRendering3D();
3858 if (r_refdef.view.clear || r_refdef.fogenabled)
3860 R_ClearScreen(r_refdef.fogenabled);
3861 if (r_timereport_active)
3862 R_TimeReport("viewclear");
3864 r_refdef.view.clear = true;
3866 r_refdef.view.showdebug = true;
3868 // this produces a bloom texture to be used in R_BlendView() later
3870 R_HDR_RenderBloomTexture();
3872 r_waterstate.numwaterplanes = 0;
3873 R_RenderScene(r_waterstate.enabled);
3876 if (r_timereport_active)
3877 R_TimeReport("blendview");
3879 GL_Scissor(0, 0, vid.width, vid.height);
3880 GL_ScissorTest(false);
3884 extern void R_DrawLightningBeams (void);
3885 extern void VM_CL_AddPolygonsToMeshQueue (void);
3886 extern void R_DrawPortals (void);
3887 extern cvar_t cl_locs_show;
3888 static void R_DrawLocs(void);
3889 static void R_DrawEntityBBoxes(void);
3890 void R_RenderScene(qboolean addwaterplanes)
3892 r_refdef.stats.renders++;
3898 R_ResetViewRendering3D();
3901 if (r_timereport_active)
3902 R_TimeReport("watervis");
3904 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3906 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3907 if (r_timereport_active)
3908 R_TimeReport("waterworld");
3911 // don't let sound skip if going slow
3912 if (r_refdef.scene.extraupdate)
3915 R_DrawModelsAddWaterPlanes();
3916 if (r_timereport_active)
3917 R_TimeReport("watermodels");
3919 R_Water_ProcessPlanes();
3920 if (r_timereport_active)
3921 R_TimeReport("waterscenes");
3924 R_ResetViewRendering3D();
3926 // don't let sound skip if going slow
3927 if (r_refdef.scene.extraupdate)
3930 R_MeshQueue_BeginScene();
3935 if (r_timereport_active)
3936 R_TimeReport("visibility");
3938 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3940 if (cl.csqc_vidvars.drawworld)
3942 // don't let sound skip if going slow
3943 if (r_refdef.scene.extraupdate)
3946 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3948 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3949 if (r_timereport_active)
3950 R_TimeReport("worldsky");
3953 if (R_DrawBrushModelsSky() && r_timereport_active)
3954 R_TimeReport("bmodelsky");
3957 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3959 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3960 if (r_timereport_active)
3961 R_TimeReport("worlddepth");
3963 if (r_depthfirst.integer >= 2)
3965 R_DrawModelsDepth();
3966 if (r_timereport_active)
3967 R_TimeReport("modeldepth");
3970 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3972 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3973 if (r_timereport_active)
3974 R_TimeReport("world");
3977 // don't let sound skip if going slow
3978 if (r_refdef.scene.extraupdate)
3982 if (r_timereport_active)
3983 R_TimeReport("models");
3985 // don't let sound skip if going slow
3986 if (r_refdef.scene.extraupdate)
3989 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3991 R_DrawModelShadows();
3993 R_ResetViewRendering3D();
3995 // don't let sound skip if going slow
3996 if (r_refdef.scene.extraupdate)
4000 R_ShadowVolumeLighting(false);
4001 if (r_timereport_active)
4002 R_TimeReport("rtlights");
4004 // don't let sound skip if going slow
4005 if (r_refdef.scene.extraupdate)
4008 if (cl.csqc_vidvars.drawworld)
4010 R_DrawLightningBeams();
4011 if (r_timereport_active)
4012 R_TimeReport("lightning");
4015 if (r_timereport_active)
4016 R_TimeReport("decals");
4019 if (r_timereport_active)
4020 R_TimeReport("particles");
4023 if (r_timereport_active)
4024 R_TimeReport("explosions");
4027 R_SetupGenericShader(true);
4028 VM_CL_AddPolygonsToMeshQueue();
4030 if (r_refdef.view.showdebug)
4032 if (cl_locs_show.integer)
4035 if (r_timereport_active)
4036 R_TimeReport("showlocs");
4039 if (r_drawportals.integer)
4042 if (r_timereport_active)
4043 R_TimeReport("portals");
4046 if (r_showbboxes.value > 0)
4048 R_DrawEntityBBoxes();
4049 if (r_timereport_active)
4050 R_TimeReport("bboxes");
4054 R_SetupGenericShader(true);
4055 R_MeshQueue_RenderTransparent();
4056 if (r_timereport_active)
4057 R_TimeReport("drawtrans");
4059 R_SetupGenericShader(true);
4061 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
4063 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4064 if (r_timereport_active)
4065 R_TimeReport("worlddebug");
4066 R_DrawModelsDebug();
4067 if (r_timereport_active)
4068 R_TimeReport("modeldebug");
4071 R_SetupGenericShader(true);
4073 if (cl.csqc_vidvars.drawworld)
4076 if (r_timereport_active)
4077 R_TimeReport("coronas");
4080 // don't let sound skip if going slow
4081 if (r_refdef.scene.extraupdate)
4084 R_ResetViewRendering2D();
4087 static const unsigned short bboxelements[36] =
4097 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4100 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4101 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4102 GL_DepthMask(false);
4103 GL_DepthRange(0, 1);
4104 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4105 R_Mesh_Matrix(&identitymatrix);
4106 R_Mesh_ResetTextureState();
4108 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4109 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4110 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4111 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4112 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4113 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4114 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4115 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4116 R_FillColors(color4f, 8, cr, cg, cb, ca);
4117 if (r_refdef.fogenabled)
4119 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4121 f1 = FogPoint_World(v);
4123 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4124 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4125 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4128 R_Mesh_VertexPointer(vertex3f, 0, 0);
4129 R_Mesh_ColorPointer(color4f, 0, 0);
4130 R_Mesh_ResetTextureState();
4131 R_SetupGenericShader(false);
4132 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4135 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4139 prvm_edict_t *edict;
4140 prvm_prog_t *prog_save = prog;
4142 // this function draws bounding boxes of server entities
4146 GL_CullFace(GL_NONE);
4147 R_SetupGenericShader(false);
4151 for (i = 0;i < numsurfaces;i++)
4153 edict = PRVM_EDICT_NUM(surfacelist[i]);
4154 switch ((int)edict->fields.server->solid)
4156 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4157 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4158 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4159 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4160 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4161 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4163 color[3] *= r_showbboxes.value;
4164 color[3] = bound(0, color[3], 1);
4165 GL_DepthTest(!r_showdisabledepthtest.integer);
4166 GL_CullFace(r_refdef.view.cullface_front);
4167 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4173 static void R_DrawEntityBBoxes(void)
4176 prvm_edict_t *edict;
4178 prvm_prog_t *prog_save = prog;
4180 // this function draws bounding boxes of server entities
4186 for (i = 0;i < prog->num_edicts;i++)
4188 edict = PRVM_EDICT_NUM(i);
4189 if (edict->priv.server->free)
4191 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4192 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4194 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4196 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4197 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4203 unsigned short nomodelelements[24] =
4215 float nomodelvertex3f[6*3] =
4225 float nomodelcolor4f[6*4] =
4227 0.0f, 0.0f, 0.5f, 1.0f,
4228 0.0f, 0.0f, 0.5f, 1.0f,
4229 0.0f, 0.5f, 0.0f, 1.0f,
4230 0.0f, 0.5f, 0.0f, 1.0f,
4231 0.5f, 0.0f, 0.0f, 1.0f,
4232 0.5f, 0.0f, 0.0f, 1.0f
4235 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4240 // this is only called once per entity so numsurfaces is always 1, and
4241 // surfacelist is always {0}, so this code does not handle batches
4242 R_Mesh_Matrix(&ent->matrix);
4244 if (ent->flags & EF_ADDITIVE)
4246 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4247 GL_DepthMask(false);
4249 else if (ent->alpha < 1)
4251 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4252 GL_DepthMask(false);
4256 GL_BlendFunc(GL_ONE, GL_ZERO);
4259 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4260 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4261 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4262 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4263 R_SetupGenericShader(false);
4264 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4265 if (r_refdef.fogenabled)
4268 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4269 R_Mesh_ColorPointer(color4f, 0, 0);
4270 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4271 f1 = FogPoint_World(org);
4273 for (i = 0, c = color4f;i < 6;i++, c += 4)
4275 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4276 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4277 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4281 else if (ent->alpha != 1)
4283 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4284 R_Mesh_ColorPointer(color4f, 0, 0);
4285 for (i = 0, c = color4f;i < 6;i++, c += 4)
4289 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4290 R_Mesh_ResetTextureState();
4291 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4294 void R_DrawNoModel(entity_render_t *ent)
4297 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4298 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4299 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4301 // R_DrawNoModelCallback(ent, 0);
4304 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4306 vec3_t right1, right2, diff, normal;
4308 VectorSubtract (org2, org1, normal);
4310 // calculate 'right' vector for start
4311 VectorSubtract (r_refdef.view.origin, org1, diff);
4312 CrossProduct (normal, diff, right1);
4313 VectorNormalize (right1);
4315 // calculate 'right' vector for end
4316 VectorSubtract (r_refdef.view.origin, org2, diff);
4317 CrossProduct (normal, diff, right2);
4318 VectorNormalize (right2);
4320 vert[ 0] = org1[0] + width * right1[0];
4321 vert[ 1] = org1[1] + width * right1[1];
4322 vert[ 2] = org1[2] + width * right1[2];
4323 vert[ 3] = org1[0] - width * right1[0];
4324 vert[ 4] = org1[1] - width * right1[1];
4325 vert[ 5] = org1[2] - width * right1[2];
4326 vert[ 6] = org2[0] - width * right2[0];
4327 vert[ 7] = org2[1] - width * right2[1];
4328 vert[ 8] = org2[2] - width * right2[2];
4329 vert[ 9] = org2[0] + width * right2[0];
4330 vert[10] = org2[1] + width * right2[1];
4331 vert[11] = org2[2] + width * right2[2];
4334 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4336 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)
4341 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4342 fog = FogPoint_World(origin);
4344 R_Mesh_Matrix(&identitymatrix);
4345 GL_BlendFunc(blendfunc1, blendfunc2);
4351 GL_CullFace(r_refdef.view.cullface_front);
4354 GL_CullFace(r_refdef.view.cullface_back);
4355 GL_CullFace(GL_NONE);
4357 GL_DepthMask(false);
4358 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4359 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4360 GL_DepthTest(!depthdisable);
4362 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4363 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4364 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4365 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4366 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4367 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4368 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4369 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4370 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4371 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4372 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4373 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4375 R_Mesh_VertexPointer(vertex3f, 0, 0);
4376 R_Mesh_ColorPointer(NULL, 0, 0);
4377 R_Mesh_ResetTextureState();
4378 R_SetupGenericShader(true);
4379 R_Mesh_TexBind(0, R_GetTexture(texture));
4380 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4381 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4382 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4383 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4385 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4387 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4388 GL_BlendFunc(blendfunc1, GL_ONE);
4390 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4391 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4395 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4400 VectorSet(v, x, y, z);
4401 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4402 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4404 if (i == mesh->numvertices)
4406 if (mesh->numvertices < mesh->maxvertices)
4408 VectorCopy(v, vertex3f);
4409 mesh->numvertices++;
4411 return mesh->numvertices;
4417 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4421 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4422 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4423 e = mesh->element3i + mesh->numtriangles * 3;
4424 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4426 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4427 if (mesh->numtriangles < mesh->maxtriangles)
4432 mesh->numtriangles++;
4434 element[1] = element[2];
4438 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4442 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4443 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4444 e = mesh->element3i + mesh->numtriangles * 3;
4445 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4447 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4448 if (mesh->numtriangles < mesh->maxtriangles)
4453 mesh->numtriangles++;
4455 element[1] = element[2];
4459 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4460 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4462 int planenum, planenum2;
4465 mplane_t *plane, *plane2;
4467 double temppoints[2][256*3];
4468 // figure out how large a bounding box we need to properly compute this brush
4470 for (w = 0;w < numplanes;w++)
4471 maxdist = max(maxdist, planes[w].dist);
4472 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4473 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4474 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4478 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4479 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4481 if (planenum2 == planenum)
4483 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);
4486 if (tempnumpoints < 3)
4488 // generate elements forming a triangle fan for this polygon
4489 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4493 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)
4495 texturelayer_t *layer;
4496 layer = t->currentlayers + t->currentnumlayers++;
4498 layer->depthmask = depthmask;
4499 layer->blendfunc1 = blendfunc1;
4500 layer->blendfunc2 = blendfunc2;
4501 layer->texture = texture;
4502 layer->texmatrix = *matrix;
4503 layer->color[0] = r * r_refdef.view.colorscale;
4504 layer->color[1] = g * r_refdef.view.colorscale;
4505 layer->color[2] = b * r_refdef.view.colorscale;
4506 layer->color[3] = a;
4509 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4512 index = parms[2] + r_refdef.scene.time * parms[3];
4513 index -= floor(index);
4517 case Q3WAVEFUNC_NONE:
4518 case Q3WAVEFUNC_NOISE:
4519 case Q3WAVEFUNC_COUNT:
4522 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4523 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4524 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4525 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4526 case Q3WAVEFUNC_TRIANGLE:
4528 f = index - floor(index);
4539 return (float)(parms[0] + parms[1] * f);
4542 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4546 dp_model_t *model = ent->model;
4549 q3shaderinfo_layer_tcmod_t *tcmod;
4551 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4553 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4557 // switch to an alternate material if this is a q1bsp animated material
4559 texture_t *texture = t;
4560 int s = ent->skinnum;
4561 if ((unsigned int)s >= (unsigned int)model->numskins)
4563 if (model->skinscenes)
4565 if (model->skinscenes[s].framecount > 1)
4566 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4568 s = model->skinscenes[s].firstframe;
4571 t = t + s * model->num_surfaces;
4574 // use an alternate animation if the entity's frame is not 0,
4575 // and only if the texture has an alternate animation
4576 if (ent->frame2 != 0 && t->anim_total[1])
4577 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4579 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4581 texture->currentframe = t;
4584 // update currentskinframe to be a qw skin or animation frame
4585 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4587 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4589 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4590 if (developer_loading.integer)
4591 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4592 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4594 t->currentskinframe = r_qwskincache_skinframe[i];
4595 if (t->currentskinframe == NULL)
4596 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4598 else if (t->numskinframes >= 2)
4599 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4600 if (t->backgroundnumskinframes >= 2)
4601 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4603 t->currentmaterialflags = t->basematerialflags;
4604 t->currentalpha = ent->alpha;
4605 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4606 t->currentalpha *= r_wateralpha.value;
4607 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4608 t->currentalpha *= t->r_water_wateralpha;
4609 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4610 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4611 if (!(ent->flags & RENDER_LIGHT))
4612 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4613 else if (rsurface.modeltexcoordlightmap2f == NULL)
4615 // pick a model lighting mode
4616 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4617 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4619 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4621 if (ent->effects & EF_ADDITIVE)
4622 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4623 else if (t->currentalpha < 1)
4624 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4625 if (ent->effects & EF_DOUBLESIDED)
4626 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4627 if (ent->effects & EF_NODEPTHTEST)
4628 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4629 if (ent->flags & RENDER_VIEWMODEL)
4630 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4631 if (t->backgroundnumskinframes)
4632 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4633 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4635 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4636 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4639 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4641 // there is no tcmod
4642 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4643 t->currenttexmatrix = r_waterscrollmatrix;
4645 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4648 switch(tcmod->tcmod)
4652 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4653 matrix = r_waterscrollmatrix;
4655 matrix = identitymatrix;
4657 case Q3TCMOD_ENTITYTRANSLATE:
4658 // this is used in Q3 to allow the gamecode to control texcoord
4659 // scrolling on the entity, which is not supported in darkplaces yet.
4660 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4662 case Q3TCMOD_ROTATE:
4663 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4664 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4665 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4668 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4670 case Q3TCMOD_SCROLL:
4671 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4673 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4674 w = tcmod->parms[0];
4675 h = tcmod->parms[1];
4676 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4678 idx = floor(f * w * h);
4679 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4681 case Q3TCMOD_STRETCH:
4682 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4683 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4685 case Q3TCMOD_TRANSFORM:
4686 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4687 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4688 VectorSet(tcmat + 6, 0 , 0 , 1);
4689 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4690 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4692 case Q3TCMOD_TURBULENT:
4693 // this is handled in the RSurf_PrepareVertices function
4694 matrix = identitymatrix;
4697 // either replace or concatenate the transformation
4699 t->currenttexmatrix = matrix;
4702 matrix4x4_t temp = t->currenttexmatrix;
4703 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4707 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4708 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4709 t->glosstexture = r_texture_black;
4710 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4711 t->backgroundglosstexture = r_texture_black;
4712 t->specularpower = r_shadow_glossexponent.value;
4713 // TODO: store reference values for these in the texture?
4714 t->specularscale = 0;
4715 if (r_shadow_gloss.integer > 0)
4717 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4719 if (r_shadow_glossintensity.value > 0)
4721 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4722 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4723 t->specularscale = r_shadow_glossintensity.value;
4726 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4728 t->glosstexture = r_texture_white;
4729 t->backgroundglosstexture = r_texture_white;
4730 t->specularscale = r_shadow_gloss2intensity.value;
4734 // lightmaps mode looks bad with dlights using actual texturing, so turn
4735 // off the colormap and glossmap, but leave the normalmap on as it still
4736 // accurately represents the shading involved
4737 if (gl_lightmaps.integer)
4739 t->basetexture = r_texture_grey128;
4740 t->backgroundbasetexture = NULL;
4741 t->specularscale = 0;
4742 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4745 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4746 VectorClear(t->dlightcolor);
4747 t->currentnumlayers = 0;
4748 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4751 int blendfunc1, blendfunc2, depthmask;
4752 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4754 blendfunc1 = GL_SRC_ALPHA;
4755 blendfunc2 = GL_ONE;
4757 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4759 blendfunc1 = GL_SRC_ALPHA;
4760 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4762 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4764 blendfunc1 = t->customblendfunc[0];
4765 blendfunc2 = t->customblendfunc[1];
4769 blendfunc1 = GL_ONE;
4770 blendfunc2 = GL_ZERO;
4772 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4773 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4774 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4775 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4777 // fullbright is not affected by r_refdef.lightmapintensity
4778 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4779 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4780 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4781 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4782 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4786 vec3_t ambientcolor;
4788 // set the color tint used for lights affecting this surface
4789 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4791 // q3bsp has no lightmap updates, so the lightstylevalue that
4792 // would normally be baked into the lightmap must be
4793 // applied to the color
4794 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4795 if (ent->model->type == mod_brushq3)
4796 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4797 colorscale *= r_refdef.lightmapintensity;
4798 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4799 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4800 // basic lit geometry
4801 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4802 // add pants/shirt if needed
4803 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4804 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4805 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4806 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4807 // now add ambient passes if needed
4808 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4810 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4811 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4812 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4813 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4814 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4817 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4818 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4819 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4821 // if this is opaque use alpha blend which will darken the earlier
4824 // if this is an alpha blended material, all the earlier passes
4825 // were darkened by fog already, so we only need to add the fog
4826 // color ontop through the fog mask texture
4828 // if this is an additive blended material, all the earlier passes
4829 // were darkened by fog already, and we should not add fog color
4830 // (because the background was not darkened, there is no fog color
4831 // that was lost behind it).
4832 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4837 void R_UpdateAllTextureInfo(entity_render_t *ent)
4841 for (i = 0;i < ent->model->num_texturesperskin;i++)
4842 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4845 rsurfacestate_t rsurface;
4847 void R_Mesh_ResizeArrays(int newvertices)
4850 if (rsurface.array_size >= newvertices)
4852 if (rsurface.array_modelvertex3f)
4853 Mem_Free(rsurface.array_modelvertex3f);
4854 rsurface.array_size = (newvertices + 1023) & ~1023;
4855 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4856 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4857 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4858 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4859 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4860 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4861 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4862 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4863 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4864 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4865 rsurface.array_color4f = base + rsurface.array_size * 27;
4866 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4869 void RSurf_ActiveWorldEntity(void)
4871 dp_model_t *model = r_refdef.scene.worldmodel;
4872 if (rsurface.array_size < model->surfmesh.num_vertices)
4873 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4874 rsurface.matrix = identitymatrix;
4875 rsurface.inversematrix = identitymatrix;
4876 R_Mesh_Matrix(&identitymatrix);
4877 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4878 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4879 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4880 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4881 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4882 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4883 rsurface.frameblend[0].frame = 0;
4884 rsurface.frameblend[0].lerp = 1;
4885 rsurface.frameblend[1].frame = 0;
4886 rsurface.frameblend[1].lerp = 0;
4887 rsurface.frameblend[2].frame = 0;
4888 rsurface.frameblend[2].lerp = 0;
4889 rsurface.frameblend[3].frame = 0;
4890 rsurface.frameblend[3].lerp = 0;
4891 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4892 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4893 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4894 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4895 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4896 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4897 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4898 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4899 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4900 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4901 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4902 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4903 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4904 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4905 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4906 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4907 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4908 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4909 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4910 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4911 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4912 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4913 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4914 rsurface.modelelement3i = model->surfmesh.data_element3i;
4915 rsurface.modelelement3s = model->surfmesh.data_element3s;
4916 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4917 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4918 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4919 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4920 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4921 rsurface.modelsurfaces = model->data_surfaces;
4922 rsurface.generatedvertex = false;
4923 rsurface.vertex3f = rsurface.modelvertex3f;
4924 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4925 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4926 rsurface.svector3f = rsurface.modelsvector3f;
4927 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4928 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4929 rsurface.tvector3f = rsurface.modeltvector3f;
4930 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4931 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4932 rsurface.normal3f = rsurface.modelnormal3f;
4933 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4934 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4935 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4938 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4940 dp_model_t *model = ent->model;
4941 if (rsurface.array_size < model->surfmesh.num_vertices)
4942 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4943 rsurface.matrix = ent->matrix;
4944 rsurface.inversematrix = ent->inversematrix;
4945 R_Mesh_Matrix(&rsurface.matrix);
4946 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4947 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4948 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4949 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4950 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4951 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4952 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4953 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4954 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4955 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4956 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4957 rsurface.frameblend[0] = ent->frameblend[0];
4958 rsurface.frameblend[1] = ent->frameblend[1];
4959 rsurface.frameblend[2] = ent->frameblend[2];
4960 rsurface.frameblend[3] = ent->frameblend[3];
4961 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4962 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4963 if (ent->model->brush.submodel)
4965 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4966 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4968 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4972 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4973 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4974 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4975 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4976 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4978 else if (wantnormals)
4980 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4981 rsurface.modelsvector3f = NULL;
4982 rsurface.modeltvector3f = NULL;
4983 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4984 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4988 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4989 rsurface.modelsvector3f = NULL;
4990 rsurface.modeltvector3f = NULL;
4991 rsurface.modelnormal3f = NULL;
4992 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4994 rsurface.modelvertex3f_bufferobject = 0;
4995 rsurface.modelvertex3f_bufferoffset = 0;
4996 rsurface.modelsvector3f_bufferobject = 0;
4997 rsurface.modelsvector3f_bufferoffset = 0;
4998 rsurface.modeltvector3f_bufferobject = 0;
4999 rsurface.modeltvector3f_bufferoffset = 0;
5000 rsurface.modelnormal3f_bufferobject = 0;
5001 rsurface.modelnormal3f_bufferoffset = 0;
5002 rsurface.generatedvertex = true;
5006 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5007 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5008 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5009 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5010 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5011 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5012 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5013 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5014 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5015 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5016 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5017 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5018 rsurface.generatedvertex = false;
5020 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5021 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5022 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5023 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5024 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5025 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5026 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5027 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5028 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5029 rsurface.modelelement3i = model->surfmesh.data_element3i;
5030 rsurface.modelelement3s = model->surfmesh.data_element3s;
5031 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5032 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5033 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5034 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5035 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5036 rsurface.modelsurfaces = model->data_surfaces;
5037 rsurface.vertex3f = rsurface.modelvertex3f;
5038 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5039 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5040 rsurface.svector3f = rsurface.modelsvector3f;
5041 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5042 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5043 rsurface.tvector3f = rsurface.modeltvector3f;
5044 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5045 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5046 rsurface.normal3f = rsurface.modelnormal3f;
5047 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5048 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5049 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5052 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5053 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5056 int texturesurfaceindex;
5061 const float *v1, *in_tc;
5063 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5065 q3shaderinfo_deform_t *deform;
5066 // 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
5067 if (rsurface.generatedvertex)
5069 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5070 generatenormals = true;
5071 for (i = 0;i < Q3MAXDEFORMS;i++)
5073 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5075 generatetangents = true;
5076 generatenormals = true;
5078 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5079 generatenormals = true;
5081 if (generatenormals && !rsurface.modelnormal3f)
5083 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5084 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5085 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5086 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5088 if (generatetangents && !rsurface.modelsvector3f)
5090 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5091 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5092 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5093 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5094 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5095 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5096 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);
5099 rsurface.vertex3f = rsurface.modelvertex3f;
5100 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5101 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5102 rsurface.svector3f = rsurface.modelsvector3f;
5103 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5104 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5105 rsurface.tvector3f = rsurface.modeltvector3f;
5106 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5107 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5108 rsurface.normal3f = rsurface.modelnormal3f;
5109 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5110 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5111 // if vertices are deformed (sprite flares and things in maps, possibly
5112 // water waves, bulges and other deformations), generate them into
5113 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5114 // (may be static model data or generated data for an animated model, or
5115 // the previous deform pass)
5116 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5118 switch (deform->deform)
5121 case Q3DEFORM_PROJECTIONSHADOW:
5122 case Q3DEFORM_TEXT0:
5123 case Q3DEFORM_TEXT1:
5124 case Q3DEFORM_TEXT2:
5125 case Q3DEFORM_TEXT3:
5126 case Q3DEFORM_TEXT4:
5127 case Q3DEFORM_TEXT5:
5128 case Q3DEFORM_TEXT6:
5129 case Q3DEFORM_TEXT7:
5132 case Q3DEFORM_AUTOSPRITE:
5133 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5134 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5135 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5136 VectorNormalize(newforward);
5137 VectorNormalize(newright);
5138 VectorNormalize(newup);
5139 // make deformed versions of only the model vertices used by the specified surfaces
5140 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5142 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5143 // a single autosprite surface can contain multiple sprites...
5144 for (j = 0;j < surface->num_vertices - 3;j += 4)
5146 VectorClear(center);
5147 for (i = 0;i < 4;i++)
5148 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5149 VectorScale(center, 0.25f, center);
5150 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5151 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5152 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5153 for (i = 0;i < 4;i++)
5155 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5156 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5159 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);
5160 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);
5162 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5163 rsurface.vertex3f_bufferobject = 0;
5164 rsurface.vertex3f_bufferoffset = 0;
5165 rsurface.svector3f = rsurface.array_deformedsvector3f;
5166 rsurface.svector3f_bufferobject = 0;
5167 rsurface.svector3f_bufferoffset = 0;
5168 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5169 rsurface.tvector3f_bufferobject = 0;
5170 rsurface.tvector3f_bufferoffset = 0;
5171 rsurface.normal3f = rsurface.array_deformednormal3f;
5172 rsurface.normal3f_bufferobject = 0;
5173 rsurface.normal3f_bufferoffset = 0;
5175 case Q3DEFORM_AUTOSPRITE2:
5176 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5177 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5178 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5179 VectorNormalize(newforward);
5180 VectorNormalize(newright);
5181 VectorNormalize(newup);
5182 // make deformed versions of only the model vertices used by the specified surfaces
5183 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5185 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5186 const float *v1, *v2;
5196 memset(shortest, 0, sizeof(shortest));
5197 // a single autosprite surface can contain multiple sprites...
5198 for (j = 0;j < surface->num_vertices - 3;j += 4)
5200 VectorClear(center);
5201 for (i = 0;i < 4;i++)
5202 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5203 VectorScale(center, 0.25f, center);
5204 // find the two shortest edges, then use them to define the
5205 // axis vectors for rotating around the central axis
5206 for (i = 0;i < 6;i++)
5208 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5209 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5211 Debug_PolygonBegin(NULL, 0);
5212 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5213 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5214 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5217 l = VectorDistance2(v1, v2);
5218 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5220 l += (1.0f / 1024.0f);
5221 if (shortest[0].length2 > l || i == 0)
5223 shortest[1] = shortest[0];
5224 shortest[0].length2 = l;
5225 shortest[0].v1 = v1;
5226 shortest[0].v2 = v2;
5228 else if (shortest[1].length2 > l || i == 1)
5230 shortest[1].length2 = l;
5231 shortest[1].v1 = v1;
5232 shortest[1].v2 = v2;
5235 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5236 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5238 Debug_PolygonBegin(NULL, 0);
5239 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5240 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5241 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5244 // this calculates the right vector from the shortest edge
5245 // and the up vector from the edge midpoints
5246 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5247 VectorNormalize(right);
5248 VectorSubtract(end, start, up);
5249 VectorNormalize(up);
5250 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5251 //VectorSubtract(rsurface.modelorg, center, forward);
5252 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5253 VectorNegate(forward, forward);
5254 VectorReflect(forward, 0, up, forward);
5255 VectorNormalize(forward);
5256 CrossProduct(up, forward, newright);
5257 VectorNormalize(newright);
5259 Debug_PolygonBegin(NULL, 0);
5260 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5261 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5262 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5266 Debug_PolygonBegin(NULL, 0);
5267 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5268 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5269 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5272 // rotate the quad around the up axis vector, this is made
5273 // especially easy by the fact we know the quad is flat,
5274 // so we only have to subtract the center position and
5275 // measure distance along the right vector, and then
5276 // multiply that by the newright vector and add back the
5278 // we also need to subtract the old position to undo the
5279 // displacement from the center, which we do with a
5280 // DotProduct, the subtraction/addition of center is also
5281 // optimized into DotProducts here
5282 l = DotProduct(right, center);
5283 for (i = 0;i < 4;i++)
5285 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5286 f = DotProduct(right, v1) - l;
5287 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5290 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);
5291 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);
5293 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5294 rsurface.vertex3f_bufferobject = 0;
5295 rsurface.vertex3f_bufferoffset = 0;
5296 rsurface.svector3f = rsurface.array_deformedsvector3f;
5297 rsurface.svector3f_bufferobject = 0;
5298 rsurface.svector3f_bufferoffset = 0;
5299 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5300 rsurface.tvector3f_bufferobject = 0;
5301 rsurface.tvector3f_bufferoffset = 0;
5302 rsurface.normal3f = rsurface.array_deformednormal3f;
5303 rsurface.normal3f_bufferobject = 0;
5304 rsurface.normal3f_bufferoffset = 0;
5306 case Q3DEFORM_NORMAL:
5307 // deform the normals to make reflections wavey
5308 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5310 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5311 for (j = 0;j < surface->num_vertices;j++)
5314 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5315 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5316 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5317 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5318 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5319 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5320 VectorNormalize(normal);
5322 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);
5324 rsurface.svector3f = rsurface.array_deformedsvector3f;
5325 rsurface.svector3f_bufferobject = 0;
5326 rsurface.svector3f_bufferoffset = 0;
5327 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5328 rsurface.tvector3f_bufferobject = 0;
5329 rsurface.tvector3f_bufferoffset = 0;
5330 rsurface.normal3f = rsurface.array_deformednormal3f;
5331 rsurface.normal3f_bufferobject = 0;
5332 rsurface.normal3f_bufferoffset = 0;
5335 // deform vertex array to make wavey water and flags and such
5336 waveparms[0] = deform->waveparms[0];
5337 waveparms[1] = deform->waveparms[1];
5338 waveparms[2] = deform->waveparms[2];
5339 waveparms[3] = deform->waveparms[3];
5340 // this is how a divisor of vertex influence on deformation
5341 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5342 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5343 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5345 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5346 for (j = 0;j < surface->num_vertices;j++)
5348 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5349 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5350 // if the wavefunc depends on time, evaluate it per-vertex
5353 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5354 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5356 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5359 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5360 rsurface.vertex3f_bufferobject = 0;
5361 rsurface.vertex3f_bufferoffset = 0;
5363 case Q3DEFORM_BULGE:
5364 // deform vertex array to make the surface have moving bulges
5365 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5367 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5368 for (j = 0;j < surface->num_vertices;j++)
5370 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5371 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5374 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5375 rsurface.vertex3f_bufferobject = 0;
5376 rsurface.vertex3f_bufferoffset = 0;
5379 // deform vertex array
5380 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5381 VectorScale(deform->parms, scale, waveparms);
5382 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5384 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5385 for (j = 0;j < surface->num_vertices;j++)
5386 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5388 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5389 rsurface.vertex3f_bufferobject = 0;
5390 rsurface.vertex3f_bufferoffset = 0;
5394 // generate texcoords based on the chosen texcoord source
5395 switch(rsurface.texture->tcgen.tcgen)
5398 case Q3TCGEN_TEXTURE:
5399 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5400 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5401 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5403 case Q3TCGEN_LIGHTMAP:
5404 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5405 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5406 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5408 case Q3TCGEN_VECTOR:
5409 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5411 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5412 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)
5414 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5415 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5418 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5419 rsurface.texcoordtexture2f_bufferobject = 0;
5420 rsurface.texcoordtexture2f_bufferoffset = 0;
5422 case Q3TCGEN_ENVIRONMENT:
5423 // make environment reflections using a spheremap
5424 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5426 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5427 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5428 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5429 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5430 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5432 float l, d, eyedir[3];
5433 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5434 l = 0.5f / VectorLength(eyedir);
5435 d = DotProduct(normal, eyedir)*2;
5436 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5437 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5440 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5441 rsurface.texcoordtexture2f_bufferobject = 0;
5442 rsurface.texcoordtexture2f_bufferoffset = 0;
5445 // the only tcmod that needs software vertex processing is turbulent, so
5446 // check for it here and apply the changes if needed
5447 // and we only support that as the first one
5448 // (handling a mixture of turbulent and other tcmods would be problematic
5449 // without punting it entirely to a software path)
5450 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5452 amplitude = rsurface.texture->tcmods[0].parms[1];
5453 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5454 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5456 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5457 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)
5459 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5460 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5463 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5464 rsurface.texcoordtexture2f_bufferobject = 0;
5465 rsurface.texcoordtexture2f_bufferoffset = 0;
5467 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5468 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5469 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5470 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5473 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5476 const msurface_t *surface = texturesurfacelist[0];
5477 const msurface_t *surface2;
5482 // TODO: lock all array ranges before render, rather than on each surface
5483 if (texturenumsurfaces == 1)
5485 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5486 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5488 else if (r_batchmode.integer == 2)
5490 #define MAXBATCHTRIANGLES 4096
5491 int batchtriangles = 0;
5492 int batchelements[MAXBATCHTRIANGLES*3];
5493 for (i = 0;i < texturenumsurfaces;i = j)
5495 surface = texturesurfacelist[i];
5497 if (surface->num_triangles > MAXBATCHTRIANGLES)
5499 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5502 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5503 batchtriangles = surface->num_triangles;
5504 firstvertex = surface->num_firstvertex;
5505 endvertex = surface->num_firstvertex + surface->num_vertices;
5506 for (;j < texturenumsurfaces;j++)
5508 surface2 = texturesurfacelist[j];
5509 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5511 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5512 batchtriangles += surface2->num_triangles;
5513 firstvertex = min(firstvertex, surface2->num_firstvertex);
5514 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5516 surface2 = texturesurfacelist[j-1];
5517 numvertices = endvertex - firstvertex;
5518 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5521 else if (r_batchmode.integer == 1)
5523 for (i = 0;i < texturenumsurfaces;i = j)
5525 surface = texturesurfacelist[i];
5526 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5527 if (texturesurfacelist[j] != surface2)
5529 surface2 = texturesurfacelist[j-1];
5530 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5531 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5532 GL_LockArrays(surface->num_firstvertex, numvertices);
5533 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5538 for (i = 0;i < texturenumsurfaces;i++)
5540 surface = texturesurfacelist[i];
5541 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5542 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5547 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5549 int i, planeindex, vertexindex;
5553 r_waterstate_waterplane_t *p, *bestp;
5554 msurface_t *surface;
5555 if (r_waterstate.renderingscene)
5557 for (i = 0;i < texturenumsurfaces;i++)
5559 surface = texturesurfacelist[i];
5560 if (lightmaptexunit >= 0)
5561 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5562 if (deluxemaptexunit >= 0)
5563 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5564 // pick the closest matching water plane
5567 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5570 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5572 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5573 d += fabs(PlaneDiff(vert, &p->plane));
5575 if (bestd > d || !bestp)
5583 if (refractiontexunit >= 0)
5584 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5585 if (reflectiontexunit >= 0)
5586 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5590 if (refractiontexunit >= 0)
5591 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5592 if (reflectiontexunit >= 0)
5593 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5595 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5596 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5600 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5604 const msurface_t *surface = texturesurfacelist[0];
5605 const msurface_t *surface2;
5610 // TODO: lock all array ranges before render, rather than on each surface
5611 if (texturenumsurfaces == 1)
5613 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5614 if (deluxemaptexunit >= 0)
5615 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5616 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5617 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5619 else if (r_batchmode.integer == 2)
5621 #define MAXBATCHTRIANGLES 4096
5622 int batchtriangles = 0;
5623 int batchelements[MAXBATCHTRIANGLES*3];
5624 for (i = 0;i < texturenumsurfaces;i = j)
5626 surface = texturesurfacelist[i];
5627 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5628 if (deluxemaptexunit >= 0)
5629 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5631 if (surface->num_triangles > MAXBATCHTRIANGLES)
5633 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5636 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5637 batchtriangles = surface->num_triangles;
5638 firstvertex = surface->num_firstvertex;
5639 endvertex = surface->num_firstvertex + surface->num_vertices;
5640 for (;j < texturenumsurfaces;j++)
5642 surface2 = texturesurfacelist[j];
5643 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5645 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5646 batchtriangles += surface2->num_triangles;
5647 firstvertex = min(firstvertex, surface2->num_firstvertex);
5648 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5650 surface2 = texturesurfacelist[j-1];
5651 numvertices = endvertex - firstvertex;
5652 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5655 else if (r_batchmode.integer == 1)
5658 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5659 for (i = 0;i < texturenumsurfaces;i = j)
5661 surface = texturesurfacelist[i];
5662 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5663 if (texturesurfacelist[j] != surface2)
5665 Con_Printf(" %i", j - i);
5668 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5670 for (i = 0;i < texturenumsurfaces;i = j)
5672 surface = texturesurfacelist[i];
5673 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5674 if (deluxemaptexunit >= 0)
5675 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5676 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5677 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5680 Con_Printf(" %i", j - i);
5682 surface2 = texturesurfacelist[j-1];
5683 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5684 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5685 GL_LockArrays(surface->num_firstvertex, numvertices);
5686 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5694 for (i = 0;i < texturenumsurfaces;i++)
5696 surface = texturesurfacelist[i];
5697 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5698 if (deluxemaptexunit >= 0)
5699 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5700 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5701 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5706 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5709 int texturesurfaceindex;
5710 if (r_showsurfaces.integer == 2)
5712 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5714 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5715 for (j = 0;j < surface->num_triangles;j++)
5717 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5718 GL_Color(f, f, f, 1);
5719 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5725 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5727 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5728 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5729 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5730 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5731 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5736 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
5738 int texturesurfaceindex;
5741 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5743 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5744 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)
5752 rsurface.lightmapcolor4f = rsurface.array_color4f;
5753 rsurface.lightmapcolor4f_bufferobject = 0;
5754 rsurface.lightmapcolor4f_bufferoffset = 0;
5757 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5759 int texturesurfaceindex;
5763 if (rsurface.lightmapcolor4f)
5765 // generate color arrays for the surfaces in this list
5766 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5768 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5769 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)
5771 f = FogPoint_Model(v);
5781 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5783 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5784 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)
5786 f = FogPoint_Model(v);
5794 rsurface.lightmapcolor4f = rsurface.array_color4f;
5795 rsurface.lightmapcolor4f_bufferobject = 0;
5796 rsurface.lightmapcolor4f_bufferoffset = 0;
5799 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
5801 int texturesurfaceindex;
5805 if (!rsurface.lightmapcolor4f)
5807 // generate color arrays for the surfaces in this list
5808 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5810 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5811 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)
5813 f = FogPoint_Model(v);
5814 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
5815 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
5816 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
5820 rsurface.lightmapcolor4f = rsurface.array_color4f;
5821 rsurface.lightmapcolor4f_bufferobject = 0;
5822 rsurface.lightmapcolor4f_bufferoffset = 0;
5825 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5827 int texturesurfaceindex;
5830 if (!rsurface.lightmapcolor4f)
5832 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5834 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5835 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)
5843 rsurface.lightmapcolor4f = rsurface.array_color4f;
5844 rsurface.lightmapcolor4f_bufferobject = 0;
5845 rsurface.lightmapcolor4f_bufferoffset = 0;
5848 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
5850 int texturesurfaceindex;
5853 if (!rsurface.lightmapcolor4f)
5855 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5857 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5858 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)
5860 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
5861 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
5862 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
5866 rsurface.lightmapcolor4f = rsurface.array_color4f;
5867 rsurface.lightmapcolor4f_bufferobject = 0;
5868 rsurface.lightmapcolor4f_bufferoffset = 0;
5871 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5874 rsurface.lightmapcolor4f = NULL;
5875 rsurface.lightmapcolor4f_bufferobject = 0;
5876 rsurface.lightmapcolor4f_bufferoffset = 0;
5877 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5878 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5879 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5880 GL_Color(r, g, b, a);
5881 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5884 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5886 // TODO: optimize applyfog && applycolor case
5887 // just apply fog if necessary, and tint the fog color array if necessary
5888 rsurface.lightmapcolor4f = NULL;
5889 rsurface.lightmapcolor4f_bufferobject = 0;
5890 rsurface.lightmapcolor4f_bufferoffset = 0;
5891 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5892 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5893 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5894 GL_Color(r, g, b, a);
5895 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5898 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5900 int texturesurfaceindex;
5904 if (texturesurfacelist[0]->lightmapinfo)
5906 // generate color arrays for the surfaces in this list
5907 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5909 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5910 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5912 if (surface->lightmapinfo->samples)
5914 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5915 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5916 VectorScale(lm, scale, c);
5917 if (surface->lightmapinfo->styles[1] != 255)
5919 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5921 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5922 VectorMA(c, scale, lm, c);
5923 if (surface->lightmapinfo->styles[2] != 255)
5926 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5927 VectorMA(c, scale, lm, c);
5928 if (surface->lightmapinfo->styles[3] != 255)
5931 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5932 VectorMA(c, scale, lm, c);
5942 rsurface.lightmapcolor4f = rsurface.array_color4f;
5943 rsurface.lightmapcolor4f_bufferobject = 0;
5944 rsurface.lightmapcolor4f_bufferoffset = 0;
5948 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5949 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5950 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5952 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5953 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5954 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5955 GL_Color(r, g, b, a);
5956 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5959 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
5961 int texturesurfaceindex;
5964 float *v, *c, *c2, alpha;
5965 vec3_t ambientcolor;
5966 vec3_t diffusecolor;
5970 VectorCopy(rsurface.modellight_lightdir, lightdir);
5971 f = 0.5f * r_refdef.lightmapintensity;
5972 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
5973 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
5974 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
5975 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
5976 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
5977 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
5979 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
5981 // generate color arrays for the surfaces in this list
5982 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5984 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5985 int numverts = surface->num_vertices;
5986 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5987 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5988 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5989 // q3-style directional shading
5990 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5992 if ((f = DotProduct(c2, lightdir)) > 0)
5993 VectorMA(ambientcolor, f, diffusecolor, c);
5995 VectorCopy(ambientcolor, c);
6003 rsurface.lightmapcolor4f = rsurface.array_color4f;
6004 rsurface.lightmapcolor4f_bufferobject = 0;
6005 rsurface.lightmapcolor4f_bufferoffset = 0;
6006 *applycolor = false;
6010 *r = ambientcolor[0];
6011 *g = ambientcolor[1];
6012 *b = ambientcolor[2];
6013 rsurface.lightmapcolor4f = NULL;
6014 rsurface.lightmapcolor4f_bufferobject = 0;
6015 rsurface.lightmapcolor4f_bufferoffset = 0;
6019 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6021 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6022 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6023 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6024 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6025 GL_Color(r, g, b, a);
6026 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6029 void RSurf_SetupDepthAndCulling(void)
6031 // submodels are biased to avoid z-fighting with world surfaces that they
6032 // may be exactly overlapping (avoids z-fighting artifacts on certain
6033 // doors and things in Quake maps)
6034 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6035 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6036 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6037 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6040 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6042 // transparent sky would be ridiculous
6043 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6045 R_SetupGenericShader(false);
6048 skyrendernow = false;
6049 // we have to force off the water clipping plane while rendering sky
6053 // restore entity matrix
6054 R_Mesh_Matrix(&rsurface.matrix);
6056 RSurf_SetupDepthAndCulling();
6058 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6059 // skymasking on them, and Quake3 never did sky masking (unlike
6060 // software Quake and software Quake2), so disable the sky masking
6061 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6062 // and skymasking also looks very bad when noclipping outside the
6063 // level, so don't use it then either.
6064 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6066 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6067 R_Mesh_ColorPointer(NULL, 0, 0);
6068 R_Mesh_ResetTextureState();
6069 if (skyrendermasked)
6071 R_SetupDepthOrShadowShader();
6072 // depth-only (masking)
6073 GL_ColorMask(0,0,0,0);
6074 // just to make sure that braindead drivers don't draw
6075 // anything despite that colormask...
6076 GL_BlendFunc(GL_ZERO, GL_ONE);
6080 R_SetupGenericShader(false);
6082 GL_BlendFunc(GL_ONE, GL_ZERO);
6084 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6085 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6086 if (skyrendermasked)
6087 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6089 R_Mesh_ResetTextureState();
6090 GL_Color(1, 1, 1, 1);
6093 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6095 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6098 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6099 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6100 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6101 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6102 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6103 if (rsurface.texture->backgroundcurrentskinframe)
6105 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6106 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6107 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6108 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6110 if(rsurface.texture->colormapping)
6112 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6113 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6115 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6116 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6117 R_Mesh_ColorPointer(NULL, 0, 0);
6119 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6121 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6123 // render background
6124 GL_BlendFunc(GL_ONE, GL_ZERO);
6126 GL_AlphaTest(false);
6128 GL_Color(1, 1, 1, 1);
6129 R_Mesh_ColorPointer(NULL, 0, 0);
6131 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6132 if (r_glsl_permutation)
6134 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6135 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6136 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6137 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6138 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6139 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6140 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6142 GL_LockArrays(0, 0);
6144 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6145 GL_DepthMask(false);
6146 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6147 R_Mesh_ColorPointer(NULL, 0, 0);
6149 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6150 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6151 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6154 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6155 if (!r_glsl_permutation)
6158 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6159 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6160 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6161 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6162 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6163 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6165 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6167 GL_BlendFunc(GL_ONE, GL_ZERO);
6169 GL_AlphaTest(false);
6173 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6174 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6175 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6178 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6180 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6181 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6183 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6187 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6188 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6190 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6192 GL_LockArrays(0, 0);
6195 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6197 // OpenGL 1.3 path - anything not completely ancient
6198 int texturesurfaceindex;
6199 qboolean applycolor;
6203 const texturelayer_t *layer;
6204 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6206 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6209 int layertexrgbscale;
6210 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6212 if (layerindex == 0)
6216 GL_AlphaTest(false);
6217 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6220 GL_DepthMask(layer->depthmask && writedepth);
6221 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6222 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6224 layertexrgbscale = 4;
6225 VectorScale(layer->color, 0.25f, layercolor);
6227 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6229 layertexrgbscale = 2;
6230 VectorScale(layer->color, 0.5f, layercolor);
6234 layertexrgbscale = 1;
6235 VectorScale(layer->color, 1.0f, layercolor);
6237 layercolor[3] = layer->color[3];
6238 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6239 R_Mesh_ColorPointer(NULL, 0, 0);
6240 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6241 switch (layer->type)
6243 case TEXTURELAYERTYPE_LITTEXTURE:
6244 memset(&m, 0, sizeof(m));
6245 m.tex[0] = R_GetTexture(r_texture_white);
6246 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6247 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6248 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6249 m.tex[1] = R_GetTexture(layer->texture);
6250 m.texmatrix[1] = layer->texmatrix;
6251 m.texrgbscale[1] = layertexrgbscale;
6252 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6253 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6254 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6255 R_Mesh_TextureState(&m);
6256 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6257 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6258 else if (rsurface.uselightmaptexture)
6259 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6261 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6263 case TEXTURELAYERTYPE_TEXTURE:
6264 memset(&m, 0, sizeof(m));
6265 m.tex[0] = R_GetTexture(layer->texture);
6266 m.texmatrix[0] = layer->texmatrix;
6267 m.texrgbscale[0] = layertexrgbscale;
6268 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6269 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6270 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6271 R_Mesh_TextureState(&m);
6272 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6274 case TEXTURELAYERTYPE_FOG:
6275 memset(&m, 0, sizeof(m));
6276 m.texrgbscale[0] = layertexrgbscale;
6279 m.tex[0] = R_GetTexture(layer->texture);
6280 m.texmatrix[0] = layer->texmatrix;
6281 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6282 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6283 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6285 R_Mesh_TextureState(&m);
6286 // generate a color array for the fog pass
6287 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6288 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6292 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6293 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)
6295 f = 1 - FogPoint_Model(v);
6296 c[0] = layercolor[0];
6297 c[1] = layercolor[1];
6298 c[2] = layercolor[2];
6299 c[3] = f * layercolor[3];
6302 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6305 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6307 GL_LockArrays(0, 0);
6310 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6312 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6313 GL_AlphaTest(false);
6317 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6319 // OpenGL 1.1 - crusty old voodoo path
6320 int texturesurfaceindex;
6324 const texturelayer_t *layer;
6325 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6327 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6329 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6331 if (layerindex == 0)
6335 GL_AlphaTest(false);
6336 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6339 GL_DepthMask(layer->depthmask && writedepth);
6340 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6341 R_Mesh_ColorPointer(NULL, 0, 0);
6342 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6343 switch (layer->type)
6345 case TEXTURELAYERTYPE_LITTEXTURE:
6346 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6348 // two-pass lit texture with 2x rgbscale
6349 // first the lightmap pass
6350 memset(&m, 0, sizeof(m));
6351 m.tex[0] = R_GetTexture(r_texture_white);
6352 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6353 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6354 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6355 R_Mesh_TextureState(&m);
6356 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6357 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6358 else if (rsurface.uselightmaptexture)
6359 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6361 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6362 GL_LockArrays(0, 0);
6363 // then apply the texture to it
6364 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6365 memset(&m, 0, sizeof(m));
6366 m.tex[0] = R_GetTexture(layer->texture);
6367 m.texmatrix[0] = layer->texmatrix;
6368 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6369 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6370 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6371 R_Mesh_TextureState(&m);
6372 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);
6376 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6377 memset(&m, 0, sizeof(m));
6378 m.tex[0] = R_GetTexture(layer->texture);
6379 m.texmatrix[0] = layer->texmatrix;
6380 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6381 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6382 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6383 R_Mesh_TextureState(&m);
6384 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6385 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);
6387 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);
6390 case TEXTURELAYERTYPE_TEXTURE:
6391 // singletexture unlit texture with transparency support
6392 memset(&m, 0, sizeof(m));
6393 m.tex[0] = R_GetTexture(layer->texture);
6394 m.texmatrix[0] = layer->texmatrix;
6395 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6396 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6397 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6398 R_Mesh_TextureState(&m);
6399 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);
6401 case TEXTURELAYERTYPE_FOG:
6402 // singletexture fogging
6403 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6406 memset(&m, 0, sizeof(m));
6407 m.tex[0] = R_GetTexture(layer->texture);
6408 m.texmatrix[0] = layer->texmatrix;
6409 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6410 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6411 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6412 R_Mesh_TextureState(&m);
6415 R_Mesh_ResetTextureState();
6416 // generate a color array for the fog pass
6417 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6421 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6422 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)
6424 f = 1 - FogPoint_Model(v);
6425 c[0] = layer->color[0];
6426 c[1] = layer->color[1];
6427 c[2] = layer->color[2];
6428 c[3] = f * layer->color[3];
6431 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6434 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6436 GL_LockArrays(0, 0);
6439 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6441 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6442 GL_AlphaTest(false);
6446 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6450 GL_AlphaTest(false);
6451 R_Mesh_ColorPointer(NULL, 0, 0);
6452 R_Mesh_ResetTextureState();
6453 R_SetupGenericShader(false);
6455 if(rsurface.texture && rsurface.texture->currentskinframe)
6456 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6465 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6467 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6468 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6469 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6472 // brighten it up (as texture value 127 means "unlit")
6473 c[0] *= 2 * r_refdef.view.colorscale;
6474 c[1] *= 2 * r_refdef.view.colorscale;
6475 c[2] *= 2 * r_refdef.view.colorscale;
6477 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6478 c[3] *= r_wateralpha.value;
6480 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6482 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6483 GL_DepthMask(false);
6485 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6487 GL_BlendFunc(GL_ONE, GL_ONE);
6488 GL_DepthMask(false);
6490 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6492 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6493 GL_DepthMask(false);
6495 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6497 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6498 GL_DepthMask(false);
6502 GL_BlendFunc(GL_ONE, GL_ZERO);
6503 GL_DepthMask(writedepth);
6506 rsurface.lightmapcolor4f = NULL;
6508 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6510 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6512 rsurface.lightmapcolor4f = NULL;
6513 rsurface.lightmapcolor4f_bufferobject = 0;
6514 rsurface.lightmapcolor4f_bufferoffset = 0;
6516 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6518 qboolean applycolor = true;
6521 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6523 r_refdef.lightmapintensity = 1;
6524 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6525 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6529 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6531 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6532 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6533 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6536 if(!rsurface.lightmapcolor4f)
6537 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6539 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6540 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6541 if(r_refdef.fogenabled)
6542 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6544 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6545 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6548 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6551 RSurf_SetupDepthAndCulling();
6552 if (r_showsurfaces.integer == 3)
6553 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6554 else if (r_glsl.integer && gl_support_fragment_shader)
6555 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6556 else if (gl_combine.integer && r_textureunits.integer >= 2)
6557 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6559 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6563 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6566 int texturenumsurfaces, endsurface;
6568 msurface_t *surface;
6569 msurface_t *texturesurfacelist[1024];
6571 // if the model is static it doesn't matter what value we give for
6572 // wantnormals and wanttangents, so this logic uses only rules applicable
6573 // to a model, knowing that they are meaningless otherwise
6574 if (ent == r_refdef.scene.worldentity)
6575 RSurf_ActiveWorldEntity();
6576 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6577 RSurf_ActiveModelEntity(ent, false, false);
6579 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6581 for (i = 0;i < numsurfaces;i = j)
6584 surface = rsurface.modelsurfaces + surfacelist[i];
6585 texture = surface->texture;
6586 R_UpdateTextureInfo(ent, texture);
6587 rsurface.texture = texture->currentframe;
6588 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6589 // scan ahead until we find a different texture
6590 endsurface = min(i + 1024, numsurfaces);
6591 texturenumsurfaces = 0;
6592 texturesurfacelist[texturenumsurfaces++] = surface;
6593 for (;j < endsurface;j++)
6595 surface = rsurface.modelsurfaces + surfacelist[j];
6596 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6598 texturesurfacelist[texturenumsurfaces++] = surface;
6600 // render the range of surfaces
6601 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6603 GL_AlphaTest(false);
6606 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6611 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6613 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6615 RSurf_SetupDepthAndCulling();
6616 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6617 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6619 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6621 RSurf_SetupDepthAndCulling();
6622 GL_AlphaTest(false);
6623 R_Mesh_ColorPointer(NULL, 0, 0);
6624 R_Mesh_ResetTextureState();
6625 R_SetupGenericShader(false);
6626 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6628 GL_BlendFunc(GL_ONE, GL_ZERO);
6629 GL_Color(0, 0, 0, 1);
6630 GL_DepthTest(writedepth);
6631 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6633 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6635 RSurf_SetupDepthAndCulling();
6636 GL_AlphaTest(false);
6637 R_Mesh_ColorPointer(NULL, 0, 0);
6638 R_Mesh_ResetTextureState();
6639 R_SetupGenericShader(false);
6640 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6642 GL_BlendFunc(GL_ONE, GL_ZERO);
6644 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6646 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6647 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6648 else if (!rsurface.texture->currentnumlayers)
6650 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6652 // transparent surfaces get pushed off into the transparent queue
6653 int surfacelistindex;
6654 const msurface_t *surface;
6655 vec3_t tempcenter, center;
6656 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6658 surface = texturesurfacelist[surfacelistindex];
6659 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6660 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6661 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6662 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6663 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6668 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6669 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6674 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6678 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6681 for (i = 0;i < numsurfaces;i++)
6682 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6683 R_Water_AddWaterPlane(surfacelist[i]);
6686 // break the surface list down into batches by texture and use of lightmapping
6687 for (i = 0;i < numsurfaces;i = j)
6690 // texture is the base texture pointer, rsurface.texture is the
6691 // current frame/skin the texture is directing us to use (for example
6692 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6693 // use skin 1 instead)
6694 texture = surfacelist[i]->texture;
6695 rsurface.texture = texture->currentframe;
6696 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6697 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6699 // if this texture is not the kind we want, skip ahead to the next one
6700 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6704 // simply scan ahead until we find a different texture or lightmap state
6705 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6707 // render the range of surfaces
6708 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6712 float locboxvertex3f[6*4*3] =
6714 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6715 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6716 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6717 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6718 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6719 1,0,0, 0,0,0, 0,1,0, 1,1,0
6722 unsigned short locboxelements[6*2*3] =
6732 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6735 cl_locnode_t *loc = (cl_locnode_t *)ent;
6737 float vertex3f[6*4*3];
6739 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6740 GL_DepthMask(false);
6741 GL_DepthRange(0, 1);
6742 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6744 GL_CullFace(GL_NONE);
6745 R_Mesh_Matrix(&identitymatrix);
6747 R_Mesh_VertexPointer(vertex3f, 0, 0);
6748 R_Mesh_ColorPointer(NULL, 0, 0);
6749 R_Mesh_ResetTextureState();
6750 R_SetupGenericShader(false);
6753 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6754 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6755 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6756 surfacelist[0] < 0 ? 0.5f : 0.125f);
6758 if (VectorCompare(loc->mins, loc->maxs))
6760 VectorSet(size, 2, 2, 2);
6761 VectorMA(loc->mins, -0.5f, size, mins);
6765 VectorCopy(loc->mins, mins);
6766 VectorSubtract(loc->maxs, loc->mins, size);
6769 for (i = 0;i < 6*4*3;)
6770 for (j = 0;j < 3;j++, i++)
6771 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6773 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6776 void R_DrawLocs(void)
6779 cl_locnode_t *loc, *nearestloc;
6781 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6782 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6784 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6785 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6789 void R_DrawDebugModel(entity_render_t *ent)
6791 int i, j, k, l, flagsmask;
6792 const int *elements;
6794 msurface_t *surface;
6795 dp_model_t *model = ent->model;
6798 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6800 R_Mesh_ColorPointer(NULL, 0, 0);
6801 R_Mesh_ResetTextureState();
6802 R_SetupGenericShader(false);
6803 GL_DepthRange(0, 1);
6804 GL_DepthTest(!r_showdisabledepthtest.integer);
6805 GL_DepthMask(false);
6806 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6808 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6810 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6811 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6813 if (brush->colbrushf && brush->colbrushf->numtriangles)
6815 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6816 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6817 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6820 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6822 if (surface->num_collisiontriangles)
6824 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6825 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6826 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6831 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6833 if (r_showtris.integer || r_shownormals.integer)
6835 if (r_showdisabledepthtest.integer)
6837 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6838 GL_DepthMask(false);
6842 GL_BlendFunc(GL_ONE, GL_ZERO);
6845 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6847 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6849 rsurface.texture = surface->texture->currentframe;
6850 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6852 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6853 if (r_showtris.value > 0)
6855 if (!rsurface.texture->currentlayers->depthmask)
6856 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6857 else if (ent == r_refdef.scene.worldentity)
6858 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6860 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6861 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6864 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6866 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6867 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6868 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6869 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6874 if (r_shownormals.value > 0)
6877 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6879 VectorCopy(rsurface.vertex3f + l * 3, v);
6880 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6881 qglVertex3f(v[0], v[1], v[2]);
6882 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6883 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6884 qglVertex3f(v[0], v[1], v[2]);
6889 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6891 VectorCopy(rsurface.vertex3f + l * 3, v);
6892 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6893 qglVertex3f(v[0], v[1], v[2]);
6894 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6895 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6896 qglVertex3f(v[0], v[1], v[2]);
6901 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6903 VectorCopy(rsurface.vertex3f + l * 3, v);
6904 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6905 qglVertex3f(v[0], v[1], v[2]);
6906 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6907 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6908 qglVertex3f(v[0], v[1], v[2]);
6915 rsurface.texture = NULL;
6919 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6920 int r_maxsurfacelist = 0;
6921 msurface_t **r_surfacelist = NULL;
6922 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6924 int i, j, endj, f, flagsmask;
6926 dp_model_t *model = r_refdef.scene.worldmodel;
6927 msurface_t *surfaces;
6928 unsigned char *update;
6929 int numsurfacelist = 0;
6933 if (r_maxsurfacelist < model->num_surfaces)
6935 r_maxsurfacelist = model->num_surfaces;
6937 Mem_Free(r_surfacelist);
6938 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6941 RSurf_ActiveWorldEntity();
6943 surfaces = model->data_surfaces;
6944 update = model->brushq1.lightmapupdateflags;
6946 // update light styles on this submodel
6947 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6949 model_brush_lightstyleinfo_t *style;
6950 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6952 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6954 int *list = style->surfacelist;
6955 style->value = r_refdef.scene.lightstylevalue[style->style];
6956 for (j = 0;j < style->numsurfaces;j++)
6957 update[list[j]] = true;
6962 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6963 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6967 R_DrawDebugModel(r_refdef.scene.worldentity);
6973 rsurface.uselightmaptexture = false;
6974 rsurface.texture = NULL;
6975 rsurface.rtlight = NULL;
6977 // add visible surfaces to draw list
6978 j = model->firstmodelsurface;
6979 endj = j + model->nummodelsurfaces;
6984 if (r_refdef.viewcache.world_surfacevisible[j])
6986 r_surfacelist[numsurfacelist++] = surfaces + j;
6987 // update lightmap if needed
6989 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
6995 if (r_refdef.viewcache.world_surfacevisible[j])
6996 r_surfacelist[numsurfacelist++] = surfaces + j;
6997 // don't do anything if there were no surfaces
6998 if (!numsurfacelist)
7000 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7001 GL_AlphaTest(false);
7003 // add to stats if desired
7004 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7006 r_refdef.stats.world_surfaces += numsurfacelist;
7007 for (j = 0;j < numsurfacelist;j++)
7008 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7012 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
7014 int i, j, endj, f, flagsmask;
7016 dp_model_t *model = ent->model;
7017 msurface_t *surfaces;
7018 unsigned char *update;
7019 int numsurfacelist = 0;
7023 if (r_maxsurfacelist < model->num_surfaces)
7025 r_maxsurfacelist = model->num_surfaces;
7027 Mem_Free(r_surfacelist);
7028 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7031 // if the model is static it doesn't matter what value we give for
7032 // wantnormals and wanttangents, so this logic uses only rules applicable
7033 // to a model, knowing that they are meaningless otherwise
7034 if (ent == r_refdef.scene.worldentity)
7035 RSurf_ActiveWorldEntity();
7036 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7037 RSurf_ActiveModelEntity(ent, false, false);
7039 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7041 surfaces = model->data_surfaces;
7042 update = model->brushq1.lightmapupdateflags;
7044 // update light styles
7045 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7047 model_brush_lightstyleinfo_t *style;
7048 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7050 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7052 int *list = style->surfacelist;
7053 style->value = r_refdef.scene.lightstylevalue[style->style];
7054 for (j = 0;j < style->numsurfaces;j++)
7055 update[list[j]] = true;
7060 R_UpdateAllTextureInfo(ent);
7061 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
7065 R_DrawDebugModel(ent);
7071 rsurface.uselightmaptexture = false;
7072 rsurface.texture = NULL;
7073 rsurface.rtlight = NULL;
7075 // add visible surfaces to draw list
7076 j = model->firstmodelsurface;
7077 endj = j + model->nummodelsurfaces;
7079 r_surfacelist[numsurfacelist++] = surfaces + j;
7080 // don't do anything if there were no surfaces
7081 if (!numsurfacelist)
7083 // update lightmaps if needed
7085 for (j = model->firstmodelsurface;j < endj;j++)
7087 R_BuildLightMap(ent, surfaces + j);
7088 R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7089 GL_AlphaTest(false);
7091 // add to stats if desired
7092 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7094 r_refdef.stats.entities++;
7095 r_refdef.stats.entities_surfaces += numsurfacelist;
7096 for (j = 0;j < numsurfacelist;j++)
7097 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;