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.
26 mempool_t *r_main_mempool;
27 rtexturepool_t *r_main_texturepool;
34 r_viewcache_t r_viewcache;
36 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
37 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"};
38 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
39 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
40 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"};
41 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"};
42 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
43 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"};
44 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"};
45 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"};
46 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
47 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
48 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
49 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
50 cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
51 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
52 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
53 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
54 cvar_t r_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
56 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
57 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
58 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
59 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
60 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
61 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
62 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
64 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)"};
66 cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
67 cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
68 cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
69 cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
70 cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
72 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
73 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
74 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
76 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
77 cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"};
78 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
79 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
80 cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"};
82 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
83 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
84 cvar_t r_hdr_bloomintensity = {CVAR_SAVE, "r_hdr_bloomintensity", "0.5", "amount of bloom"};
85 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
87 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"};
89 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"};
91 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
93 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
94 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
96 rtexture_t *r_bloom_texture_screen;
97 rtexture_t *r_bloom_texture_bloom;
98 rtexture_t *r_texture_blanknormalmap;
99 rtexture_t *r_texture_white;
100 rtexture_t *r_texture_black;
101 rtexture_t *r_texture_notexture;
102 rtexture_t *r_texture_whitecube;
103 rtexture_t *r_texture_normalizationcube;
104 rtexture_t *r_texture_fogattenuation;
105 //rtexture_t *r_texture_fogintensity;
107 // information about each possible shader permutation
108 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
109 // currently selected permutation
110 r_glsl_permutation_t *r_glsl_permutation;
112 // temporary variable used by a macro
115 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
118 for (i = 0;i < verts;i++)
129 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
132 for (i = 0;i < verts;i++)
142 // FIXME: move this to client?
145 if (gamemode == GAME_NEHAHRA)
147 Cvar_Set("gl_fogenable", "0");
148 Cvar_Set("gl_fogdensity", "0.2");
149 Cvar_Set("gl_fogred", "0.3");
150 Cvar_Set("gl_foggreen", "0.3");
151 Cvar_Set("gl_fogblue", "0.3");
153 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
156 // FIXME: move this to client?
157 void FOG_registercvars(void)
162 if (gamemode == GAME_NEHAHRA)
164 Cvar_RegisterVariable (&gl_fogenable);
165 Cvar_RegisterVariable (&gl_fogdensity);
166 Cvar_RegisterVariable (&gl_fogred);
167 Cvar_RegisterVariable (&gl_foggreen);
168 Cvar_RegisterVariable (&gl_fogblue);
169 Cvar_RegisterVariable (&gl_fogstart);
170 Cvar_RegisterVariable (&gl_fogend);
173 r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH);
174 for (x = 0;x < FOGTABLEWIDTH;x++)
176 alpha = exp(r / ((double)x*(double)x));
177 if (x == FOGTABLEWIDTH - 1)
179 r_refdef.fogtable[x] = bound(0, alpha, 1);
183 static void R_BuildBlankTextures(void)
185 unsigned char data[4];
186 data[0] = 128; // normal X
187 data[1] = 128; // normal Y
188 data[2] = 255; // normal Z
189 data[3] = 128; // height
190 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
195 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
200 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
203 static void R_BuildNoTexture(void)
206 unsigned char pix[16][16][4];
207 // this makes a light grey/dark grey checkerboard texture
208 for (y = 0;y < 16;y++)
210 for (x = 0;x < 16;x++)
212 if ((y < 8) ^ (x < 8))
228 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
231 static void R_BuildWhiteCube(void)
233 unsigned char data[6*1*1*4];
234 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
235 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
236 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
237 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
238 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
239 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
240 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
243 static void R_BuildNormalizationCube(void)
247 vec_t s, t, intensity;
249 unsigned char data[6][NORMSIZE][NORMSIZE][4];
250 for (side = 0;side < 6;side++)
252 for (y = 0;y < NORMSIZE;y++)
254 for (x = 0;x < NORMSIZE;x++)
256 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
257 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
292 intensity = 127.0f / sqrt(DotProduct(v, v));
293 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
294 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
295 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
296 data[side][y][x][3] = 255;
300 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
303 static void R_BuildFogTexture(void)
308 unsigned char data1[FOGWIDTH][4];
309 //unsigned char data2[FOGWIDTH][4];
310 r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH);
311 for (x = 0;x < FOGWIDTH;x++)
313 alpha = exp(r / ((double)x*(double)x));
314 if (x == FOGWIDTH - 1)
316 b = (int)(256.0 * alpha);
317 b = bound(0, b, 255);
318 data1[x][0] = 255 - b;
319 data1[x][1] = 255 - b;
320 data1[x][2] = 255 - b;
327 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
328 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
331 static const char *builtinshaderstring =
332 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
333 "// written by Forest 'LordHavoc' Hale\n"
335 "// common definitions between vertex shader and fragment shader:\n"
337 "#ifdef __GLSL_CG_DATA_TYPES\n"
338 "#define myhalf half\n"
339 "#define myhvec2 hvec2\n"
340 "#define myhvec3 hvec3\n"
341 "#define myhvec4 hvec4\n"
343 "#define myhalf float\n"
344 "#define myhvec2 vec2\n"
345 "#define myhvec3 vec3\n"
346 "#define myhvec4 vec4\n"
349 "varying vec2 TexCoord;\n"
350 "varying vec2 TexCoordLightmap;\n"
352 "varying vec3 CubeVector;\n"
353 "varying vec3 LightVector;\n"
354 "varying vec3 EyeVector;\n"
356 "varying vec3 EyeVectorModelSpace;\n"
359 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
360 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
361 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
366 "// vertex shader specific:\n"
367 "#ifdef VERTEX_SHADER\n"
369 "uniform vec3 LightPosition;\n"
370 "uniform vec3 EyePosition;\n"
371 "uniform vec3 LightDir;\n"
373 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
377 " gl_FrontColor = gl_Color;\n"
378 " // copy the surface texcoord\n"
379 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
380 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
381 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
384 "#ifdef MODE_LIGHTSOURCE\n"
385 " // transform vertex position into light attenuation/cubemap space\n"
386 " // (-1 to +1 across the light box)\n"
387 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
389 " // transform unnormalized light direction into tangent space\n"
390 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
391 " // normalize it per pixel)\n"
392 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
393 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
394 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
395 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
398 "#ifdef MODE_LIGHTDIRECTION\n"
399 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
400 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
401 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
404 " // transform unnormalized eye direction into tangent space\n"
406 " vec3 EyeVectorModelSpace;\n"
408 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
409 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
410 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
411 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
413 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
414 " VectorS = gl_MultiTexCoord1.xyz;\n"
415 " VectorT = gl_MultiTexCoord2.xyz;\n"
416 " VectorR = gl_MultiTexCoord3.xyz;\n"
419 " // transform vertex to camera space, using ftransform to match non-VS\n"
421 " gl_Position = ftransform();\n"
424 "#endif // VERTEX_SHADER\n"
429 "// fragment shader specific:\n"
430 "#ifdef FRAGMENT_SHADER\n"
432 "uniform sampler2D Texture_Normal;\n"
433 "uniform sampler2D Texture_Color;\n"
434 "uniform sampler2D Texture_Gloss;\n"
435 "uniform samplerCube Texture_Cube;\n"
436 "uniform sampler2D Texture_FogMask;\n"
437 "uniform sampler2D Texture_Pants;\n"
438 "uniform sampler2D Texture_Shirt;\n"
439 "uniform sampler2D Texture_Lightmap;\n"
440 "uniform sampler2D Texture_Deluxemap;\n"
441 "uniform sampler2D Texture_Glow;\n"
443 "uniform myhvec3 LightColor;\n"
444 "uniform myhvec3 AmbientColor;\n"
445 "uniform myhvec3 DiffuseColor;\n"
446 "uniform myhvec3 SpecularColor;\n"
447 "uniform myhvec3 Color_Pants;\n"
448 "uniform myhvec3 Color_Shirt;\n"
449 "uniform myhvec3 FogColor;\n"
451 "uniform myhalf GlowScale;\n"
452 "uniform myhalf SceneBrightness;\n"
454 "uniform float OffsetMapping_Scale;\n"
455 "uniform float OffsetMapping_Bias;\n"
456 "uniform float FogRangeRecip;\n"
458 "uniform myhalf AmbientScale;\n"
459 "uniform myhalf DiffuseScale;\n"
460 "uniform myhalf SpecularScale;\n"
461 "uniform myhalf SpecularPower;\n"
465 " // apply offsetmapping\n"
466 "#ifdef USEOFFSETMAPPING\n"
467 " vec2 TexCoordOffset = TexCoord;\n"
468 "#define TexCoord TexCoordOffset\n"
470 " vec3 eyedir = vec3(normalize(EyeVector));\n"
471 " float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
472 " depthbias = 1.0 - depthbias * depthbias;\n"
474 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
475 " // 14 sample relief mapping: linear search and then binary search\n"
476 " //vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
477 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
478 " vec3 OffsetVector = vec3(eyedir.xy * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n"
479 " vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
480 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
481 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
482 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
483 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
484 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
485 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
486 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
487 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
488 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
489 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
490 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
491 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
492 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
493 " if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
494 " TexCoord = RT.xy;\n"
496 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
497 " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
498 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
499 " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
500 " //TexCoord += OffsetVector * 3.0;\n"
501 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
502 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
503 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
505 " // 10 sample offset mapping\n"
506 " //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
507 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
508 " vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
509 " //TexCoord += OffsetVector * 3.0;\n"
510 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
511 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
512 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
513 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
514 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
515 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
516 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
517 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
518 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
519 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
521 " // parallax mapping as described in the paper\n"
522 " // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
523 " // The paper provides code in the ARB fragment program assembly language\n"
524 " // I translated it to GLSL but may have done something wrong - SavageX\n"
525 " // LordHavoc: removed bias and simplified to one line\n"
526 " // LordHavoc: this is just a single sample offsetmapping...\n"
527 " TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
529 " // parallax mapping as described in the paper\n"
530 " // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
531 " // The paper provides code in the ARB fragment program assembly language\n"
532 " // I translated it to GLSL but may have done something wrong - SavageX\n"
533 " float height = texture2D(Texture_Normal, TexCoord).a;\n"
534 " height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
535 " TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
539 " // combine the diffuse textures (base, pants, shirt)\n"
540 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
541 "#ifdef USECOLORMAPPING\n"
542 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
548 "#ifdef MODE_LIGHTSOURCE\n"
551 " // get the surface normal and light normal\n"
552 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
553 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
555 " // calculate directional shading\n"
556 " color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
557 "#ifdef USESPECULAR\n"
558 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
559 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
562 "#ifdef USECUBEFILTER\n"
563 " // apply light cubemap filter\n"
564 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
565 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
568 " // apply light color\n"
569 " color.rgb *= LightColor;\n"
571 " // apply attenuation\n"
573 " // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
574 " // center and sharp falloff at the edge, this is about the most efficient\n"
575 " // we can get away with as far as providing illumination.\n"
577 " // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
578 " // provide significant illumination, large = slow = pain.\n"
579 " color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
584 "#elif defined(MODE_LIGHTDIRECTION)\n"
585 " // directional model lighting\n"
587 " // get the surface normal and light normal\n"
588 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
589 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
591 " // calculate directional shading\n"
592 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
593 "#ifdef USESPECULAR\n"
594 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
595 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
601 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
602 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
604 " // get the surface normal and light normal\n"
605 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
607 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
608 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
609 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
611 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
613 " // calculate directional shading\n"
614 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
615 "#ifdef USESPECULAR\n"
616 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
617 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
620 " // apply lightmap color\n"
621 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
624 "#else // MODE none (lightmap)\n"
625 " // apply lightmap color\n"
626 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
629 " color *= myhvec4(gl_Color);\n"
632 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
637 " myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n"
638 " color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
641 " color.rgb *= SceneBrightness;\n"
643 " gl_FragColor = vec4(color);\n"
646 "#endif // FRAGMENT_SHADER\n"
649 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
650 const char *permutationinfo[][2] =
652 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
653 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
654 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
655 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
656 {"#define USEGLOW\n", " glow"},
657 {"#define USEFOG\n", " fog"},
658 {"#define USECOLORMAPPING\n", " colormapping"},
659 {"#define USESPECULAR\n", " specular"},
660 {"#define USECUBEFILTER\n", " cubefilter"},
661 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
662 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
666 void R_GLSL_CompilePermutation(int permutation)
669 r_glsl_permutation_t *p = r_glsl_permutations + permutation;
670 int vertstrings_count;
671 int fragstrings_count;
673 const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
674 const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
675 char permutationname[256];
679 vertstrings_list[0] = "#define VERTEX_SHADER\n";
680 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
681 vertstrings_count = 1;
682 fragstrings_count = 1;
683 permutationname[0] = 0;
684 for (i = 0;permutationinfo[i][0];i++)
686 if (permutation & (1<<i))
688 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
689 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
690 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
694 // keep line numbers correct
695 vertstrings_list[vertstrings_count++] = "\n";
696 fragstrings_list[fragstrings_count++] = "\n";
699 shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
702 Con_DPrintf("GLSL shader text loaded from disk\n");
703 vertstrings_list[vertstrings_count++] = shaderstring;
704 fragstrings_list[fragstrings_count++] = shaderstring;
708 vertstrings_list[vertstrings_count++] = builtinshaderstring;
709 fragstrings_list[fragstrings_count++] = builtinshaderstring;
711 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
715 qglUseProgramObjectARB(p->program);CHECKGLERROR
716 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
717 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
718 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
719 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
720 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
721 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
722 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
723 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
724 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
725 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
726 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
727 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
728 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
729 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
730 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
731 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
732 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
733 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
734 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
735 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
736 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
737 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
738 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
739 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
740 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
741 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
742 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
743 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
744 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
745 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
746 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
747 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
748 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
749 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
750 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
751 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
752 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
753 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
755 qglUseProgramObjectARB(0);CHECKGLERROR
758 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
760 Mem_Free(shaderstring);
763 void R_GLSL_Restart_f(void)
766 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
767 if (r_glsl_permutations[i].program)
768 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
769 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
772 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
774 // select a permutation of the lighting shader appropriate to this
775 // combination of texture, entity, light source, and fogging, only use the
776 // minimum features necessary to avoid wasting rendering time in the
777 // fragment shader on features that are not being used
779 float specularscale = rsurface_texture->specularscale;
780 r_glsl_permutation = NULL;
781 if (r_shadow_rtlight)
783 permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE;
784 specularscale *= r_shadow_rtlight->specularscale;
785 if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
786 permutation |= SHADERPERMUTATION_CUBEFILTER;
790 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
793 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
794 else if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture)
796 if (r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
798 if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
799 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
801 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
803 else if (r_glsl_deluxemapping.integer >= 2) // fake mode
804 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
807 if (rsurface_texture->currentskinframe->glow)
808 permutation |= SHADERPERMUTATION_GLOW;
810 if (specularscale > 0)
811 permutation |= SHADERPERMUTATION_SPECULAR;
812 if (r_refdef.fogenabled)
813 permutation |= SHADERPERMUTATION_FOG;
814 if (rsurface_texture->colormapping)
815 permutation |= SHADERPERMUTATION_COLORMAPPING;
816 if (r_glsl_offsetmapping.integer)
818 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
819 if (r_glsl_offsetmapping_reliefmapping.integer)
820 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
822 if (!r_glsl_permutations[permutation].program)
824 if (!r_glsl_permutations[permutation].compiled)
825 R_GLSL_CompilePermutation(permutation);
826 if (!r_glsl_permutations[permutation].program)
828 // remove features until we find a valid permutation
830 for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
832 // reduce i more quickly whenever it would not remove any bits
836 if (!r_glsl_permutations[permutation].compiled)
837 R_GLSL_CompilePermutation(permutation);
838 if (r_glsl_permutations[permutation].program)
841 return 0; // utterly failed
845 r_glsl_permutation = r_glsl_permutations + permutation;
847 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
848 R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
849 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
851 if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
852 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
853 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
854 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
855 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
856 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
858 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
860 if (r_glsl_permutation->loc_AmbientColor >= 0)
861 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
862 if (r_glsl_permutation->loc_DiffuseColor >= 0)
863 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
864 if (r_glsl_permutation->loc_SpecularColor >= 0)
865 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale);
866 if (r_glsl_permutation->loc_LightDir >= 0)
867 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
871 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
872 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
873 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
875 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface_texture->currentskinframe->nmap));
876 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
877 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
878 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
879 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
880 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface_texture->currentskinframe->pants));
881 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
882 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
883 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
884 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->currentskinframe->glow));
885 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
886 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
887 if (r_glsl_permutation->loc_FogColor >= 0)
889 // additive passes are only darkened by fog, not tinted
890 if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD))
891 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
893 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
895 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]);
896 if (r_glsl_permutation->loc_Color_Pants >= 0)
898 if (rsurface_texture->currentskinframe->pants)
899 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]);
901 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
903 if (r_glsl_permutation->loc_Color_Shirt >= 0)
905 if (rsurface_texture->currentskinframe->shirt)
906 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]);
908 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
910 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
911 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface_texture->specularpower);
912 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
917 void R_SwitchSurfaceShader(int permutation)
919 if (r_glsl_permutation != r_glsl_permutations + permutation)
921 r_glsl_permutation = r_glsl_permutations + permutation;
923 qglUseProgramObjectARB(r_glsl_permutation->program);
928 void gl_main_start(void)
930 r_main_texturepool = R_AllocTexturePool();
931 r_bloom_texture_screen = NULL;
932 r_bloom_texture_bloom = NULL;
933 R_BuildBlankTextures();
935 if (gl_texturecubemap)
938 R_BuildNormalizationCube();
941 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
944 void gl_main_shutdown(void)
946 R_FreeTexturePool(&r_main_texturepool);
947 r_bloom_texture_screen = NULL;
948 r_bloom_texture_bloom = NULL;
949 r_texture_blanknormalmap = NULL;
950 r_texture_white = NULL;
951 r_texture_black = NULL;
952 r_texture_whitecube = NULL;
953 r_texture_normalizationcube = NULL;
957 extern void CL_ParseEntityLump(char *entitystring);
958 void gl_main_newmap(void)
960 // FIXME: move this code to client
962 char *entities, entname[MAX_QPATH];
965 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
966 l = (int)strlen(entname) - 4;
967 if (l >= 0 && !strcmp(entname + l, ".bsp"))
969 memcpy(entname + l, ".ent", 5);
970 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
972 CL_ParseEntityLump(entities);
977 if (cl.worldmodel->brush.entities)
978 CL_ParseEntityLump(cl.worldmodel->brush.entities);
982 void GL_Main_Init(void)
984 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
986 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
987 FOG_registercvars(); // FIXME: move this fog stuff to client?
988 Cvar_RegisterVariable(&r_nearclip);
989 Cvar_RegisterVariable(&r_showsurfaces);
990 Cvar_RegisterVariable(&r_showtris);
991 Cvar_RegisterVariable(&r_shownormals);
992 Cvar_RegisterVariable(&r_showlighting);
993 Cvar_RegisterVariable(&r_showshadowvolumes);
994 Cvar_RegisterVariable(&r_showcollisionbrushes);
995 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
996 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
997 Cvar_RegisterVariable(&r_showdisabledepthtest);
998 Cvar_RegisterVariable(&r_drawportals);
999 Cvar_RegisterVariable(&r_drawentities);
1000 Cvar_RegisterVariable(&r_drawviewmodel);
1001 Cvar_RegisterVariable(&r_speeds);
1002 Cvar_RegisterVariable(&r_fullbrights);
1003 Cvar_RegisterVariable(&r_wateralpha);
1004 Cvar_RegisterVariable(&r_dynamic);
1005 Cvar_RegisterVariable(&r_fullbright);
1006 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1007 Cvar_RegisterVariable(&r_textureunits);
1008 Cvar_RegisterVariable(&r_glsl);
1009 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1010 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1011 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1012 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1013 Cvar_RegisterVariable(&r_lerpsprites);
1014 Cvar_RegisterVariable(&r_lerpmodels);
1015 Cvar_RegisterVariable(&r_waterscroll);
1016 Cvar_RegisterVariable(&r_bloom);
1017 Cvar_RegisterVariable(&r_bloom_intensity);
1018 Cvar_RegisterVariable(&r_bloom_blur);
1019 Cvar_RegisterVariable(&r_bloom_resolution);
1020 Cvar_RegisterVariable(&r_bloom_power);
1021 Cvar_RegisterVariable(&r_hdr);
1022 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1023 Cvar_RegisterVariable(&r_hdr_bloomintensity);
1024 Cvar_RegisterVariable(&r_hdr_glowintensity);
1025 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1026 Cvar_RegisterVariable(&developer_texturelogging);
1027 Cvar_RegisterVariable(&gl_lightmaps);
1028 Cvar_RegisterVariable(&r_test);
1029 Cvar_RegisterVariable(&r_batchmode);
1030 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1031 Cvar_SetValue("r_fullbrights", 0);
1032 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1035 extern void R_Textures_Init(void);
1036 extern void GL_Draw_Init(void);
1037 extern void GL_Main_Init(void);
1038 extern void R_Shadow_Init(void);
1039 extern void R_Sky_Init(void);
1040 extern void GL_Surf_Init(void);
1041 extern void R_Light_Init(void);
1042 extern void R_Particles_Init(void);
1043 extern void R_Explosion_Init(void);
1044 extern void gl_backend_init(void);
1045 extern void Sbar_Init(void);
1046 extern void R_LightningBeams_Init(void);
1047 extern void Mod_RenderInit(void);
1049 void Render_Init(void)
1062 R_LightningBeams_Init();
1071 extern char *ENGINE_EXTENSIONS;
1074 VID_CheckExtensions();
1076 // LordHavoc: report supported extensions
1077 Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions );
1079 // clear to black (loading plaque will be seen over this)
1081 qglClearColor(0,0,0,1);CHECKGLERROR
1082 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1085 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1089 for (i = 0;i < 4;i++)
1091 p = r_view.frustum + i;
1096 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1100 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1104 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1108 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1112 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1116 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1120 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1124 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1132 //==================================================================================
1134 static void R_UpdateEntityLighting(entity_render_t *ent)
1136 vec3_t tempdiffusenormal;
1137 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1138 VectorClear(ent->modellight_diffuse);
1139 VectorClear(ent->modellight_lightdir);
1140 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1143 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1144 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1147 VectorSet(ent->modellight_ambient, 1, 1, 1);
1148 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1149 VectorNormalize(ent->modellight_lightdir);
1150 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1151 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1152 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1153 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1154 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1155 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1158 static void R_View_UpdateEntityVisible (void)
1161 entity_render_t *ent;
1163 if (!r_drawentities.integer)
1166 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1167 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1169 // worldmodel can check visibility
1170 for (i = 0;i < r_refdef.numentities;i++)
1172 ent = r_refdef.entities[i];
1173 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1178 // no worldmodel or it can't check visibility
1179 for (i = 0;i < r_refdef.numentities;i++)
1181 ent = r_refdef.entities[i];
1182 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1187 // only used if skyrendermasked, and normally returns false
1188 int R_DrawBrushModelsSky (void)
1191 entity_render_t *ent;
1193 if (!r_drawentities.integer)
1197 for (i = 0;i < r_refdef.numentities;i++)
1199 if (!r_viewcache.entityvisible[i])
1201 ent = r_refdef.entities[i];
1202 if (!ent->model || !ent->model->DrawSky)
1204 ent->model->DrawSky(ent);
1210 void R_DrawNoModel(entity_render_t *ent);
1211 void R_DrawModels(void)
1214 entity_render_t *ent;
1216 if (!r_drawentities.integer)
1219 for (i = 0;i < r_refdef.numentities;i++)
1221 if (!r_viewcache.entityvisible[i])
1223 ent = r_refdef.entities[i];
1224 r_refdef.stats.entities++;
1225 if (ent->model && ent->model->Draw != NULL)
1226 ent->model->Draw(ent);
1232 static void R_View_SetFrustum(void)
1234 // break apart the view matrix into vectors for various purposes
1235 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1236 VectorNegate(r_view.left, r_view.right);
1239 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1240 r_view.frustum[0].normal[1] = 0 - 0;
1241 r_view.frustum[0].normal[2] = -1 - 0;
1242 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1243 r_view.frustum[1].normal[1] = 0 + 0;
1244 r_view.frustum[1].normal[2] = -1 + 0;
1245 r_view.frustum[2].normal[0] = 0 - 0;
1246 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1247 r_view.frustum[2].normal[2] = -1 - 0;
1248 r_view.frustum[3].normal[0] = 0 + 0;
1249 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1250 r_view.frustum[3].normal[2] = -1 + 0;
1254 zNear = r_refdef.nearclip;
1255 nudge = 1.0 - 1.0 / (1<<23);
1256 r_view.frustum[4].normal[0] = 0 - 0;
1257 r_view.frustum[4].normal[1] = 0 - 0;
1258 r_view.frustum[4].normal[2] = -1 - -nudge;
1259 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1260 r_view.frustum[5].normal[0] = 0 + 0;
1261 r_view.frustum[5].normal[1] = 0 + 0;
1262 r_view.frustum[5].normal[2] = -1 + -nudge;
1263 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1269 r_view.frustum[0].normal[0] = m[3] - m[0];
1270 r_view.frustum[0].normal[1] = m[7] - m[4];
1271 r_view.frustum[0].normal[2] = m[11] - m[8];
1272 r_view.frustum[0].dist = m[15] - m[12];
1274 r_view.frustum[1].normal[0] = m[3] + m[0];
1275 r_view.frustum[1].normal[1] = m[7] + m[4];
1276 r_view.frustum[1].normal[2] = m[11] + m[8];
1277 r_view.frustum[1].dist = m[15] + m[12];
1279 r_view.frustum[2].normal[0] = m[3] - m[1];
1280 r_view.frustum[2].normal[1] = m[7] - m[5];
1281 r_view.frustum[2].normal[2] = m[11] - m[9];
1282 r_view.frustum[2].dist = m[15] - m[13];
1284 r_view.frustum[3].normal[0] = m[3] + m[1];
1285 r_view.frustum[3].normal[1] = m[7] + m[5];
1286 r_view.frustum[3].normal[2] = m[11] + m[9];
1287 r_view.frustum[3].dist = m[15] + m[13];
1289 r_view.frustum[4].normal[0] = m[3] - m[2];
1290 r_view.frustum[4].normal[1] = m[7] - m[6];
1291 r_view.frustum[4].normal[2] = m[11] - m[10];
1292 r_view.frustum[4].dist = m[15] - m[14];
1294 r_view.frustum[5].normal[0] = m[3] + m[2];
1295 r_view.frustum[5].normal[1] = m[7] + m[6];
1296 r_view.frustum[5].normal[2] = m[11] + m[10];
1297 r_view.frustum[5].dist = m[15] + m[14];
1302 VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal);
1303 VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_x, r_view.left, r_view.frustum[1].normal);
1304 VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal);
1305 VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_y, r_view.up, r_view.frustum[3].normal);
1306 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1307 VectorNormalize(r_view.frustum[0].normal);
1308 VectorNormalize(r_view.frustum[1].normal);
1309 VectorNormalize(r_view.frustum[2].normal);
1310 VectorNormalize(r_view.frustum[3].normal);
1311 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1312 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1313 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1314 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1315 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1316 PlaneClassify(&r_view.frustum[0]);
1317 PlaneClassify(&r_view.frustum[1]);
1318 PlaneClassify(&r_view.frustum[2]);
1319 PlaneClassify(&r_view.frustum[3]);
1320 PlaneClassify(&r_view.frustum[4]);
1322 // LordHavoc: note to all quake engine coders, Quake had a special case
1323 // for 90 degrees which assumed a square view (wrong), so I removed it,
1324 // Quake2 has it disabled as well.
1326 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1327 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1328 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1329 //PlaneClassify(&frustum[0]);
1331 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1332 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1333 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1334 //PlaneClassify(&frustum[1]);
1336 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1337 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1338 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1339 //PlaneClassify(&frustum[2]);
1341 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1342 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1343 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1344 //PlaneClassify(&frustum[3]);
1347 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1348 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1349 //PlaneClassify(&frustum[4]);
1352 void R_View_Update(void)
1354 R_View_SetFrustum();
1355 R_View_WorldVisibility();
1356 R_View_UpdateEntityVisible();
1359 void R_ResetViewRendering(void)
1361 if (gl_support_fragment_shader)
1363 qglUseProgramObjectARB(0);CHECKGLERROR
1366 // GL is weird because it's bottom to top, r_view.y is top to bottom
1367 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1368 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1369 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1370 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1371 GL_ScissorTest(true);
1374 R_Mesh_Matrix(&identitymatrix);
1375 R_Mesh_ResetTextureState();
1378 void R_RenderScene(void);
1380 void R_Bloom_MakeTexture(qboolean darken)
1382 int screenwidth, screenheight;
1383 int screentexturewidth, screentextureheight;
1384 int bloomtexturewidth, bloomtextureheight;
1385 int bloomwidth, bloomheight, x, range;
1386 float xoffset, yoffset, r;
1388 float texcoord2f[3][8];
1390 // set bloomwidth and bloomheight to the bloom resolution that will be
1391 // used (often less than the screen resolution for faster rendering)
1392 bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
1393 bloomheight = bound(1, bloomwidth * r_view.height / r_view.width, r_view.height);
1395 // set the (poorly named) screenwidth and screenheight variables to
1396 // a power of 2 at least as large as the screen, these will define the
1397 // size of the texture to allocate
1398 for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
1399 for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
1401 r_refdef.stats.bloom++;
1403 // allocate textures as needed
1404 // TODO: reallocate these when size settings change
1405 if (!r_bloom_texture_screen)
1406 r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1407 if (!r_bloom_texture_bloom)
1408 r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
1410 screentexturewidth = R_TextureWidth(r_bloom_texture_screen);
1411 screentextureheight = R_TextureHeight(r_bloom_texture_screen);
1412 bloomtexturewidth = R_TextureWidth(r_bloom_texture_bloom);
1413 bloomtextureheight = R_TextureHeight(r_bloom_texture_bloom);
1415 // vertex coordinates for a quad that covers the screen exactly
1416 vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
1417 vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
1418 vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
1419 vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
1421 // set up a texcoord array for the full resolution screen image
1422 // (we have to keep this around to copy back during final render)
1423 texcoord2f[0][0] = 0;
1424 texcoord2f[0][1] = (float)r_view.height / (float)screentextureheight;
1425 texcoord2f[0][2] = (float)r_view.width / (float)screentexturewidth;
1426 texcoord2f[0][3] = (float)r_view.height / (float)screentextureheight;
1427 texcoord2f[0][4] = (float)r_view.width / (float)screentexturewidth;
1428 texcoord2f[0][5] = 0;
1429 texcoord2f[0][6] = 0;
1430 texcoord2f[0][7] = 0;
1432 // set up a texcoord array for the reduced resolution bloom image
1433 // (which will be additive blended over the screen image)
1434 texcoord2f[1][0] = 0;
1435 texcoord2f[1][1] = (float)bloomheight / (float)bloomtextureheight;
1436 texcoord2f[1][2] = (float)bloomwidth / (float)bloomtexturewidth;
1437 texcoord2f[1][3] = (float)bloomheight / (float)bloomtextureheight;
1438 texcoord2f[1][4] = (float)bloomwidth / (float)bloomtexturewidth;
1439 texcoord2f[1][5] = 0;
1440 texcoord2f[1][6] = 0;
1441 texcoord2f[1][7] = 0;
1443 R_ResetViewRendering();
1444 GL_DepthTest(false);
1445 R_Mesh_VertexPointer(vertex3f);
1446 R_Mesh_ColorPointer(NULL);
1448 R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
1449 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
1451 // copy view into the screen texture
1452 GL_ActiveTexture(0);
1454 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1455 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
1457 // now scale it down to the bloom texture size
1459 qglViewport(r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1460 GL_BlendFunc(GL_ONE, GL_ZERO);
1461 GL_Color(1, 1, 1, 1);
1462 // TODO: optimize with multitexture or GLSL
1463 R_Mesh_Draw(0, 4, 2, polygonelements);
1464 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1468 // raise to a power of itself to darken it (this leaves the really
1469 // bright stuff bright, and everything else becomes very dark)
1470 // render multiple times with a multiply blendfunc to raise to a power
1471 GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
1472 for (x = 1;x < r_bloom_power.integer;x++)
1474 R_Mesh_Draw(0, 4, 2, polygonelements);
1475 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1479 // we now have a darkened bloom image in the framebuffer
1480 // copy it into the bloom image texture for more processing
1481 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1482 R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]);
1483 GL_ActiveTexture(0);
1485 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1486 r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1488 // blend on at multiple vertical offsets to achieve a vertical blur
1489 // TODO: do offset blends using GLSL
1490 range = r_bloom_blur.integer * bloomwidth / 320;
1491 GL_BlendFunc(GL_ONE, GL_ZERO);
1492 for (x = -range;x <= range;x++)
1494 xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
1495 yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
1496 // compute a texcoord array with the specified x and y offset
1497 texcoord2f[2][0] = xoffset+0;
1498 texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
1499 texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
1500 texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
1501 texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
1502 texcoord2f[2][5] = yoffset+0;
1503 texcoord2f[2][6] = xoffset+0;
1504 texcoord2f[2][7] = yoffset+0;
1505 // this r value looks like a 'dot' particle, fading sharply to
1506 // black at the edges
1507 // (probably not realistic but looks good enough)
1508 r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
1511 GL_Color(r, r, r, 1);
1512 R_Mesh_Draw(0, 4, 2, polygonelements);
1513 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1514 GL_BlendFunc(GL_ONE, GL_ONE);
1517 // copy the vertically blurred bloom view to a texture
1518 GL_ActiveTexture(0);
1520 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1521 r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1523 // blend the vertically blurred image at multiple offsets horizontally
1524 // to finish the blur effect
1525 // TODO: do offset blends using GLSL
1526 range = r_bloom_blur.integer * bloomwidth / 320;
1527 GL_BlendFunc(GL_ONE, GL_ZERO);
1528 for (x = -range;x <= range;x++)
1530 xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
1531 yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
1532 // compute a texcoord array with the specified x and y offset
1533 texcoord2f[2][0] = xoffset+0;
1534 texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
1535 texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
1536 texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
1537 texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
1538 texcoord2f[2][5] = yoffset+0;
1539 texcoord2f[2][6] = xoffset+0;
1540 texcoord2f[2][7] = yoffset+0;
1541 // this r value looks like a 'dot' particle, fading sharply to
1542 // black at the edges
1543 // (probably not realistic but looks good enough)
1544 r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range));
1547 GL_Color(r, r, r, 1);
1548 R_Mesh_Draw(0, 4, 2, polygonelements);
1549 r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight;
1550 GL_BlendFunc(GL_ONE, GL_ONE);
1553 // copy the blurred bloom view to a texture
1554 GL_ActiveTexture(0);
1556 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR
1557 r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight;
1560 void R_HDR_RenderBloomTexture(void)
1562 int oldwidth, oldheight;
1564 oldwidth = r_view.width;
1565 oldheight = r_view.height;
1566 r_view.width = bound(1, r_bloom_resolution.integer, min(r_view.width, gl_max_texture_size));
1567 r_view.height = r_view.width * oldheight / oldwidth;
1569 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
1570 // FIXME: change global lightmapintensity and light intensity according to r_hdr_bloomintensity cvar
1571 // FIXME: change global lightmapintensity and light intensity according to r_hdr_scenebrightness cvar
1572 // TODO: add exposure compensation features
1574 r_view.colorscale = r_hdr_bloomintensity.value * r_hdr_scenebrightness.value;
1577 R_ResetViewRendering();
1579 R_Bloom_MakeTexture(false);
1582 if (r_timereport_active)
1583 R_TimeReport("clear");
1585 // restore the view settings
1586 r_view.width = oldwidth;
1587 r_view.height = oldheight;
1589 // go back to full view area
1590 R_ResetViewRendering();
1593 static void R_BlendView(void)
1595 int screenwidth, screenheight;
1596 int bloomwidth, bloomheight;
1601 float texcoord2f[3][8];
1603 // set the (poorly named) screenwidth and screenheight variables to
1604 // a power of 2 at least as large as the screen, these will define the
1605 // size of the texture to allocate
1606 for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
1607 for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
1609 doblend = r_refdef.viewblend[3] >= 0.01f;
1610 dobloom = !r_hdr.integer && r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
1611 dohdr = r_hdr.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
1613 if (!dobloom && !dohdr && !doblend)
1616 // vertex coordinates for a quad that covers the screen exactly
1617 vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
1618 vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
1619 vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
1620 vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
1622 // set bloomwidth and bloomheight to the bloom resolution that will be
1623 // used (often less than the screen resolution for faster rendering)
1624 bloomwidth = min(r_view.width, r_bloom_resolution.integer);
1625 bloomheight = min(r_view.height, bloomwidth * r_view.height / r_view.width);
1626 // set up a texcoord array for the full resolution screen image
1627 // (we have to keep this around to copy back during final render)
1628 texcoord2f[0][0] = 0;
1629 texcoord2f[0][1] = (float)r_view.height / (float)screenheight;
1630 texcoord2f[0][2] = (float)r_view.width / (float)screenwidth;
1631 texcoord2f[0][3] = (float)r_view.height / (float)screenheight;
1632 texcoord2f[0][4] = (float)r_view.width / (float)screenwidth;
1633 texcoord2f[0][5] = 0;
1634 texcoord2f[0][6] = 0;
1635 texcoord2f[0][7] = 0;
1636 // set up a texcoord array for the reduced resolution bloom image
1637 // (which will be additive blended over the screen image)
1638 texcoord2f[1][0] = 0;
1639 texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
1640 texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
1641 texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
1642 texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
1643 texcoord2f[1][5] = 0;
1644 texcoord2f[1][6] = 0;
1645 texcoord2f[1][7] = 0;
1649 // render high dynamic range bloom effect
1650 // the bloom texture was made earlier this render, so we just need to
1651 // blend it onto the screen...
1652 R_ResetViewRendering();
1653 GL_DepthTest(false);
1654 R_Mesh_VertexPointer(vertex3f);
1655 R_Mesh_ColorPointer(NULL);
1656 GL_Color(1, 1, 1, 1);
1657 GL_BlendFunc(GL_ONE, GL_ONE);
1658 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1659 R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
1660 R_Mesh_Draw(0, 4, 2, polygonelements);
1661 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1665 // render simple bloom effect
1666 // make the bloom texture
1667 R_Bloom_MakeTexture(true);
1668 // put the original screen image back in place and blend the bloom
1670 R_ResetViewRendering();
1671 GL_DepthTest(false);
1672 R_Mesh_VertexPointer(vertex3f);
1673 R_Mesh_ColorPointer(NULL);
1674 GL_Color(1, 1, 1, 1);
1675 GL_BlendFunc(GL_ONE, GL_ZERO);
1676 // do both in one pass if possible
1677 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen));
1678 R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]);
1679 if (r_textureunits.integer >= 2 && gl_combine.integer)
1681 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
1682 R_Mesh_TexBind(1, R_GetTexture(r_bloom_texture_bloom));
1683 R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]);
1687 R_Mesh_Draw(0, 4, 2, polygonelements);
1688 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1689 // now blend on the bloom texture
1690 GL_BlendFunc(GL_ONE, GL_ONE);
1691 R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom));
1692 R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]);
1694 R_Mesh_Draw(0, 4, 2, polygonelements);
1695 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
1699 // apply a color tint to the whole view
1700 R_ResetViewRendering();
1701 GL_DepthTest(false);
1702 R_Mesh_VertexPointer(vertex3f);
1703 R_Mesh_ColorPointer(NULL);
1704 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1705 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
1706 R_Mesh_Draw(0, 4, 2, polygonelements);
1710 void R_RenderScene(void);
1712 matrix4x4_t r_waterscrollmatrix;
1714 void R_UpdateVariables(void)
1720 r_refdef.farclip = 4096;
1721 if (r_refdef.worldmodel)
1722 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
1723 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
1725 r_refdef.polygonfactor = 0;
1726 r_refdef.polygonoffset = 0;
1727 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value;
1728 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value;
1730 r_refdef.rtworld = r_shadow_realtime_world.integer;
1731 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
1732 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer;
1733 r_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
1734 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
1735 if (r_showsurfaces.integer)
1737 r_refdef.rtworld = false;
1738 r_refdef.rtworldshadows = false;
1739 r_refdef.rtdlight = false;
1740 r_refdef.rtdlightshadows = false;
1741 r_refdef.lightmapintensity = 0;
1744 if (gamemode == GAME_NEHAHRA)
1746 if (gl_fogenable.integer)
1748 r_refdef.oldgl_fogenable = true;
1749 r_refdef.fog_density = gl_fogdensity.value;
1750 r_refdef.fog_red = gl_fogred.value;
1751 r_refdef.fog_green = gl_foggreen.value;
1752 r_refdef.fog_blue = gl_fogblue.value;
1754 else if (r_refdef.oldgl_fogenable)
1756 r_refdef.oldgl_fogenable = false;
1757 r_refdef.fog_density = 0;
1758 r_refdef.fog_red = 0;
1759 r_refdef.fog_green = 0;
1760 r_refdef.fog_blue = 0;
1763 if (r_refdef.fog_density)
1765 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
1766 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
1767 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
1769 if (r_refdef.fog_density)
1771 r_refdef.fogenabled = true;
1772 // this is the point where the fog reaches 0.9986 alpha, which we
1773 // consider a good enough cutoff point for the texture
1774 // (0.9986 * 256 == 255.6)
1775 r_refdef.fogrange = 400 / r_refdef.fog_density;
1776 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
1777 r_refdef.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip;
1778 // fog color was already set
1781 r_refdef.fogenabled = false;
1783 // update some cached entity properties...
1784 for (i = 0;i < r_refdef.numentities;i++)
1786 entity_render_t *ent = r_refdef.entities[i];
1787 R_UpdateEntityLighting(ent);
1796 void R_RenderView(void)
1798 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
1799 return; //Host_Error ("R_RenderView: NULL worldmodel");
1802 GL_ScissorTest(true);
1804 if (r_timereport_active)
1805 R_TimeReport("setup");
1808 if (r_timereport_active)
1809 R_TimeReport("visibility");
1811 R_ResetViewRendering();
1814 if (r_timereport_active)
1815 R_TimeReport("clear");
1817 // this produces a bloom texture to be used in R_BlendView() later
1819 R_HDR_RenderBloomTexture();
1821 r_view.colorscale = r_hdr_scenebrightness.value;
1825 if (r_timereport_active)
1826 R_TimeReport("blendview");
1828 GL_Scissor(0, 0, vid.width, vid.height);
1829 GL_ScissorTest(false);
1833 extern void R_DrawLightningBeams (void);
1834 extern void VM_AddPolygonsToMeshQueue (void);
1835 extern void R_DrawPortals (void);
1836 void R_RenderScene(void)
1840 // don't let sound skip if going slow
1841 if (r_refdef.extraupdate)
1845 if (gl_support_fragment_shader)
1847 qglUseProgramObjectARB(0);CHECKGLERROR
1849 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1850 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1851 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1853 R_ResetViewRendering();
1855 R_MeshQueue_BeginScene();
1857 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1858 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1860 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1862 GL_SetupView_Orientation_FromEntity(&r_view.matrix);
1864 R_Shadow_UpdateWorldLightSelection();
1868 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
1870 if (cl.csqc_vidvars.drawworld)
1872 // don't let sound skip if going slow
1873 if (r_refdef.extraupdate)
1876 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
1878 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
1879 if (r_timereport_active)
1880 R_TimeReport("worldsky");
1883 if (R_DrawBrushModelsSky() && r_timereport_active)
1884 R_TimeReport("bmodelsky");
1886 if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
1888 r_refdef.worldmodel->Draw(r_refdef.worldentity);
1889 if (r_timereport_active)
1890 R_TimeReport("world");
1894 // don't let sound skip if going slow
1895 if (r_refdef.extraupdate)
1899 if (r_timereport_active)
1900 R_TimeReport("models");
1902 // don't let sound skip if going slow
1903 if (r_refdef.extraupdate)
1906 R_ShadowVolumeLighting(false);
1907 if (r_timereport_active)
1908 R_TimeReport("rtlights");
1910 // don't let sound skip if going slow
1911 if (r_refdef.extraupdate)
1914 if (cl.csqc_vidvars.drawworld)
1916 R_DrawLightningBeams();
1917 if (r_timereport_active)
1918 R_TimeReport("lightning");
1921 if (r_timereport_active)
1922 R_TimeReport("particles");
1925 if (r_timereport_active)
1926 R_TimeReport("explosions");
1929 if (gl_support_fragment_shader)
1931 qglUseProgramObjectARB(0);CHECKGLERROR
1933 VM_AddPolygonsToMeshQueue();
1935 if (r_drawportals.integer)
1938 if (r_timereport_active)
1939 R_TimeReport("portals");
1942 if (gl_support_fragment_shader)
1944 qglUseProgramObjectARB(0);CHECKGLERROR
1946 R_MeshQueue_RenderTransparent();
1947 if (r_timereport_active)
1948 R_TimeReport("drawtrans");
1950 if (gl_support_fragment_shader)
1952 qglUseProgramObjectARB(0);CHECKGLERROR
1955 if (cl.csqc_vidvars.drawworld)
1958 if (r_timereport_active)
1959 R_TimeReport("coronas");
1962 // don't let sound skip if going slow
1963 if (r_refdef.extraupdate)
1967 if (gl_support_fragment_shader)
1969 qglUseProgramObjectARB(0);CHECKGLERROR
1971 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1972 qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1976 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
1979 float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
1980 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1981 GL_DepthMask(false);
1983 R_Mesh_Matrix(&identitymatrix);
1985 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
1986 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
1987 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
1988 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
1989 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
1990 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
1991 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
1992 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
1993 R_FillColors(color, 8, cr, cg, cb, ca);
1994 if (r_refdef.fogenabled)
1996 for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
1998 f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin));
2000 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2001 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2002 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2005 R_Mesh_VertexPointer(vertex3f);
2006 R_Mesh_ColorPointer(color);
2007 R_Mesh_ResetTextureState();
2012 int nomodelelements[24] =
2024 float nomodelvertex3f[6*3] =
2034 float nomodelcolor4f[6*4] =
2036 0.0f, 0.0f, 0.5f, 1.0f,
2037 0.0f, 0.0f, 0.5f, 1.0f,
2038 0.0f, 0.5f, 0.0f, 1.0f,
2039 0.0f, 0.5f, 0.0f, 1.0f,
2040 0.5f, 0.0f, 0.0f, 1.0f,
2041 0.5f, 0.0f, 0.0f, 1.0f
2044 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2049 // this is only called once per entity so numsurfaces is always 1, and
2050 // surfacelist is always {0}, so this code does not handle batches
2051 R_Mesh_Matrix(&ent->matrix);
2053 if (ent->flags & EF_ADDITIVE)
2055 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2056 GL_DepthMask(false);
2058 else if (ent->alpha < 1)
2060 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2061 GL_DepthMask(false);
2065 GL_BlendFunc(GL_ONE, GL_ZERO);
2068 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2069 R_Mesh_VertexPointer(nomodelvertex3f);
2070 if (r_refdef.fogenabled)
2073 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2074 R_Mesh_ColorPointer(color4f);
2075 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2076 f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
2078 for (i = 0, c = color4f;i < 6;i++, c += 4)
2080 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2081 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2082 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2086 else if (ent->alpha != 1)
2088 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2089 R_Mesh_ColorPointer(color4f);
2090 for (i = 0, c = color4f;i < 6;i++, c += 4)
2094 R_Mesh_ColorPointer(nomodelcolor4f);
2095 R_Mesh_ResetTextureState();
2096 R_Mesh_Draw(0, 6, 8, nomodelelements);
2099 void R_DrawNoModel(entity_render_t *ent)
2102 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2103 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2104 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight);
2106 // R_DrawNoModelCallback(ent, 0);
2109 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2111 vec3_t right1, right2, diff, normal;
2113 VectorSubtract (org2, org1, normal);
2115 // calculate 'right' vector for start
2116 VectorSubtract (r_view.origin, org1, diff);
2117 CrossProduct (normal, diff, right1);
2118 VectorNormalize (right1);
2120 // calculate 'right' vector for end
2121 VectorSubtract (r_view.origin, org2, diff);
2122 CrossProduct (normal, diff, right2);
2123 VectorNormalize (right2);
2125 vert[ 0] = org1[0] + width * right1[0];
2126 vert[ 1] = org1[1] + width * right1[1];
2127 vert[ 2] = org1[2] + width * right1[2];
2128 vert[ 3] = org1[0] - width * right1[0];
2129 vert[ 4] = org1[1] - width * right1[1];
2130 vert[ 5] = org1[2] - width * right1[2];
2131 vert[ 6] = org2[0] - width * right2[0];
2132 vert[ 7] = org2[1] - width * right2[1];
2133 vert[ 8] = org2[2] - width * right2[2];
2134 vert[ 9] = org2[0] + width * right2[0];
2135 vert[10] = org2[1] + width * right2[1];
2136 vert[11] = org2[2] + width * right2[2];
2139 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2141 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, 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)
2143 float fog = 0.0f, ifog;
2146 if (r_refdef.fogenabled)
2147 fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin));
2150 R_Mesh_Matrix(&identitymatrix);
2151 GL_BlendFunc(blendfunc1, blendfunc2);
2152 GL_DepthMask(false);
2153 GL_DepthTest(!depthdisable);
2155 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2156 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2157 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2158 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2159 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2160 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2161 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2162 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2163 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2164 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2165 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2166 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2168 R_Mesh_VertexPointer(vertex3f);
2169 R_Mesh_ColorPointer(NULL);
2170 R_Mesh_ResetTextureState();
2171 R_Mesh_TexBind(0, R_GetTexture(texture));
2172 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
2173 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2174 GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
2175 R_Mesh_Draw(0, 4, 2, polygonelements);
2177 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2179 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2180 GL_BlendFunc(blendfunc1, GL_ONE);
2181 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
2182 R_Mesh_Draw(0, 4, 2, polygonelements);
2186 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
2191 VectorSet(v, x, y, z);
2192 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
2193 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
2195 if (i == mesh->numvertices)
2197 if (mesh->numvertices < mesh->maxvertices)
2199 VectorCopy(v, vertex3f);
2200 mesh->numvertices++;
2202 return mesh->numvertices;
2208 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
2212 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2213 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
2214 e = mesh->element3i + mesh->numtriangles * 3;
2215 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
2217 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
2218 if (mesh->numtriangles < mesh->maxtriangles)
2223 mesh->numtriangles++;
2225 element[1] = element[2];
2229 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
2233 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2234 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
2235 e = mesh->element3i + mesh->numtriangles * 3;
2236 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
2238 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
2239 if (mesh->numtriangles < mesh->maxtriangles)
2244 mesh->numtriangles++;
2246 element[1] = element[2];
2250 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
2251 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
2253 int planenum, planenum2;
2256 mplane_t *plane, *plane2;
2258 double temppoints[2][256*3];
2259 // figure out how large a bounding box we need to properly compute this brush
2261 for (w = 0;w < numplanes;w++)
2262 maxdist = max(maxdist, planes[w].dist);
2263 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
2264 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
2265 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
2269 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
2270 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
2272 if (planenum2 == planenum)
2274 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);
2277 if (tempnumpoints < 3)
2279 // generate elements forming a triangle fan for this polygon
2280 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
2284 static void R_DrawCollisionBrush(const colbrushf_t *brush)
2287 R_Mesh_VertexPointer(brush->points->v);
2288 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
2289 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
2290 GL_LockArrays(0, brush->numpoints);
2291 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
2292 GL_LockArrays(0, 0);
2295 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
2298 if (!surface->num_collisiontriangles)
2300 R_Mesh_VertexPointer(surface->data_collisionvertex3f);
2301 i = (int)(((size_t)surface) / sizeof(msurface_t));
2302 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
2303 GL_LockArrays(0, surface->num_collisionvertices);
2304 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
2305 GL_LockArrays(0, 0);
2308 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)
2310 texturelayer_t *layer;
2311 layer = t->currentlayers + t->currentnumlayers++;
2313 layer->depthmask = depthmask;
2314 layer->blendfunc1 = blendfunc1;
2315 layer->blendfunc2 = blendfunc2;
2316 layer->texture = texture;
2317 layer->texmatrix = *matrix;
2318 layer->color[0] = r * r_view.colorscale;
2319 layer->color[1] = g * r_view.colorscale;
2320 layer->color[2] = b * r_view.colorscale;
2321 layer->color[3] = a;
2324 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
2326 // FIXME: identify models using a better check than ent->model->brush.shadowmesh
2327 //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
2329 // switch to an alternate material if this is a q1bsp animated material
2331 texture_t *texture = t;
2332 model_t *model = ent->model;
2333 int s = ent->skinnum;
2334 if ((unsigned int)s >= (unsigned int)model->numskins)
2336 if (model->skinscenes)
2338 if (model->skinscenes[s].framecount > 1)
2339 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
2341 s = model->skinscenes[s].firstframe;
2344 t = t + s * model->num_surfaces;
2347 // use an alternate animation if the entity's frame is not 0,
2348 // and only if the texture has an alternate animation
2349 if (ent->frame != 0 && t->anim_total[1])
2350 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
2352 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
2354 texture->currentframe = t;
2357 // pick a new currentskinframe if the material is animated
2358 if (t->numskinframes >= 2)
2359 t->currentskinframe = t->skinframes + ((int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes);
2361 t->currentmaterialflags = t->basematerialflags;
2362 t->currentalpha = ent->alpha;
2363 if (t->basematerialflags & MATERIALFLAG_WATERALPHA)
2364 t->currentalpha *= r_wateralpha.value;
2365 if (!(ent->flags & RENDER_LIGHT))
2366 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
2367 if (ent->effects & EF_ADDITIVE)
2368 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
2369 else if (t->currentalpha < 1)
2370 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
2371 if (ent->effects & EF_NODEPTHTEST)
2372 t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST;
2373 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
2374 t->currenttexmatrix = r_waterscrollmatrix;
2376 t->currenttexmatrix = identitymatrix;
2378 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
2379 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2380 t->glosstexture = r_texture_white;
2381 t->specularpower = 8;
2382 t->specularscale = 0;
2383 if (r_shadow_gloss.integer > 0)
2385 if (t->currentskinframe->gloss)
2387 if (r_shadow_glossintensity.value > 0)
2389 t->glosstexture = t->currentskinframe->gloss;
2390 t->specularscale = r_shadow_glossintensity.value;
2393 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
2394 t->specularscale = r_shadow_gloss2intensity.value;
2397 t->currentnumlayers = 0;
2398 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
2400 if (gl_lightmaps.integer)
2401 R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1);
2402 else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
2404 int blendfunc1, blendfunc2, depthmask;
2405 if (t->currentmaterialflags & MATERIALFLAG_ADD)
2407 blendfunc1 = GL_SRC_ALPHA;
2408 blendfunc2 = GL_ONE;
2410 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
2412 blendfunc1 = GL_SRC_ALPHA;
2413 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
2415 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
2417 blendfunc1 = t->customblendfunc[0];
2418 blendfunc2 = t->customblendfunc[1];
2422 blendfunc1 = GL_ONE;
2423 blendfunc2 = GL_ZERO;
2425 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
2426 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
2428 rtexture_t *currentbasetexture;
2430 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
2431 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
2432 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
2433 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2435 // fullbright is not affected by r_refdef.lightmapintensity
2436 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
2437 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2438 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
2439 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2440 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
2446 // q3bsp has no lightmap updates, so the lightstylevalue that
2447 // would normally be baked into the lightmap must be
2448 // applied to the color
2449 if (ent->model->type == mod_brushq3)
2450 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
2451 colorscale *= r_refdef.lightmapintensity;
2452 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
2453 if (r_ambient.value >= (1.0f/64.0f))
2454 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2455 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
2457 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
2458 if (r_ambient.value >= (1.0f/64.0f))
2459 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2461 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
2463 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
2464 if (r_ambient.value >= (1.0f/64.0f))
2465 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
2468 if (t->currentskinframe->glow != NULL)
2469 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
2470 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
2472 // if this is opaque use alpha blend which will darken the earlier
2475 // if this is an alpha blended material, all the earlier passes
2476 // were darkened by fog already, so we only need to add the fog
2477 // color ontop through the fog mask texture
2479 // if this is an additive blended material, all the earlier passes
2480 // were darkened by fog already, and we should not add fog color
2481 // (because the background was not darkened, there is no fog color
2482 // that was lost behind it).
2483 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
2490 void R_UpdateAllTextureInfo(entity_render_t *ent)
2494 for (i = 0;i < ent->model->num_textures;i++)
2495 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
2498 int rsurface_array_size = 0;
2499 float *rsurface_array_modelvertex3f = NULL;
2500 float *rsurface_array_modelsvector3f = NULL;
2501 float *rsurface_array_modeltvector3f = NULL;
2502 float *rsurface_array_modelnormal3f = NULL;
2503 float *rsurface_array_deformedvertex3f = NULL;
2504 float *rsurface_array_deformedsvector3f = NULL;
2505 float *rsurface_array_deformedtvector3f = NULL;
2506 float *rsurface_array_deformednormal3f = NULL;
2507 float *rsurface_array_color4f = NULL;
2508 float *rsurface_array_texcoord3f = NULL;
2510 void R_Mesh_ResizeArrays(int newvertices)
2513 if (rsurface_array_size >= newvertices)
2515 if (rsurface_array_modelvertex3f)
2516 Mem_Free(rsurface_array_modelvertex3f);
2517 rsurface_array_size = (newvertices + 1023) & ~1023;
2518 base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31]));
2519 rsurface_array_modelvertex3f = base + rsurface_array_size * 0;
2520 rsurface_array_modelsvector3f = base + rsurface_array_size * 3;
2521 rsurface_array_modeltvector3f = base + rsurface_array_size * 6;
2522 rsurface_array_modelnormal3f = base + rsurface_array_size * 9;
2523 rsurface_array_deformedvertex3f = base + rsurface_array_size * 12;
2524 rsurface_array_deformedsvector3f = base + rsurface_array_size * 15;
2525 rsurface_array_deformedtvector3f = base + rsurface_array_size * 18;
2526 rsurface_array_deformednormal3f = base + rsurface_array_size * 21;
2527 rsurface_array_texcoord3f = base + rsurface_array_size * 24;
2528 rsurface_array_color4f = base + rsurface_array_size * 27;
2531 float *rsurface_modelvertex3f;
2532 float *rsurface_modelsvector3f;
2533 float *rsurface_modeltvector3f;
2534 float *rsurface_modelnormal3f;
2535 float *rsurface_vertex3f;
2536 float *rsurface_svector3f;
2537 float *rsurface_tvector3f;
2538 float *rsurface_normal3f;
2539 float *rsurface_lightmapcolor4f;
2540 vec3_t rsurface_modelorg;
2541 qboolean rsurface_generatedvertex;
2542 const entity_render_t *rsurface_entity;
2543 const model_t *rsurface_model;
2544 texture_t *rsurface_texture;
2545 rtexture_t *rsurface_lightmaptexture;
2546 rsurfmode_t rsurface_mode;
2547 texture_t *rsurface_glsl_texture;
2548 qboolean rsurface_glsl_uselightmap;
2550 void RSurf_ActiveEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
2552 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2553 rsurface_entity = ent;
2554 rsurface_model = ent->model;
2555 if (rsurface_array_size < rsurface_model->surfmesh.num_vertices)
2556 R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices);
2557 R_Mesh_Matrix(&ent->matrix);
2558 Matrix4x4_Transform(&ent->inversematrix, r_view.origin, rsurface_modelorg);
2559 if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated)
2563 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2564 rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2565 rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2566 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2567 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f);
2569 else if (wantnormals)
2571 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2572 rsurface_modelsvector3f = NULL;
2573 rsurface_modeltvector3f = NULL;
2574 rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2575 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, rsurface_array_modelnormal3f, NULL, NULL);
2579 rsurface_modelvertex3f = rsurface_array_modelvertex3f;
2580 rsurface_modelsvector3f = NULL;
2581 rsurface_modeltvector3f = NULL;
2582 rsurface_modelnormal3f = NULL;
2583 Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
2585 rsurface_generatedvertex = true;
2589 rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
2590 rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
2591 rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
2592 rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
2593 rsurface_generatedvertex = false;
2595 rsurface_vertex3f = rsurface_modelvertex3f;
2596 rsurface_svector3f = rsurface_modelsvector3f;
2597 rsurface_tvector3f = rsurface_modeltvector3f;
2598 rsurface_normal3f = rsurface_modelnormal3f;
2599 rsurface_mode = RSURFMODE_NONE;
2600 rsurface_lightmaptexture = NULL;
2601 rsurface_texture = NULL;
2602 rsurface_glsl_texture = NULL;
2603 rsurface_glsl_uselightmap = false;
2606 void RSurf_CleanUp(void)
2609 if (rsurface_mode == RSURFMODE_GLSL)
2611 qglUseProgramObjectARB(0);CHECKGLERROR
2613 GL_AlphaTest(false);
2614 rsurface_mode = RSURFMODE_NONE;
2615 rsurface_lightmaptexture = NULL;
2616 rsurface_texture = NULL;
2617 rsurface_glsl_texture = NULL;
2618 rsurface_glsl_uselightmap = false;
2621 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
2623 // 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
2624 if (rsurface_generatedvertex)
2626 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2627 generatetangents = true;
2628 if (generatetangents)
2629 generatenormals = true;
2630 if (generatenormals && !rsurface_modelnormal3f)
2632 rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
2633 Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
2635 if (generatetangents && !rsurface_modelsvector3f)
2637 rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
2638 rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
2639 Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
2642 // if vertices are deformed (sprite flares and things in maps, possibly water waves, bulges and other deformations), generate them into rsurface_deform* arrays from whatever the rsurface_model* array pointers point to (may be static model data or generated data for an animated model)
2643 if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
2645 int texturesurfaceindex;
2646 float center[3], forward[3], right[3], up[3], v[4][3];
2647 matrix4x4_t matrix1, imatrix1;
2648 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward);
2649 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right);
2650 Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, up);
2651 // make deformed versions of only the model vertices used by the specified surfaces
2652 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2655 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2656 // a single autosprite surface can contain multiple sprites...
2657 for (j = 0;j < surface->num_vertices - 3;j += 4)
2659 VectorClear(center);
2660 for (i = 0;i < 4;i++)
2661 VectorAdd(center, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
2662 VectorScale(center, 0.25f, center);
2663 if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
2665 forward[0] = rsurface_modelorg[0] - center[0];
2666 forward[1] = rsurface_modelorg[1] - center[1];
2668 VectorNormalize(forward);
2669 right[0] = forward[1];
2670 right[1] = -forward[0];
2672 VectorSet(up, 0, 0, 1);
2674 // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
2675 Matrix4x4_FromVectors(&matrix1, (rsurface_modelnormal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modelsvector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_modeltvector3f + 3 * surface->num_firstvertex) + j*3, center);
2676 Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
2677 for (i = 0;i < 4;i++)
2678 Matrix4x4_Transform(&imatrix1, (rsurface_modelvertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
2679 for (i = 0;i < 4;i++)
2680 VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
2682 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, r_smoothnormals_areaweighting.integer);
2683 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
2685 rsurface_vertex3f = rsurface_array_deformedvertex3f;
2686 rsurface_svector3f = rsurface_array_deformedsvector3f;
2687 rsurface_tvector3f = rsurface_array_deformedtvector3f;
2688 rsurface_normal3f = rsurface_array_deformednormal3f;
2690 R_Mesh_VertexPointer(rsurface_vertex3f);
2693 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
2695 int texturesurfaceindex;
2696 const msurface_t *surface = texturesurfacelist[0];
2697 int firstvertex = surface->num_firstvertex;
2698 int endvertex = surface->num_firstvertex + surface->num_vertices;
2699 if (texturenumsurfaces == 1)
2701 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2702 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2704 else if (r_batchmode.integer == 2)
2706 #define MAXBATCHTRIANGLES 4096
2707 int batchtriangles = 0;
2708 int batchelements[MAXBATCHTRIANGLES*3];
2709 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2711 surface = texturesurfacelist[texturesurfaceindex];
2712 if (surface->num_triangles >= 256 || (batchtriangles == 0 && texturesurfaceindex + 1 >= texturenumsurfaces))
2714 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2717 if (batchtriangles + surface->num_triangles > MAXBATCHTRIANGLES)
2719 R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
2721 firstvertex = surface->num_firstvertex;
2722 endvertex = surface->num_firstvertex + surface->num_vertices;
2726 firstvertex = min(firstvertex, surface->num_firstvertex);
2727 endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
2729 memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
2730 batchtriangles += surface->num_triangles;
2733 R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements);
2735 else if (r_batchmode.integer == 1)
2737 int firsttriangle = 0;
2738 int endtriangle = -1;
2739 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2741 surface = texturesurfacelist[texturesurfaceindex];
2742 if (surface->num_firsttriangle != endtriangle)
2744 if (endtriangle > firsttriangle)
2746 GL_LockArrays(firstvertex, endvertex - firstvertex);
2747 R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
2749 firstvertex = surface->num_firstvertex;
2750 endvertex = surface->num_firstvertex + surface->num_vertices;
2751 firsttriangle = surface->num_firsttriangle;
2755 firstvertex = min(firstvertex, surface->num_firstvertex);
2756 endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices);
2758 endtriangle = surface->num_firsttriangle + surface->num_triangles;
2760 if (endtriangle > firsttriangle)
2762 GL_LockArrays(firstvertex, endvertex - firstvertex);
2763 R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle));
2768 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2770 surface = texturesurfacelist[texturesurfaceindex];
2771 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2772 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2777 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
2779 int texturesurfaceindex;
2780 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2782 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2783 int k = (int)(((size_t)surface) / sizeof(msurface_t));
2784 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 0.2f);
2785 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
2786 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
2790 static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
2792 int texturesurfaceindex;
2800 vec3_t ambientcolor;
2801 vec3_t diffusecolor;
2803 VectorCopy(rsurface_entity->modellight_lightdir, lightdir);
2804 ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f;
2805 ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f;
2806 ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f;
2807 diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f;
2808 diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f;
2809 diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f;
2810 if (VectorLength2(diffusecolor) > 0)
2812 // generate color arrays for the surfaces in this list
2813 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2815 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2816 int numverts = surface->num_vertices;
2817 v = rsurface_vertex3f + 3 * surface->num_firstvertex;
2818 c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
2819 c = rsurface_array_color4f + 4 * surface->num_firstvertex;
2820 // q3-style directional shading
2821 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
2823 if ((f = DotProduct(c2, lightdir)) > 0)
2824 VectorMA(ambientcolor, f, diffusecolor, c);
2826 VectorCopy(ambientcolor, c);
2835 rsurface_lightmapcolor4f = rsurface_array_color4f;
2839 r = ambientcolor[0];
2840 g = ambientcolor[1];
2841 b = ambientcolor[2];
2842 rsurface_lightmapcolor4f = NULL;
2845 else if (lightmode >= 1 || !rsurface_lightmaptexture)
2847 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
2849 // generate color arrays for the surfaces in this list
2850 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2852 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2853 for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
2855 if (surface->lightmapinfo->samples)
2857 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i];
2858 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
2859 VectorScale(lm, scale, c);
2860 if (surface->lightmapinfo->styles[1] != 255)
2862 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
2864 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
2865 VectorMA(c, scale, lm, c);
2866 if (surface->lightmapinfo->styles[2] != 255)
2869 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
2870 VectorMA(c, scale, lm, c);
2871 if (surface->lightmapinfo->styles[3] != 255)
2874 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
2875 VectorMA(c, scale, lm, c);
2885 rsurface_lightmapcolor4f = rsurface_array_color4f;
2888 rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
2893 rsurface_lightmapcolor4f = NULL;
2897 if (rsurface_lightmapcolor4f)
2899 // generate color arrays for the surfaces in this list
2900 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2902 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2903 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)
2905 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
2915 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2917 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2918 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)
2920 f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
2928 rsurface_lightmapcolor4f = rsurface_array_color4f;
2930 if (applycolor && rsurface_lightmapcolor4f)
2932 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
2934 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
2935 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)
2943 rsurface_lightmapcolor4f = rsurface_array_color4f;
2945 R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
2946 GL_Color(r, g, b, a);
2947 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
2950 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
2952 if (rsurface_mode != RSURFMODE_SHOWSURFACES)
2954 rsurface_mode = RSURFMODE_SHOWSURFACES;
2956 GL_BlendFunc(GL_ONE, GL_ZERO);
2957 R_Mesh_ColorPointer(NULL);
2958 R_Mesh_ResetTextureState();
2960 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
2961 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
2964 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
2966 // transparent sky would be ridiculous
2967 if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
2969 if (rsurface_mode != RSURFMODE_SKY)
2971 if (rsurface_mode == RSURFMODE_GLSL)
2973 qglUseProgramObjectARB(0);CHECKGLERROR
2975 rsurface_mode = RSURFMODE_SKY;
2979 skyrendernow = false;
2981 // restore entity matrix
2982 R_Mesh_Matrix(&rsurface_entity->matrix);
2985 // LordHavoc: HalfLife maps have freaky skypolys so don't use
2986 // skymasking on them, and Quake3 never did sky masking (unlike
2987 // software Quake and software Quake2), so disable the sky masking
2988 // in Quake3 maps as it causes problems with q3map2 sky tricks,
2989 // and skymasking also looks very bad when noclipping outside the
2990 // level, so don't use it then either.
2991 if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
2993 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
2994 R_Mesh_ColorPointer(NULL);
2995 R_Mesh_ResetTextureState();
2996 if (skyrendermasked)
2998 // depth-only (masking)
2999 GL_ColorMask(0,0,0,0);
3000 // just to make sure that braindead drivers don't draw
3001 // anything despite that colormask...
3002 GL_BlendFunc(GL_ZERO, GL_ONE);
3007 GL_BlendFunc(GL_ONE, GL_ZERO);
3009 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
3010 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3011 if (skyrendermasked)
3012 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
3016 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
3019 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3020 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3021 if (rsurface_mode != RSURFMODE_GLSL)
3023 rsurface_mode = RSURFMODE_GLSL;
3024 rsurface_glsl_texture = NULL;
3025 rsurface_glsl_uselightmap = false;
3026 R_Mesh_ResetTextureState();
3028 if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL))
3030 rsurface_glsl_texture = rsurface_texture;
3031 rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL;
3032 GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
3033 GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED));
3034 GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha);
3035 R_SetupSurfaceShader(vec3_origin, lightmode == 2);
3036 //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false);
3037 //if (r_glsl_deluxemapping.integer)
3038 // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true);
3039 R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f);
3040 R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f);
3041 GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
3043 if (!r_glsl_permutation)
3045 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
3046 R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
3047 R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
3048 R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
3049 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3051 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3052 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3053 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3054 R_Mesh_ColorPointer(NULL);
3056 else if (rsurface_lightmaptexture)
3058 R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture));
3059 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3060 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
3061 R_Mesh_ColorPointer(NULL);
3065 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
3066 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
3067 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
3068 R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f);
3070 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3073 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
3075 // OpenGL 1.3 path - anything not completely ancient
3076 int texturesurfaceindex;
3078 qboolean applycolor;
3082 const texturelayer_t *layer;
3084 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3085 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3086 if (rsurface_mode != RSURFMODE_MULTIPASS)
3087 rsurface_mode = RSURFMODE_MULTIPASS;
3088 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3089 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3092 int layertexrgbscale;
3093 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3095 if (layerindex == 0)
3099 GL_AlphaTest(false);
3100 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3103 GL_DepthMask(layer->depthmask);
3104 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3105 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
3107 layertexrgbscale = 4;
3108 VectorScale(layer->color, 0.25f, layercolor);
3110 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
3112 layertexrgbscale = 2;
3113 VectorScale(layer->color, 0.5f, layercolor);
3117 layertexrgbscale = 1;
3118 VectorScale(layer->color, 1.0f, layercolor);
3120 layercolor[3] = layer->color[3];
3121 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
3122 R_Mesh_ColorPointer(NULL);
3123 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3124 switch (layer->type)
3126 case TEXTURELAYERTYPE_LITTEXTURE:
3127 memset(&m, 0, sizeof(m));
3128 if (lightmode >= 1 || !rsurface_lightmaptexture)
3129 m.tex[0] = R_GetTexture(r_texture_white);
3131 m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
3132 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3133 m.tex[1] = R_GetTexture(layer->texture);
3134 m.texmatrix[1] = layer->texmatrix;
3135 m.texrgbscale[1] = layertexrgbscale;
3136 m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
3137 R_Mesh_TextureState(&m);
3138 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, applycolor, applyfog);
3140 case TEXTURELAYERTYPE_TEXTURE:
3141 memset(&m, 0, sizeof(m));
3142 m.tex[0] = R_GetTexture(layer->texture);
3143 m.texmatrix[0] = layer->texmatrix;
3144 m.texrgbscale[0] = layertexrgbscale;
3145 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3146 R_Mesh_TextureState(&m);
3147 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
3149 case TEXTURELAYERTYPE_FOG:
3150 memset(&m, 0, sizeof(m));
3151 m.texrgbscale[0] = layertexrgbscale;
3154 m.tex[0] = R_GetTexture(layer->texture);
3155 m.texmatrix[0] = layer->texmatrix;
3156 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3158 R_Mesh_TextureState(&m);
3159 // generate a color array for the fog pass
3160 R_Mesh_ColorPointer(rsurface_array_color4f);
3161 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3165 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3166 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)
3168 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3169 c[0] = layercolor[0];
3170 c[1] = layercolor[1];
3171 c[2] = layercolor[2];
3172 c[3] = f * layercolor[3];
3175 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3178 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3180 GL_LockArrays(0, 0);
3183 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3185 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3186 GL_AlphaTest(false);
3190 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
3192 // OpenGL 1.1 - crusty old voodoo path
3193 int texturesurfaceindex;
3198 const texturelayer_t *layer;
3200 // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh
3201 lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2;
3202 if (rsurface_mode != RSURFMODE_MULTIPASS)
3203 rsurface_mode = RSURFMODE_MULTIPASS;
3204 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
3205 for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++)
3207 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3209 if (layerindex == 0)
3213 GL_AlphaTest(false);
3214 qglDepthFunc(GL_EQUAL);CHECKGLERROR
3217 GL_DepthMask(layer->depthmask);
3218 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
3219 R_Mesh_ColorPointer(NULL);
3220 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
3221 switch (layer->type)
3223 case TEXTURELAYERTYPE_LITTEXTURE:
3224 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
3226 // two-pass lit texture with 2x rgbscale
3227 // first the lightmap pass
3228 memset(&m, 0, sizeof(m));
3229 if (lightmode >= 1 || !rsurface_lightmaptexture)
3230 m.tex[0] = R_GetTexture(r_texture_white);
3232 m.tex[0] = R_GetTexture(rsurface_lightmaptexture);
3233 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
3234 R_Mesh_TextureState(&m);
3235 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, false, false);
3236 GL_LockArrays(0, 0);
3237 // then apply the texture to it
3238 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3239 memset(&m, 0, sizeof(m));
3240 m.tex[0] = R_GetTexture(layer->texture);
3241 m.texmatrix[0] = layer->texmatrix;
3242 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3243 R_Mesh_TextureState(&m);
3244 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], 0, layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
3248 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
3249 memset(&m, 0, sizeof(m));
3250 m.tex[0] = R_GetTexture(layer->texture);
3251 m.texmatrix[0] = layer->texmatrix;
3252 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3253 R_Mesh_TextureState(&m);
3254 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], lightmode == 2 ? 2 : 1, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
3257 case TEXTURELAYERTYPE_TEXTURE:
3258 // singletexture unlit texture with transparency support
3259 memset(&m, 0, sizeof(m));
3260 m.tex[0] = R_GetTexture(layer->texture);
3261 m.texmatrix[0] = layer->texmatrix;
3262 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3263 R_Mesh_TextureState(&m);
3264 RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
3266 case TEXTURELAYERTYPE_FOG:
3267 // singletexture fogging
3268 R_Mesh_ColorPointer(rsurface_array_color4f);
3271 memset(&m, 0, sizeof(m));
3272 m.tex[0] = R_GetTexture(layer->texture);
3273 m.texmatrix[0] = layer->texmatrix;
3274 m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
3275 R_Mesh_TextureState(&m);
3278 R_Mesh_ResetTextureState();
3279 // generate a color array for the fog pass
3280 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3284 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3285 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)
3287 f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg));
3288 c[0] = layer->color[0];
3289 c[1] = layer->color[1];
3290 c[2] = layer->color[2];
3291 c[3] = f * layer->color[3];
3294 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
3297 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
3299 GL_LockArrays(0, 0);
3302 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
3304 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3305 GL_AlphaTest(false);
3309 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3311 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW)
3313 r_shadow_rtlight = NULL;
3314 r_refdef.stats.entities_surfaces += texturenumsurfaces;
3316 GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
3317 GL_CullFace(((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
3318 if (r_showsurfaces.integer)
3319 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
3320 else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
3321 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
3322 else if (rsurface_texture->currentnumlayers)
3324 if (r_glsl.integer && gl_support_fragment_shader)
3325 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
3326 else if (gl_combine.integer && r_textureunits.integer >= 2)
3327 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
3329 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
3332 GL_LockArrays(0, 0);
3335 #define BATCHSIZE 256
3336 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3338 int surfacelistindex;
3341 msurface_t *texturesurfacelist[BATCHSIZE];
3342 // if the model is static it doesn't matter what value we give for
3343 // wantnormals and wanttangents, so this logic uses only rules applicable
3344 // to a model, knowing that they are meaningless otherwise
3345 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3346 RSurf_ActiveEntity(ent, false, false);
3348 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3351 for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
3353 msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex];
3355 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3358 R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
3360 t = surface->texture;
3361 rsurface_lightmaptexture = surface->lightmaptexture;
3362 R_UpdateTextureInfo(ent, t);
3363 rsurface_texture = t->currentframe;
3365 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)
3366 continue; // transparent sky is too difficult
3368 texturesurfacelist[batchcount++] = surface;
3371 R_DrawTextureSurfaceList(batchcount, texturesurfacelist);
3375 void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist)
3377 int texturesurfaceindex;
3378 vec3_t tempcenter, center;
3379 if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
3381 // drawing sky transparently would be too difficult
3382 if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY))
3384 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3386 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3387 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
3388 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
3389 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
3390 Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center);
3391 R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight);
3396 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
3399 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
3400 void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces)
3402 int i, j, f, flagsmask;
3403 int counttriangles = 0;
3405 model_t *model = ent->model;
3406 const int maxsurfacelist = 1024;
3407 int numsurfacelist = 0;
3408 msurface_t *surfacelist[1024];
3412 // if the model is static it doesn't matter what value we give for
3413 // wantnormals and wanttangents, so this logic uses only rules applicable
3414 // to a model, knowing that they are meaningless otherwise
3415 if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
3416 RSurf_ActiveEntity(ent, false, false);
3418 RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
3420 // update light styles
3421 if (!skysurfaces && model->brushq1.light_styleupdatechains)
3423 msurface_t *surface, **surfacechain;
3424 for (i = 0;i < model->brushq1.light_styles;i++)
3426 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
3428 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
3429 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
3430 for (;(surface = *surfacechain);surfacechain++)
3431 surface->cached_dlight = true;
3436 R_UpdateAllTextureInfo(ent);
3437 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
3440 rsurface_lightmaptexture = NULL;
3441 rsurface_texture = NULL;
3443 if (ent == r_refdef.worldentity)
3445 msurface_t *surface;
3446 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3448 if (!r_viewcache.world_surfacevisible[j])
3450 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3454 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3457 t = surface->texture;
3458 rsurface_lightmaptexture = surface->lightmaptexture;
3459 rsurface_texture = t->currentframe;
3460 f = rsurface_texture->currentmaterialflags & flagsmask;
3462 if (f && surface->num_triangles)
3464 // if lightmap parameters changed, rebuild lightmap texture
3465 if (surface->cached_dlight)
3466 R_BuildLightMap(ent, surface);
3467 // add face to draw list
3468 surfacelist[numsurfacelist++] = surface;
3469 counttriangles += surface->num_triangles;
3470 if (numsurfacelist >= maxsurfacelist)
3472 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3480 msurface_t *surface;
3481 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3483 if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture)
3487 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3490 t = surface->texture;
3491 rsurface_lightmaptexture = surface->lightmaptexture;
3492 rsurface_texture = t->currentframe;
3493 f = rsurface_texture->currentmaterialflags & flagsmask;
3495 if (f && surface->num_triangles)
3497 // if lightmap parameters changed, rebuild lightmap texture
3498 if (surface->cached_dlight)
3499 R_BuildLightMap(ent, surface);
3500 // add face to draw list
3501 surfacelist[numsurfacelist++] = surface;
3502 counttriangles += surface->num_triangles;
3503 if (numsurfacelist >= maxsurfacelist)
3505 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3512 R_QueueTextureSurfaceList(numsurfacelist, surfacelist);
3513 r_refdef.stats.entities_triangles += counttriangles;
3516 if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces)
3519 const msurface_t *surface;
3522 R_Mesh_Matrix(&ent->matrix);
3523 R_Mesh_ColorPointer(NULL);
3524 R_Mesh_ResetTextureState();
3525 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3526 GL_DepthMask(false);
3527 GL_DepthTest(!r_showdisabledepthtest.integer);
3528 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
3529 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
3530 if (brush->colbrushf && brush->colbrushf->numtriangles)
3531 R_DrawCollisionBrush(brush->colbrushf);
3532 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
3533 if (surface->num_collisiontriangles)
3534 R_DrawCollisionSurface(ent, surface);
3535 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
3538 if (r_showtris.integer || r_shownormals.integer)
3541 msurface_t *surface;
3542 const int *elements;
3547 if (r_showdisabledepthtest.integer)
3549 qglDepthFunc(GL_ALWAYS);CHECKGLERROR
3551 GL_BlendFunc(GL_ONE, GL_ZERO);
3552 R_Mesh_ColorPointer(NULL);
3553 R_Mesh_ResetTextureState();
3554 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
3556 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
3558 rsurface_texture = surface->texture->currentframe;
3559 if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles)
3561 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
3562 if (r_showtris.integer)
3564 if (!rsurface_texture->currentlayers->depthmask)
3565 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
3566 else if (ent == r_refdef.worldentity)
3567 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
3569 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
3570 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
3573 for (k = 0;k < surface->num_triangles;k++, elements += 3)
3575 qglArrayElement(elements[0]);qglArrayElement(elements[1]);
3576 qglArrayElement(elements[1]);qglArrayElement(elements[2]);
3577 qglArrayElement(elements[2]);qglArrayElement(elements[0]);
3582 if (r_shownormals.integer)
3584 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
3586 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3588 VectorCopy(rsurface_vertex3f + l * 3, v);
3589 qglVertex3f(v[0], v[1], v[2]);
3590 VectorMA(v, 8, rsurface_svector3f + l * 3, v);
3591 qglVertex3f(v[0], v[1], v[2]);
3595 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
3597 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3599 VectorCopy(rsurface_vertex3f + l * 3, v);
3600 qglVertex3f(v[0], v[1], v[2]);
3601 VectorMA(v, 8, rsurface_tvector3f + l * 3, v);
3602 qglVertex3f(v[0], v[1], v[2]);
3606 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
3608 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
3610 VectorCopy(rsurface_vertex3f + l * 3, v);
3611 qglVertex3f(v[0], v[1], v[2]);
3612 VectorMA(v, 8, rsurface_normal3f + l * 3, v);
3613 qglVertex3f(v[0], v[1], v[2]);
3620 rsurface_texture = NULL;
3621 if (r_showdisabledepthtest.integer)
3623 qglDepthFunc(GL_LEQUAL);CHECKGLERROR