2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 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"};
43 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"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 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"};
46 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"};
47 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"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
76 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)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
85 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
94 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
96 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
97 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
98 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
101 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
102 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
104 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
105 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
106 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
107 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
109 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"};
111 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"};
113 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
115 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
116 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
117 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
118 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
119 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
120 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
122 extern qboolean v_flipped_state;
124 typedef struct r_glsl_bloomshader_s
127 int loc_Texture_Bloom;
129 r_glsl_bloomshader_t;
131 static struct r_bloomstate_s
136 int bloomwidth, bloomheight;
138 int screentexturewidth, screentextureheight;
139 rtexture_t *texture_screen;
141 int bloomtexturewidth, bloomtextureheight;
142 rtexture_t *texture_bloom;
144 r_glsl_bloomshader_t *shader;
146 // arrays for rendering the screen passes
147 float screentexcoord2f[8];
148 float bloomtexcoord2f[8];
149 float offsettexcoord2f[8];
153 typedef struct r_waterstate_waterplane_s
155 rtexture_t *texture_refraction;
156 rtexture_t *texture_reflection;
158 int materialflags; // combined flags of all water surfaces on this plane
159 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
162 r_waterstate_waterplane_t;
164 #define MAX_WATERPLANES 16
166 static struct r_waterstate_s
170 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
172 int waterwidth, waterheight;
173 int texturewidth, textureheight;
175 int maxwaterplanes; // same as MAX_WATERPLANES
177 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
179 float screenscale[2];
180 float screencenter[2];
184 // shadow volume bsp struct with automatically growing nodes buffer
187 rtexture_t *r_texture_blanknormalmap;
188 rtexture_t *r_texture_white;
189 rtexture_t *r_texture_grey128;
190 rtexture_t *r_texture_black;
191 rtexture_t *r_texture_notexture;
192 rtexture_t *r_texture_whitecube;
193 rtexture_t *r_texture_normalizationcube;
194 rtexture_t *r_texture_fogattenuation;
195 //rtexture_t *r_texture_fogintensity;
197 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
198 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
200 // vertex coordinates for a quad that covers the screen exactly
201 const static float r_screenvertex3f[12] =
209 extern void R_DrawModelShadows(void);
211 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
214 for (i = 0;i < verts;i++)
225 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
228 for (i = 0;i < verts;i++)
238 // FIXME: move this to client?
241 if (gamemode == GAME_NEHAHRA)
243 Cvar_Set("gl_fogenable", "0");
244 Cvar_Set("gl_fogdensity", "0.2");
245 Cvar_Set("gl_fogred", "0.3");
246 Cvar_Set("gl_foggreen", "0.3");
247 Cvar_Set("gl_fogblue", "0.3");
249 r_refdef.fog_density = 0;
250 r_refdef.fog_red = 0;
251 r_refdef.fog_green = 0;
252 r_refdef.fog_blue = 0;
253 r_refdef.fog_alpha = 1;
254 r_refdef.fog_start = 0;
255 r_refdef.fog_end = 0;
258 float FogForDistance(vec_t dist)
260 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
261 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
264 float FogPoint_World(const vec3_t p)
266 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
269 float FogPoint_Model(const vec3_t p)
271 return FogForDistance(VectorDistance((p), rsurface.modelorg));
274 static void R_BuildBlankTextures(void)
276 unsigned char data[4];
277 data[2] = 128; // normal X
278 data[1] = 128; // normal Y
279 data[0] = 255; // normal Z
280 data[3] = 128; // height
281 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
286 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
291 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
299 static void R_BuildNoTexture(void)
302 unsigned char pix[16][16][4];
303 // this makes a light grey/dark grey checkerboard texture
304 for (y = 0;y < 16;y++)
306 for (x = 0;x < 16;x++)
308 if ((y < 8) ^ (x < 8))
324 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
327 static void R_BuildWhiteCube(void)
329 unsigned char data[6*1*1*4];
330 memset(data, 255, sizeof(data));
331 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
334 static void R_BuildNormalizationCube(void)
338 vec_t s, t, intensity;
340 unsigned char data[6][NORMSIZE][NORMSIZE][4];
341 for (side = 0;side < 6;side++)
343 for (y = 0;y < NORMSIZE;y++)
345 for (x = 0;x < NORMSIZE;x++)
347 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
348 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
383 intensity = 127.0f / sqrt(DotProduct(v, v));
384 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
385 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
386 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
387 data[side][y][x][3] = 255;
391 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
394 static void R_BuildFogTexture(void)
398 unsigned char data1[FOGWIDTH][4];
399 //unsigned char data2[FOGWIDTH][4];
402 r_refdef.fogmasktable_start = r_refdef.fog_start;
403 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
404 r_refdef.fogmasktable_range = r_refdef.fogrange;
405 r_refdef.fogmasktable_density = r_refdef.fog_density;
407 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
408 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
410 d = (x * r - r_refdef.fogmasktable_start);
411 if(developer.integer >= 100)
412 Con_Printf("%f ", d);
414 if (r_fog_exp2.integer)
415 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
417 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
418 if(developer.integer >= 100)
419 Con_Printf(" : %f ", alpha);
420 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
421 if(developer.integer >= 100)
422 Con_Printf(" = %f\n", alpha);
423 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
426 for (x = 0;x < FOGWIDTH;x++)
428 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
433 //data2[x][0] = 255 - b;
434 //data2[x][1] = 255 - b;
435 //data2[x][2] = 255 - b;
438 if (r_texture_fogattenuation)
440 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
441 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
445 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
446 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
450 static const char *builtinshaderstring =
451 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
452 "// written by Forest 'LordHavoc' Hale\n"
454 "// common definitions between vertex shader and fragment shader:\n"
456 "#ifdef __GLSL_CG_DATA_TYPES\n"
457 "# define myhalf half\n"
458 "# define myhalf2 half2\n"
459 "# define myhalf3 half3\n"
460 "# define myhalf4 half4\n"
462 "# define myhalf float\n"
463 "# define myhalf2 vec2\n"
464 "# define myhalf3 vec3\n"
465 "# define myhalf4 vec4\n"
468 "varying vec2 TexCoord;\n"
469 "varying vec2 TexCoordLightmap;\n"
471 "//#ifdef MODE_LIGHTSOURCE\n"
472 "varying vec3 CubeVector;\n"
475 "//#ifdef MODE_LIGHTSOURCE\n"
476 "varying vec3 LightVector;\n"
478 "//# ifdef MODE_LIGHTDIRECTION\n"
479 "//varying vec3 LightVector;\n"
483 "varying vec3 EyeVector;\n"
485 "varying vec3 EyeVectorModelSpace;\n"
488 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
489 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
490 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
492 "//#ifdef MODE_WATER\n"
493 "varying vec4 ModelViewProjectionPosition;\n"
495 "//# ifdef MODE_REFRACTION\n"
496 "//varying vec4 ModelViewProjectionPosition;\n"
498 "//# ifdef USEREFLECTION\n"
499 "//varying vec4 ModelViewProjectionPosition;\n"
508 "// vertex shader specific:\n"
509 "#ifdef VERTEX_SHADER\n"
511 "uniform vec3 LightPosition;\n"
512 "uniform vec3 EyePosition;\n"
513 "uniform vec3 LightDir;\n"
515 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
519 " gl_FrontColor = gl_Color;\n"
520 " // copy the surface texcoord\n"
521 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
522 "#ifndef MODE_LIGHTSOURCE\n"
523 "# ifndef MODE_LIGHTDIRECTION\n"
524 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
528 "#ifdef MODE_LIGHTSOURCE\n"
529 " // transform vertex position into light attenuation/cubemap space\n"
530 " // (-1 to +1 across the light box)\n"
531 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
533 " // transform unnormalized light direction into tangent space\n"
534 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
535 " // normalize it per pixel)\n"
536 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
537 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
538 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
539 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
542 "#ifdef MODE_LIGHTDIRECTION\n"
543 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
544 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
545 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
548 " // transform unnormalized eye direction into tangent space\n"
550 " vec3 EyeVectorModelSpace;\n"
552 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
553 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
554 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
555 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
557 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
558 " VectorS = gl_MultiTexCoord1.xyz;\n"
559 " VectorT = gl_MultiTexCoord2.xyz;\n"
560 " VectorR = gl_MultiTexCoord3.xyz;\n"
563 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
564 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
565 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
566 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
569 "// transform vertex to camera space, using ftransform to match non-VS\n"
571 " gl_Position = ftransform();\n"
573 "#ifdef MODE_WATER\n"
574 " ModelViewProjectionPosition = gl_Position;\n"
576 "#ifdef MODE_REFRACTION\n"
577 " ModelViewProjectionPosition = gl_Position;\n"
579 "#ifdef USEREFLECTION\n"
580 " ModelViewProjectionPosition = gl_Position;\n"
584 "#endif // VERTEX_SHADER\n"
589 "// fragment shader specific:\n"
590 "#ifdef FRAGMENT_SHADER\n"
592 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
593 "uniform sampler2D Texture_Normal;\n"
594 "uniform sampler2D Texture_Color;\n"
595 "uniform sampler2D Texture_Gloss;\n"
596 "uniform sampler2D Texture_Glow;\n"
597 "uniform sampler2D Texture_SecondaryNormal;\n"
598 "uniform sampler2D Texture_SecondaryColor;\n"
599 "uniform sampler2D Texture_SecondaryGloss;\n"
600 "uniform sampler2D Texture_SecondaryGlow;\n"
601 "uniform sampler2D Texture_Pants;\n"
602 "uniform sampler2D Texture_Shirt;\n"
603 "uniform sampler2D Texture_FogMask;\n"
604 "uniform sampler2D Texture_Lightmap;\n"
605 "uniform sampler2D Texture_Deluxemap;\n"
606 "uniform sampler2D Texture_Refraction;\n"
607 "uniform sampler2D Texture_Reflection;\n"
608 "uniform sampler2D Texture_Attenuation;\n"
609 "uniform samplerCube Texture_Cube;\n"
611 "uniform myhalf3 LightColor;\n"
612 "uniform myhalf3 AmbientColor;\n"
613 "uniform myhalf3 DiffuseColor;\n"
614 "uniform myhalf3 SpecularColor;\n"
615 "uniform myhalf3 Color_Pants;\n"
616 "uniform myhalf3 Color_Shirt;\n"
617 "uniform myhalf3 FogColor;\n"
619 "uniform myhalf4 TintColor;\n"
622 "//#ifdef MODE_WATER\n"
623 "uniform vec4 DistortScaleRefractReflect;\n"
624 "uniform vec4 ScreenScaleRefractReflect;\n"
625 "uniform vec4 ScreenCenterRefractReflect;\n"
626 "uniform myhalf4 RefractColor;\n"
627 "uniform myhalf4 ReflectColor;\n"
628 "uniform myhalf ReflectFactor;\n"
629 "uniform myhalf ReflectOffset;\n"
631 "//# ifdef MODE_REFRACTION\n"
632 "//uniform vec4 DistortScaleRefractReflect;\n"
633 "//uniform vec4 ScreenScaleRefractReflect;\n"
634 "//uniform vec4 ScreenCenterRefractReflect;\n"
635 "//uniform myhalf4 RefractColor;\n"
636 "//# ifdef USEREFLECTION\n"
637 "//uniform myhalf4 ReflectColor;\n"
640 "//# ifdef USEREFLECTION\n"
641 "//uniform vec4 DistortScaleRefractReflect;\n"
642 "//uniform vec4 ScreenScaleRefractReflect;\n"
643 "//uniform vec4 ScreenCenterRefractReflect;\n"
644 "//uniform myhalf4 ReflectColor;\n"
649 "uniform myhalf GlowScale;\n"
650 "uniform myhalf SceneBrightness;\n"
651 "#ifdef USECONTRASTBOOST\n"
652 "uniform myhalf ContrastBoostCoeff;\n"
655 "uniform float OffsetMapping_Scale;\n"
656 "uniform float OffsetMapping_Bias;\n"
657 "uniform float FogRangeRecip;\n"
659 "uniform myhalf AmbientScale;\n"
660 "uniform myhalf DiffuseScale;\n"
661 "uniform myhalf SpecularScale;\n"
662 "uniform myhalf SpecularPower;\n"
664 "#ifdef USEOFFSETMAPPING\n"
665 "vec2 OffsetMapping(vec2 TexCoord)\n"
667 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
668 " // 14 sample relief mapping: linear search and then binary search\n"
669 " // this basically steps forward a small amount repeatedly until it finds\n"
670 " // itself inside solid, then jitters forward and back using decreasing\n"
671 " // amounts to find the impact\n"
672 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
673 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
674 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
675 " vec3 RT = vec3(TexCoord, 1);\n"
676 " OffsetVector *= 0.1;\n"
677 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
678 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
679 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
680 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
681 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
682 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
683 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
684 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
685 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
686 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
687 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
688 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
689 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
690 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
693 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
694 " // this basically moves forward the full distance, and then backs up based\n"
695 " // on height of samples\n"
696 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
697 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
698 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
699 " TexCoord += OffsetVector;\n"
700 " OffsetVector *= 0.333;\n"
701 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
702 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
703 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
704 " return TexCoord;\n"
707 "#endif // USEOFFSETMAPPING\n"
709 "#ifdef MODE_WATER\n"
714 "#ifdef USEOFFSETMAPPING\n"
715 " // apply offsetmapping\n"
716 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
717 "#define TexCoord TexCoordOffset\n"
720 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
721 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
722 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
723 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n"
724 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
727 "#else // MODE_WATER\n"
728 "#ifdef MODE_REFRACTION\n"
730 "// refraction pass\n"
733 "#ifdef USEOFFSETMAPPING\n"
734 " // apply offsetmapping\n"
735 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
736 "#define TexCoord TexCoordOffset\n"
739 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
740 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
741 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
742 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
745 "#else // MODE_REFRACTION\n"
748 "#ifdef USEOFFSETMAPPING\n"
749 " // apply offsetmapping\n"
750 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
751 "#define TexCoord TexCoordOffset\n"
754 " // combine the diffuse textures (base, pants, shirt)\n"
755 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
756 "#ifdef USECOLORMAPPING\n"
757 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
759 "#ifdef USEVERTEXTEXTUREBLEND\n"
760 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
761 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
762 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
763 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
764 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
767 "#ifdef USEDIFFUSE\n"
768 " // get the surface normal and the gloss color\n"
769 "# ifdef USEVERTEXTEXTUREBLEND\n"
770 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
771 "# ifdef USESPECULAR\n"
772 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
775 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
776 "# ifdef USESPECULAR\n"
777 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
784 "#ifdef MODE_LIGHTSOURCE\n"
787 " // calculate surface normal, light normal, and specular normal\n"
788 " // compute color intensity for the two textures (colormap and glossmap)\n"
789 " // scale by light color and attenuation as efficiently as possible\n"
790 " // (do as much scalar math as possible rather than vector math)\n"
791 "# ifdef USEDIFFUSE\n"
792 " // get the light normal\n"
793 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
795 "# ifdef USESPECULAR\n"
796 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
798 " // calculate directional shading\n"
799 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
801 "# ifdef USEDIFFUSE\n"
802 " // calculate directional shading\n"
803 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
805 " // calculate directionless shading\n"
806 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
810 "# ifdef USECUBEFILTER\n"
811 " // apply light cubemap filter\n"
812 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
813 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
815 "#endif // MODE_LIGHTSOURCE\n"
820 "#ifdef MODE_LIGHTDIRECTION\n"
821 " // directional model lighting\n"
822 "# ifdef USEDIFFUSE\n"
823 " // get the light normal\n"
824 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
826 "# ifdef USESPECULAR\n"
827 " // calculate directional shading\n"
828 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
829 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
830 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
832 "# ifdef USEDIFFUSE\n"
834 " // calculate directional shading\n"
835 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
837 " color.rgb *= AmbientColor;\n"
840 "#endif // MODE_LIGHTDIRECTION\n"
845 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
846 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
848 " // get the light normal\n"
849 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
850 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
851 " // calculate directional shading\n"
852 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
853 "# ifdef USESPECULAR\n"
854 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
855 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
858 " // apply lightmap color\n"
859 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
860 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
865 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
866 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
868 " // get the light normal\n"
869 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
870 " // calculate directional shading\n"
871 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
872 "# ifdef USESPECULAR\n"
873 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
874 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
877 " // apply lightmap color\n"
878 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
879 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
884 "#ifdef MODE_LIGHTMAP\n"
885 " // apply lightmap color\n"
886 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
887 "#endif // MODE_LIGHTMAP\n"
892 "#ifdef MODE_VERTEXCOLOR\n"
893 " // apply lightmap color\n"
894 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
895 "#endif // MODE_VERTEXCOLOR\n"
900 "#ifdef MODE_FLATCOLOR\n"
901 "#endif // MODE_FLATCOLOR\n"
909 " color *= TintColor;\n"
912 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
915 "#ifdef USECONTRASTBOOST\n"
916 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
919 " color.rgb *= SceneBrightness;\n"
921 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
923 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
926 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
927 "#ifdef USEREFLECTION\n"
928 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
929 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
931 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
934 " gl_FragColor = vec4(color);\n"
936 "#endif // MODE_REFRACTION\n"
937 "#endif // MODE_WATER\n"
939 "#endif // FRAGMENT_SHADER\n"
942 typedef struct shaderpermutationinfo_s
947 shaderpermutationinfo_t;
949 typedef struct shadermodeinfo_s
951 const char *vertexfilename;
952 const char *geometryfilename;
953 const char *fragmentfilename;
959 typedef enum shaderpermutation_e
961 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
962 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
963 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
964 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
965 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
966 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
967 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
968 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
969 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
970 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
971 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
972 SHADERPERMUTATION_LIMIT = 1<<11, // size of permutations array
973 SHADERPERMUTATION_COUNT = 11 // size of shaderpermutationinfo array
977 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
978 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
980 {"#define USEDIFFUSE\n", " diffuse"},
981 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
982 {"#define USECOLORMAPPING\n", " colormapping"},
983 {"#define USECONTRASTBOOST\n", " contrastboost"},
984 {"#define USEFOG\n", " fog"},
985 {"#define USECUBEFILTER\n", " cubefilter"},
986 {"#define USEGLOW\n", " glow"},
987 {"#define USESPECULAR\n", " specular"},
988 {"#define USEREFLECTION\n", " reflection"},
989 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
990 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
993 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
994 typedef enum shadermode_e
996 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
997 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
998 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
999 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1000 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1001 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1002 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1003 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1004 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1009 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1010 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1012 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1013 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1014 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1015 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1016 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1017 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1018 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1019 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1020 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1023 typedef struct r_glsl_permutation_s
1025 // indicates if we have tried compiling this permutation already
1027 // 0 if compilation failed
1029 // locations of detected uniforms in program object, or -1 if not found
1030 int loc_Texture_Normal;
1031 int loc_Texture_Color;
1032 int loc_Texture_Gloss;
1033 int loc_Texture_Glow;
1034 int loc_Texture_SecondaryNormal;
1035 int loc_Texture_SecondaryColor;
1036 int loc_Texture_SecondaryGloss;
1037 int loc_Texture_SecondaryGlow;
1038 int loc_Texture_Pants;
1039 int loc_Texture_Shirt;
1040 int loc_Texture_FogMask;
1041 int loc_Texture_Lightmap;
1042 int loc_Texture_Deluxemap;
1043 int loc_Texture_Attenuation;
1044 int loc_Texture_Cube;
1045 int loc_Texture_Refraction;
1046 int loc_Texture_Reflection;
1048 int loc_LightPosition;
1049 int loc_EyePosition;
1050 int loc_Color_Pants;
1051 int loc_Color_Shirt;
1052 int loc_FogRangeRecip;
1053 int loc_AmbientScale;
1054 int loc_DiffuseScale;
1055 int loc_SpecularScale;
1056 int loc_SpecularPower;
1058 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1059 int loc_OffsetMapping_Scale;
1061 int loc_AmbientColor;
1062 int loc_DiffuseColor;
1063 int loc_SpecularColor;
1065 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1066 int loc_DistortScaleRefractReflect;
1067 int loc_ScreenScaleRefractReflect;
1068 int loc_ScreenCenterRefractReflect;
1069 int loc_RefractColor;
1070 int loc_ReflectColor;
1071 int loc_ReflectFactor;
1072 int loc_ReflectOffset;
1074 r_glsl_permutation_t;
1076 // information about each possible shader permutation
1077 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1078 // currently selected permutation
1079 r_glsl_permutation_t *r_glsl_permutation;
1081 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1084 if (!filename || !filename[0])
1086 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1089 if (printfromdisknotice)
1090 Con_DPrint("from disk... ");
1091 return shaderstring;
1093 else if (!strcmp(filename, "glsl/default.glsl"))
1095 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1096 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1098 return shaderstring;
1101 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1104 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1105 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1106 int vertstrings_count = 0;
1107 int geomstrings_count = 0;
1108 int fragstrings_count = 0;
1109 char *vertexstring, *geometrystring, *fragmentstring;
1110 const char *vertstrings_list[32+3];
1111 const char *geomstrings_list[32+3];
1112 const char *fragstrings_list[32+3];
1113 char permutationname[256];
1120 permutationname[0] = 0;
1121 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1122 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1123 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1125 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1127 // the first pretext is which type of shader to compile as
1128 // (later these will all be bound together as a program object)
1129 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1130 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1131 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1133 // the second pretext is the mode (for example a light source)
1134 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1135 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1136 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1137 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1139 // now add all the permutation pretexts
1140 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1142 if (permutation & (1<<i))
1144 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1145 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1146 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1147 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1151 // keep line numbers correct
1152 vertstrings_list[vertstrings_count++] = "\n";
1153 geomstrings_list[geomstrings_count++] = "\n";
1154 fragstrings_list[fragstrings_count++] = "\n";
1158 // now append the shader text itself
1159 vertstrings_list[vertstrings_count++] = vertexstring;
1160 geomstrings_list[geomstrings_count++] = geometrystring;
1161 fragstrings_list[fragstrings_count++] = fragmentstring;
1163 // if any sources were NULL, clear the respective list
1165 vertstrings_count = 0;
1166 if (!geometrystring)
1167 geomstrings_count = 0;
1168 if (!fragmentstring)
1169 fragstrings_count = 0;
1171 // compile the shader program
1172 if (vertstrings_count + geomstrings_count + fragstrings_count)
1173 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1177 qglUseProgramObjectARB(p->program);CHECKGLERROR
1178 // look up all the uniform variable names we care about, so we don't
1179 // have to look them up every time we set them
1180 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1181 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1182 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1183 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1184 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1185 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1186 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1187 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1188 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1189 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1190 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1191 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1192 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1193 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1194 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1195 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1196 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1197 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1198 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1199 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1200 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1201 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1202 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1203 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1204 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1205 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1206 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1207 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1208 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1209 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1210 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1211 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1212 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1213 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1214 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1215 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1216 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1217 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1218 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1219 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1220 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1221 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1222 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1223 // initialize the samplers to refer to the texture units we use
1224 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1225 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1226 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1227 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1228 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1229 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1230 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1231 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1232 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1233 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1234 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1235 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1236 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1237 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1238 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1239 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1240 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1242 qglUseProgramObjectARB(0);CHECKGLERROR
1243 if (developer.integer)
1244 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1247 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1251 Mem_Free(vertexstring);
1253 Mem_Free(geometrystring);
1255 Mem_Free(fragmentstring);
1258 void R_GLSL_Restart_f(void)
1261 shaderpermutation_t permutation;
1262 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1263 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1264 if (r_glsl_permutations[mode][permutation].program)
1265 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1266 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1269 void R_GLSL_DumpShader_f(void)
1273 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1276 Con_Printf("failed to write to glsl/default.glsl\n");
1280 FS_Print(file, "// The engine may define the following macros:\n");
1281 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1282 for (i = 0;i < SHADERMODE_COUNT;i++)
1283 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1284 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1285 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1286 FS_Print(file, "\n");
1287 FS_Print(file, builtinshaderstring);
1290 Con_Printf("glsl/default.glsl written\n");
1293 extern rtexture_t *r_shadow_attenuationgradienttexture;
1294 extern rtexture_t *r_shadow_attenuation2dtexture;
1295 extern rtexture_t *r_shadow_attenuation3dtexture;
1296 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1298 // select a permutation of the lighting shader appropriate to this
1299 // combination of texture, entity, light source, and fogging, only use the
1300 // minimum features necessary to avoid wasting rendering time in the
1301 // fragment shader on features that are not being used
1302 unsigned int permutation = 0;
1303 shadermode_t mode = 0;
1304 r_glsl_permutation = NULL;
1305 // TODO: implement geometry-shader based shadow volumes someday
1306 if (r_glsl_offsetmapping.integer)
1308 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1309 if (r_glsl_offsetmapping_reliefmapping.integer)
1310 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1312 if (rsurfacepass == RSURFPASS_BACKGROUND)
1314 // distorted background
1315 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1316 mode = SHADERMODE_WATER;
1318 mode = SHADERMODE_REFRACTION;
1320 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1323 mode = SHADERMODE_LIGHTSOURCE;
1324 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1325 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1326 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1327 permutation |= SHADERPERMUTATION_CUBEFILTER;
1328 if (diffusescale > 0)
1329 permutation |= SHADERPERMUTATION_DIFFUSE;
1330 if (specularscale > 0)
1331 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1332 if (r_refdef.fogenabled)
1333 permutation |= SHADERPERMUTATION_FOG;
1334 if (rsurface.texture->colormapping)
1335 permutation |= SHADERPERMUTATION_COLORMAPPING;
1336 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1337 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1339 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1341 // unshaded geometry (fullbright or ambient model lighting)
1342 mode = SHADERMODE_FLATCOLOR;
1343 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1344 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1345 if (rsurface.texture->currentskinframe->glow)
1346 permutation |= SHADERPERMUTATION_GLOW;
1347 if (r_refdef.fogenabled)
1348 permutation |= SHADERPERMUTATION_FOG;
1349 if (rsurface.texture->colormapping)
1350 permutation |= SHADERPERMUTATION_COLORMAPPING;
1351 if (r_glsl_offsetmapping.integer)
1353 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1354 if (r_glsl_offsetmapping_reliefmapping.integer)
1355 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1357 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1358 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1359 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1360 permutation |= SHADERPERMUTATION_REFLECTION;
1362 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1364 // directional model lighting
1365 mode = SHADERMODE_LIGHTDIRECTION;
1366 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1367 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1368 if (rsurface.texture->currentskinframe->glow)
1369 permutation |= SHADERPERMUTATION_GLOW;
1370 permutation |= SHADERPERMUTATION_DIFFUSE;
1371 if (specularscale > 0)
1372 permutation |= SHADERPERMUTATION_SPECULAR;
1373 if (r_refdef.fogenabled)
1374 permutation |= SHADERPERMUTATION_FOG;
1375 if (rsurface.texture->colormapping)
1376 permutation |= SHADERPERMUTATION_COLORMAPPING;
1377 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1378 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1379 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1380 permutation |= SHADERPERMUTATION_REFLECTION;
1382 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1384 // ambient model lighting
1385 mode = SHADERMODE_LIGHTDIRECTION;
1386 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1387 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1388 if (rsurface.texture->currentskinframe->glow)
1389 permutation |= SHADERPERMUTATION_GLOW;
1390 if (r_refdef.fogenabled)
1391 permutation |= SHADERPERMUTATION_FOG;
1392 if (rsurface.texture->colormapping)
1393 permutation |= SHADERPERMUTATION_COLORMAPPING;
1394 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1395 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1396 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1397 permutation |= SHADERPERMUTATION_REFLECTION;
1402 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1404 // deluxemapping (light direction texture)
1405 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1406 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1408 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1409 permutation |= SHADERPERMUTATION_DIFFUSE;
1410 if (specularscale > 0)
1411 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1413 else if (r_glsl_deluxemapping.integer >= 2)
1415 // fake deluxemapping (uniform light direction in tangentspace)
1416 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1417 permutation |= SHADERPERMUTATION_DIFFUSE;
1418 if (specularscale > 0)
1419 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1421 else if (rsurface.uselightmaptexture)
1423 // ordinary lightmapping (q1bsp, q3bsp)
1424 mode = SHADERMODE_LIGHTMAP;
1428 // ordinary vertex coloring (q3bsp)
1429 mode = SHADERMODE_VERTEXCOLOR;
1431 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1432 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1433 if (rsurface.texture->currentskinframe->glow)
1434 permutation |= SHADERPERMUTATION_GLOW;
1435 if (r_refdef.fogenabled)
1436 permutation |= SHADERPERMUTATION_FOG;
1437 if (rsurface.texture->colormapping)
1438 permutation |= SHADERPERMUTATION_COLORMAPPING;
1439 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1440 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1441 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1442 permutation |= SHADERPERMUTATION_REFLECTION;
1444 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1445 if (!r_glsl_permutation->program)
1447 if (!r_glsl_permutation->compiled)
1448 R_GLSL_CompilePermutation(mode, permutation);
1449 if (!r_glsl_permutation->program)
1451 // remove features until we find a valid permutation
1453 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1455 // reduce i more quickly whenever it would not remove any bits
1456 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1457 if (!(permutation & j))
1460 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1461 if (!r_glsl_permutation->compiled)
1462 R_GLSL_CompilePermutation(mode, permutation);
1463 if (r_glsl_permutation->program)
1466 if (i >= SHADERPERMUTATION_COUNT)
1468 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1469 Cvar_SetValueQuick(&r_glsl, 0);
1470 return 0; // no bit left to clear
1475 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1476 if (mode == SHADERMODE_LIGHTSOURCE)
1478 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1479 if (permutation & SHADERPERMUTATION_DIFFUSE)
1481 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1482 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1483 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1484 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1488 // ambient only is simpler
1489 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1490 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1491 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1492 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1494 // additive passes are only darkened by fog, not tinted
1495 if (r_glsl_permutation->loc_FogColor >= 0)
1496 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1500 if (mode == SHADERMODE_LIGHTDIRECTION)
1502 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1503 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1504 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1505 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1509 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1510 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1511 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1513 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1514 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1515 // additive passes are only darkened by fog, not tinted
1516 if (r_glsl_permutation->loc_FogColor >= 0)
1518 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1519 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1521 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1523 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1524 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1525 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1526 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1527 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1528 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1529 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1531 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1533 // The formula used is actually:
1534 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1535 // color.rgb *= SceneBrightness;
1537 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1538 // and do [[calculations]] here in the engine
1539 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1540 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1543 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1544 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1545 if (r_glsl_permutation->loc_Color_Pants >= 0)
1547 if (rsurface.texture->currentskinframe->pants)
1548 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1550 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1552 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1554 if (rsurface.texture->currentskinframe->shirt)
1555 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1557 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1559 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1560 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1561 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1566 #define SKINFRAME_HASH 1024
1570 int loadsequence; // incremented each level change
1571 memexpandablearray_t array;
1572 skinframe_t *hash[SKINFRAME_HASH];
1576 void R_SkinFrame_PrepareForPurge(void)
1578 r_skinframe.loadsequence++;
1579 // wrap it without hitting zero
1580 if (r_skinframe.loadsequence >= 200)
1581 r_skinframe.loadsequence = 1;
1584 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1588 // mark the skinframe as used for the purging code
1589 skinframe->loadsequence = r_skinframe.loadsequence;
1592 void R_SkinFrame_Purge(void)
1596 for (i = 0;i < SKINFRAME_HASH;i++)
1598 for (s = r_skinframe.hash[i];s;s = s->next)
1600 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1602 if (s->merged == s->base)
1604 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1605 R_PurgeTexture(s->stain );s->stain = NULL;
1606 R_PurgeTexture(s->merged);s->merged = NULL;
1607 R_PurgeTexture(s->base );s->base = NULL;
1608 R_PurgeTexture(s->pants );s->pants = NULL;
1609 R_PurgeTexture(s->shirt );s->shirt = NULL;
1610 R_PurgeTexture(s->nmap );s->nmap = NULL;
1611 R_PurgeTexture(s->gloss );s->gloss = NULL;
1612 R_PurgeTexture(s->glow );s->glow = NULL;
1613 R_PurgeTexture(s->fog );s->fog = NULL;
1614 s->loadsequence = 0;
1620 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1622 char basename[MAX_QPATH];
1624 Image_StripImageExtension(name, basename, sizeof(basename));
1626 if( last == NULL ) {
1628 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1629 item = r_skinframe.hash[hashindex];
1634 // linearly search through the hash bucket
1635 for( ; item ; item = item->next ) {
1636 if( !strcmp( item->basename, basename ) ) {
1643 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1647 char basename[MAX_QPATH];
1649 Image_StripImageExtension(name, basename, sizeof(basename));
1651 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1652 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1653 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1657 rtexture_t *dyntexture;
1658 // check whether its a dynamic texture
1659 dyntexture = CL_GetDynTexture( basename );
1660 if (!add && !dyntexture)
1662 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1663 memset(item, 0, sizeof(*item));
1664 strlcpy(item->basename, basename, sizeof(item->basename));
1665 item->base = dyntexture; // either NULL or dyntexture handle
1666 item->textureflags = textureflags;
1667 item->comparewidth = comparewidth;
1668 item->compareheight = compareheight;
1669 item->comparecrc = comparecrc;
1670 item->next = r_skinframe.hash[hashindex];
1671 r_skinframe.hash[hashindex] = item;
1673 else if( item->base == NULL )
1675 rtexture_t *dyntexture;
1676 // check whether its a dynamic texture
1677 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1678 dyntexture = CL_GetDynTexture( basename );
1679 item->base = dyntexture; // either NULL or dyntexture handle
1682 R_SkinFrame_MarkUsed(item);
1686 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1688 // FIXME: it should be possible to disable loading various layers using
1689 // cvars, to prevent wasted loading time and memory usage if the user does
1691 qboolean loadnormalmap = true;
1692 qboolean loadgloss = true;
1693 qboolean loadpantsandshirt = true;
1694 qboolean loadglow = true;
1696 unsigned char *pixels;
1697 unsigned char *bumppixels;
1698 unsigned char *basepixels = NULL;
1699 int basepixels_width;
1700 int basepixels_height;
1701 skinframe_t *skinframe;
1703 if (cls.state == ca_dedicated)
1706 // return an existing skinframe if already loaded
1707 // if loading of the first image fails, don't make a new skinframe as it
1708 // would cause all future lookups of this to be missing
1709 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1710 if (skinframe && skinframe->base)
1713 basepixels = loadimagepixelsbgra(name, complain, true);
1714 if (basepixels == NULL)
1717 // we've got some pixels to store, so really allocate this new texture now
1719 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1720 skinframe->stain = NULL;
1721 skinframe->merged = NULL;
1722 skinframe->base = r_texture_notexture;
1723 skinframe->pants = NULL;
1724 skinframe->shirt = NULL;
1725 skinframe->nmap = r_texture_blanknormalmap;
1726 skinframe->gloss = NULL;
1727 skinframe->glow = NULL;
1728 skinframe->fog = NULL;
1730 basepixels_width = image_width;
1731 basepixels_height = image_height;
1732 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1734 if (textureflags & TEXF_ALPHA)
1736 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1737 if (basepixels[j] < 255)
1739 if (j < basepixels_width * basepixels_height * 4)
1741 // has transparent pixels
1742 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1743 for (j = 0;j < image_width * image_height * 4;j += 4)
1748 pixels[j+3] = basepixels[j+3];
1750 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1755 // _norm is the name used by tenebrae and has been adopted as standard
1758 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1760 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1764 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1766 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1767 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1768 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1770 Mem_Free(bumppixels);
1772 else if (r_shadow_bumpscale_basetexture.value > 0)
1774 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1775 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1776 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1780 // _luma is supported for tenebrae compatibility
1781 // (I think it's a very stupid name, but oh well)
1782 // _glow is the preferred name
1783 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1784 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1785 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1786 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1789 Mem_Free(basepixels);
1794 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1799 for (i = 0;i < width*height;i++)
1800 if (((unsigned char *)&palette[in[i]])[3] > 0)
1802 if (i == width*height)
1805 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1808 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1809 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1812 unsigned char *temp1, *temp2;
1813 skinframe_t *skinframe;
1815 if (cls.state == ca_dedicated)
1818 // if already loaded just return it, otherwise make a new skinframe
1819 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1820 if (skinframe && skinframe->base)
1823 skinframe->stain = NULL;
1824 skinframe->merged = NULL;
1825 skinframe->base = r_texture_notexture;
1826 skinframe->pants = NULL;
1827 skinframe->shirt = NULL;
1828 skinframe->nmap = r_texture_blanknormalmap;
1829 skinframe->gloss = NULL;
1830 skinframe->glow = NULL;
1831 skinframe->fog = NULL;
1833 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1837 if (r_shadow_bumpscale_basetexture.value > 0)
1839 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1840 temp2 = temp1 + width * height * 4;
1841 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1842 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1845 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1846 if (textureflags & TEXF_ALPHA)
1848 for (i = 3;i < width * height * 4;i += 4)
1849 if (skindata[i] < 255)
1851 if (i < width * height * 4)
1853 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1854 memcpy(fogpixels, skindata, width * height * 4);
1855 for (i = 0;i < width * height * 4;i += 4)
1856 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1857 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1858 Mem_Free(fogpixels);
1865 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1868 unsigned char *temp1, *temp2;
1869 skinframe_t *skinframe;
1871 if (cls.state == ca_dedicated)
1874 // if already loaded just return it, otherwise make a new skinframe
1875 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1876 if (skinframe && skinframe->base)
1879 skinframe->stain = NULL;
1880 skinframe->merged = NULL;
1881 skinframe->base = r_texture_notexture;
1882 skinframe->pants = NULL;
1883 skinframe->shirt = NULL;
1884 skinframe->nmap = r_texture_blanknormalmap;
1885 skinframe->gloss = NULL;
1886 skinframe->glow = NULL;
1887 skinframe->fog = NULL;
1889 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1893 if (r_shadow_bumpscale_basetexture.value > 0)
1895 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1896 temp2 = temp1 + width * height * 4;
1897 // use either a custom palette or the quake palette
1898 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1899 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1900 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1903 // use either a custom palette, or the quake palette
1904 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
1905 if (loadglowtexture)
1906 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1907 if (loadpantsandshirt)
1909 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1910 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1912 if (skinframe->pants || skinframe->shirt)
1913 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
1914 if (textureflags & TEXF_ALPHA)
1916 for (i = 0;i < width * height;i++)
1917 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1919 if (i < width * height)
1920 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1926 skinframe_t *R_SkinFrame_LoadMissing(void)
1928 skinframe_t *skinframe;
1930 if (cls.state == ca_dedicated)
1933 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1934 skinframe->stain = NULL;
1935 skinframe->merged = NULL;
1936 skinframe->base = r_texture_notexture;
1937 skinframe->pants = NULL;
1938 skinframe->shirt = NULL;
1939 skinframe->nmap = r_texture_blanknormalmap;
1940 skinframe->gloss = NULL;
1941 skinframe->glow = NULL;
1942 skinframe->fog = NULL;
1947 void gl_main_start(void)
1949 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1950 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1952 // set up r_skinframe loading system for textures
1953 memset(&r_skinframe, 0, sizeof(r_skinframe));
1954 r_skinframe.loadsequence = 1;
1955 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1957 r_main_texturepool = R_AllocTexturePool();
1958 R_BuildBlankTextures();
1960 if (gl_texturecubemap)
1963 R_BuildNormalizationCube();
1965 r_texture_fogattenuation = NULL;
1966 //r_texture_fogintensity = NULL;
1967 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1968 memset(&r_waterstate, 0, sizeof(r_waterstate));
1969 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1970 memset(&r_svbsp, 0, sizeof (r_svbsp));
1972 r_refdef.fogmasktable_density = 0;
1975 void gl_main_shutdown(void)
1977 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1978 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1980 // clear out the r_skinframe state
1981 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1982 memset(&r_skinframe, 0, sizeof(r_skinframe));
1985 Mem_Free(r_svbsp.nodes);
1986 memset(&r_svbsp, 0, sizeof (r_svbsp));
1987 R_FreeTexturePool(&r_main_texturepool);
1988 r_texture_blanknormalmap = NULL;
1989 r_texture_white = NULL;
1990 r_texture_grey128 = NULL;
1991 r_texture_black = NULL;
1992 r_texture_whitecube = NULL;
1993 r_texture_normalizationcube = NULL;
1994 r_texture_fogattenuation = NULL;
1995 //r_texture_fogintensity = NULL;
1996 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1997 memset(&r_waterstate, 0, sizeof(r_waterstate));
2001 extern void CL_ParseEntityLump(char *entitystring);
2002 void gl_main_newmap(void)
2004 // FIXME: move this code to client
2006 char *entities, entname[MAX_QPATH];
2009 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2010 l = (int)strlen(entname) - 4;
2011 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2013 memcpy(entname + l, ".ent", 5);
2014 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2016 CL_ParseEntityLump(entities);
2021 if (cl.worldmodel->brush.entities)
2022 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2026 void GL_Main_Init(void)
2028 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2030 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2031 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2032 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2033 if (gamemode == GAME_NEHAHRA)
2035 Cvar_RegisterVariable (&gl_fogenable);
2036 Cvar_RegisterVariable (&gl_fogdensity);
2037 Cvar_RegisterVariable (&gl_fogred);
2038 Cvar_RegisterVariable (&gl_foggreen);
2039 Cvar_RegisterVariable (&gl_fogblue);
2040 Cvar_RegisterVariable (&gl_fogstart);
2041 Cvar_RegisterVariable (&gl_fogend);
2042 Cvar_RegisterVariable (&gl_skyclip);
2044 Cvar_RegisterVariable(&r_depthfirst);
2045 Cvar_RegisterVariable(&r_nearclip);
2046 Cvar_RegisterVariable(&r_showbboxes);
2047 Cvar_RegisterVariable(&r_showsurfaces);
2048 Cvar_RegisterVariable(&r_showtris);
2049 Cvar_RegisterVariable(&r_shownormals);
2050 Cvar_RegisterVariable(&r_showlighting);
2051 Cvar_RegisterVariable(&r_showshadowvolumes);
2052 Cvar_RegisterVariable(&r_showcollisionbrushes);
2053 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2054 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2055 Cvar_RegisterVariable(&r_showdisabledepthtest);
2056 Cvar_RegisterVariable(&r_drawportals);
2057 Cvar_RegisterVariable(&r_drawentities);
2058 Cvar_RegisterVariable(&r_cullentities_trace);
2059 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2060 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2061 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2062 Cvar_RegisterVariable(&r_drawviewmodel);
2063 Cvar_RegisterVariable(&r_speeds);
2064 Cvar_RegisterVariable(&r_fullbrights);
2065 Cvar_RegisterVariable(&r_wateralpha);
2066 Cvar_RegisterVariable(&r_dynamic);
2067 Cvar_RegisterVariable(&r_fullbright);
2068 Cvar_RegisterVariable(&r_shadows);
2069 Cvar_RegisterVariable(&r_shadows_throwdistance);
2070 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2071 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2072 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2073 Cvar_RegisterVariable(&r_fog_exp2);
2074 Cvar_RegisterVariable(&r_textureunits);
2075 Cvar_RegisterVariable(&r_glsl);
2076 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2077 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2078 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2079 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2080 Cvar_RegisterVariable(&r_water);
2081 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2082 Cvar_RegisterVariable(&r_water_clippingplanebias);
2083 Cvar_RegisterVariable(&r_water_refractdistort);
2084 Cvar_RegisterVariable(&r_water_reflectdistort);
2085 Cvar_RegisterVariable(&r_lerpsprites);
2086 Cvar_RegisterVariable(&r_lerpmodels);
2087 Cvar_RegisterVariable(&r_lerplightstyles);
2088 Cvar_RegisterVariable(&r_waterscroll);
2089 Cvar_RegisterVariable(&r_bloom);
2090 Cvar_RegisterVariable(&r_bloom_colorscale);
2091 Cvar_RegisterVariable(&r_bloom_brighten);
2092 Cvar_RegisterVariable(&r_bloom_blur);
2093 Cvar_RegisterVariable(&r_bloom_resolution);
2094 Cvar_RegisterVariable(&r_bloom_colorexponent);
2095 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2096 Cvar_RegisterVariable(&r_hdr);
2097 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2098 Cvar_RegisterVariable(&r_glsl_contrastboost);
2099 Cvar_RegisterVariable(&r_hdr_glowintensity);
2100 Cvar_RegisterVariable(&r_hdr_range);
2101 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2102 Cvar_RegisterVariable(&developer_texturelogging);
2103 Cvar_RegisterVariable(&gl_lightmaps);
2104 Cvar_RegisterVariable(&r_test);
2105 Cvar_RegisterVariable(&r_batchmode);
2106 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2107 Cvar_SetValue("r_fullbrights", 0);
2108 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2110 Cvar_RegisterVariable(&r_track_sprites);
2111 Cvar_RegisterVariable(&r_track_sprites_flags);
2112 Cvar_RegisterVariable(&r_track_sprites_scalew);
2113 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2116 extern void R_Textures_Init(void);
2117 extern void GL_Draw_Init(void);
2118 extern void GL_Main_Init(void);
2119 extern void R_Shadow_Init(void);
2120 extern void R_Sky_Init(void);
2121 extern void GL_Surf_Init(void);
2122 extern void R_Particles_Init(void);
2123 extern void R_Explosion_Init(void);
2124 extern void gl_backend_init(void);
2125 extern void Sbar_Init(void);
2126 extern void R_LightningBeams_Init(void);
2127 extern void Mod_RenderInit(void);
2129 void Render_Init(void)
2141 R_LightningBeams_Init();
2150 extern char *ENGINE_EXTENSIONS;
2153 VID_CheckExtensions();
2155 // LordHavoc: report supported extensions
2156 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2158 // clear to black (loading plaque will be seen over this)
2160 qglClearColor(0,0,0,1);CHECKGLERROR
2161 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2164 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2168 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2170 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2173 p = r_refdef.view.frustum + i;
2178 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2182 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2186 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2190 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2194 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2198 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2202 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2206 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2214 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2218 for (i = 0;i < numplanes;i++)
2225 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2229 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2233 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2237 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2241 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2245 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2249 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2253 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2261 //==================================================================================
2263 static void R_View_UpdateEntityVisible (void)
2266 entity_render_t *ent;
2268 if (!r_drawentities.integer)
2271 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2272 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2274 // worldmodel can check visibility
2275 for (i = 0;i < r_refdef.scene.numentities;i++)
2277 ent = r_refdef.scene.entities[i];
2278 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2281 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2283 for (i = 0;i < r_refdef.scene.numentities;i++)
2285 ent = r_refdef.scene.entities[i];
2286 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2288 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2289 ent->last_trace_visibility = realtime;
2290 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2291 r_refdef.viewcache.entityvisible[i] = 0;
2298 // no worldmodel or it can't check visibility
2299 for (i = 0;i < r_refdef.scene.numentities;i++)
2301 ent = r_refdef.scene.entities[i];
2302 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2307 // only used if skyrendermasked, and normally returns false
2308 int R_DrawBrushModelsSky (void)
2311 entity_render_t *ent;
2313 if (!r_drawentities.integer)
2317 for (i = 0;i < r_refdef.scene.numentities;i++)
2319 if (!r_refdef.viewcache.entityvisible[i])
2321 ent = r_refdef.scene.entities[i];
2322 if (!ent->model || !ent->model->DrawSky)
2324 ent->model->DrawSky(ent);
2330 static void R_DrawNoModel(entity_render_t *ent);
2331 static void R_DrawModels(void)
2334 entity_render_t *ent;
2336 if (!r_drawentities.integer)
2339 for (i = 0;i < r_refdef.scene.numentities;i++)
2341 if (!r_refdef.viewcache.entityvisible[i])
2343 ent = r_refdef.scene.entities[i];
2344 r_refdef.stats.entities++;
2345 if (ent->model && ent->model->Draw != NULL)
2346 ent->model->Draw(ent);
2352 static void R_DrawModelsDepth(void)
2355 entity_render_t *ent;
2357 if (!r_drawentities.integer)
2360 for (i = 0;i < r_refdef.scene.numentities;i++)
2362 if (!r_refdef.viewcache.entityvisible[i])
2364 ent = r_refdef.scene.entities[i];
2365 if (ent->model && ent->model->DrawDepth != NULL)
2366 ent->model->DrawDepth(ent);
2370 static void R_DrawModelsDebug(void)
2373 entity_render_t *ent;
2375 if (!r_drawentities.integer)
2378 for (i = 0;i < r_refdef.scene.numentities;i++)
2380 if (!r_refdef.viewcache.entityvisible[i])
2382 ent = r_refdef.scene.entities[i];
2383 if (ent->model && ent->model->DrawDebug != NULL)
2384 ent->model->DrawDebug(ent);
2388 static void R_DrawModelsAddWaterPlanes(void)
2391 entity_render_t *ent;
2393 if (!r_drawentities.integer)
2396 for (i = 0;i < r_refdef.scene.numentities;i++)
2398 if (!r_refdef.viewcache.entityvisible[i])
2400 ent = r_refdef.scene.entities[i];
2401 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2402 ent->model->DrawAddWaterPlanes(ent);
2406 static void R_View_SetFrustum(void)
2409 double slopex, slopey;
2411 // break apart the view matrix into vectors for various purposes
2412 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
2413 VectorNegate(r_refdef.view.left, r_refdef.view.right);
2416 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2417 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2418 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2419 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2420 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2421 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2422 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2423 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2424 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2425 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2426 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2427 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2431 zNear = r_refdef.nearclip;
2432 nudge = 1.0 - 1.0 / (1<<23);
2433 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2434 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2435 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2436 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2437 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2438 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2439 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2440 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2446 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2447 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2448 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2449 r_refdef.view.frustum[0].dist = m[15] - m[12];
2451 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2452 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2453 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2454 r_refdef.view.frustum[1].dist = m[15] + m[12];
2456 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2457 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2458 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2459 r_refdef.view.frustum[2].dist = m[15] - m[13];
2461 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2462 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2463 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2464 r_refdef.view.frustum[3].dist = m[15] + m[13];
2466 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2467 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2468 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2469 r_refdef.view.frustum[4].dist = m[15] - m[14];
2471 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2472 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2473 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2474 r_refdef.view.frustum[5].dist = m[15] + m[14];
2477 if (r_refdef.view.useperspective)
2479 slopex = 1.0 / r_refdef.view.frustum_x;
2480 slopey = 1.0 / r_refdef.view.frustum_y;
2481 VectorMA(r_refdef.view.forward, -slopex, r_refdef.view.left, r_refdef.view.frustum[0].normal);
2482 VectorMA(r_refdef.view.forward, slopex, r_refdef.view.left, r_refdef.view.frustum[1].normal);
2483 VectorMA(r_refdef.view.forward, -slopey, r_refdef.view.up , r_refdef.view.frustum[2].normal);
2484 VectorMA(r_refdef.view.forward, slopey, r_refdef.view.up , r_refdef.view.frustum[3].normal);
2485 VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
2487 // Leaving those out was a mistake, those were in the old code, and they
2488 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2489 // I couldn't reproduce it after adding those normalizations. --blub
2490 VectorNormalize(r_refdef.view.frustum[0].normal);
2491 VectorNormalize(r_refdef.view.frustum[1].normal);
2492 VectorNormalize(r_refdef.view.frustum[2].normal);
2493 VectorNormalize(r_refdef.view.frustum[3].normal);
2495 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2496 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[0]);
2497 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, 1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[1]);
2498 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left, 1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[2]);
2499 VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, 1024 * slopex, r_refdef.view.left, 1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[3]);
2501 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2502 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2503 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2504 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2505 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2509 VectorScale(r_refdef.view.left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2510 VectorScale(r_refdef.view.left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2511 VectorScale(r_refdef.view.up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2512 VectorScale(r_refdef.view.up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2513 VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
2514 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2515 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2516 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2517 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2518 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2520 r_refdef.view.numfrustumplanes = 5;
2522 if (r_refdef.view.useclipplane)
2524 r_refdef.view.numfrustumplanes = 6;
2525 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2528 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2529 PlaneClassify(r_refdef.view.frustum + i);
2531 // LordHavoc: note to all quake engine coders, Quake had a special case
2532 // for 90 degrees which assumed a square view (wrong), so I removed it,
2533 // Quake2 has it disabled as well.
2535 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2536 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, r_refdef.view.up, r_refdef.view.forward, -(90 - r_refdef.fov_x / 2));
2537 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2538 //PlaneClassify(&frustum[0]);
2540 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2541 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, r_refdef.view.up, r_refdef.view.forward, (90 - r_refdef.fov_x / 2));
2542 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2543 //PlaneClassify(&frustum[1]);
2545 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2546 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, r_refdef.view.left, r_refdef.view.forward, -(90 - r_refdef.fov_y / 2));
2547 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2548 //PlaneClassify(&frustum[2]);
2550 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2551 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, r_refdef.view.left, r_refdef.view.forward, (90 - r_refdef.fov_y / 2));
2552 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2553 //PlaneClassify(&frustum[3]);
2556 //VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal);
2557 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2558 //PlaneClassify(&frustum[4]);
2561 void R_View_Update(void)
2563 R_View_SetFrustum();
2564 R_View_WorldVisibility(r_refdef.view.useclipplane);
2565 R_View_UpdateEntityVisible();
2568 void R_SetupView(void)
2570 if (!r_refdef.view.useperspective)
2571 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2572 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2573 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2575 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2577 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2579 if (r_refdef.view.useclipplane)
2581 // LordHavoc: couldn't figure out how to make this approach the
2582 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2583 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2584 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2585 dist = r_refdef.view.clipplane.dist;
2586 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2590 void R_ResetViewRendering2D(void)
2592 if (gl_support_fragment_shader)
2594 qglUseProgramObjectARB(0);CHECKGLERROR
2599 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2600 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2601 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2602 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2603 GL_Color(1, 1, 1, 1);
2604 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2605 GL_BlendFunc(GL_ONE, GL_ZERO);
2606 GL_AlphaTest(false);
2607 GL_ScissorTest(false);
2608 GL_DepthMask(false);
2609 GL_DepthRange(0, 1);
2610 GL_DepthTest(false);
2611 R_Mesh_Matrix(&identitymatrix);
2612 R_Mesh_ResetTextureState();
2613 GL_PolygonOffset(0, 0);
2614 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2615 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2616 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2617 qglStencilMask(~0);CHECKGLERROR
2618 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2619 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2620 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2623 void R_ResetViewRendering3D(void)
2625 if (gl_support_fragment_shader)
2627 qglUseProgramObjectARB(0);CHECKGLERROR
2632 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2633 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2635 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2636 GL_Color(1, 1, 1, 1);
2637 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2638 GL_BlendFunc(GL_ONE, GL_ZERO);
2639 GL_AlphaTest(false);
2640 GL_ScissorTest(true);
2642 GL_DepthRange(0, 1);
2644 R_Mesh_Matrix(&identitymatrix);
2645 R_Mesh_ResetTextureState();
2646 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2647 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2648 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2649 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2650 qglStencilMask(~0);CHECKGLERROR
2651 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2652 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2653 GL_CullFace(r_refdef.view.cullface_back);
2657 R_Bloom_SetupShader(
2659 "// written by Forest 'LordHavoc' Hale\n"
2661 "// common definitions between vertex shader and fragment shader:\n"
2663 "#ifdef __GLSL_CG_DATA_TYPES\n"
2664 "#define myhalf half\n"
2665 "#define myhalf2 half2\n"
2666 "#define myhalf3 half3\n"
2667 "#define myhalf4 half4\n"
2669 "#define myhalf float\n"
2670 "#define myhalf2 vec2\n"
2671 "#define myhalf3 vec3\n"
2672 "#define myhalf4 vec4\n"
2675 "varying vec2 ScreenTexCoord;\n"
2676 "varying vec2 BloomTexCoord;\n"
2681 "// vertex shader specific:\n"
2682 "#ifdef VERTEX_SHADER\n"
2686 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2687 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2688 " // transform vertex to camera space, using ftransform to match non-VS\n"
2690 " gl_Position = ftransform();\n"
2693 "#endif // VERTEX_SHADER\n"
2698 "// fragment shader specific:\n"
2699 "#ifdef FRAGMENT_SHADER\n"
2704 " myhalf3 color = myhalf3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2705 " for (x = -BLUR_X;x <= BLUR_X;x++)
2706 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2707 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2708 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2709 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2711 " gl_FragColor = vec4(color);\n"
2714 "#endif // FRAGMENT_SHADER\n"
2717 void R_RenderScene(qboolean addwaterplanes);
2719 static void R_Water_StartFrame(void)
2722 int waterwidth, waterheight, texturewidth, textureheight;
2723 r_waterstate_waterplane_t *p;
2725 // set waterwidth and waterheight to the water resolution that will be
2726 // used (often less than the screen resolution for faster rendering)
2727 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2728 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2730 // calculate desired texture sizes
2731 // can't use water if the card does not support the texture size
2732 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2733 texturewidth = textureheight = waterwidth = waterheight = 0;
2734 else if (gl_support_arb_texture_non_power_of_two)
2736 texturewidth = waterwidth;
2737 textureheight = waterheight;
2741 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2742 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2745 // allocate textures as needed
2746 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2748 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2749 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2751 if (p->texture_refraction)
2752 R_FreeTexture(p->texture_refraction);
2753 p->texture_refraction = NULL;
2754 if (p->texture_reflection)
2755 R_FreeTexture(p->texture_reflection);
2756 p->texture_reflection = NULL;
2758 memset(&r_waterstate, 0, sizeof(r_waterstate));
2759 r_waterstate.waterwidth = waterwidth;
2760 r_waterstate.waterheight = waterheight;
2761 r_waterstate.texturewidth = texturewidth;
2762 r_waterstate.textureheight = textureheight;
2765 if (r_waterstate.waterwidth)
2767 r_waterstate.enabled = true;
2769 // set up variables that will be used in shader setup
2770 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2771 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2772 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2773 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2776 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2777 r_waterstate.numwaterplanes = 0;
2780 static void R_Water_AddWaterPlane(msurface_t *surface)
2782 int triangleindex, planeindex;
2787 r_waterstate_waterplane_t *p;
2788 // just use the first triangle with a valid normal for any decisions
2789 VectorClear(normal);
2790 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2792 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2793 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2794 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2795 TriangleNormal(vert[0], vert[1], vert[2], normal);
2796 if (VectorLength2(normal) >= 0.001)
2800 // find a matching plane if there is one
2801 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2802 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2804 if (planeindex >= r_waterstate.maxwaterplanes)
2805 return; // nothing we can do, out of planes
2807 // if this triangle does not fit any known plane rendered this frame, add one
2808 if (planeindex >= r_waterstate.numwaterplanes)
2810 // store the new plane
2811 r_waterstate.numwaterplanes++;
2812 VectorCopy(normal, p->plane.normal);
2813 VectorNormalize(p->plane.normal);
2814 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2815 PlaneClassify(&p->plane);
2816 // flip the plane if it does not face the viewer
2817 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2819 VectorNegate(p->plane.normal, p->plane.normal);
2820 p->plane.dist *= -1;
2821 PlaneClassify(&p->plane);
2823 // clear materialflags and pvs
2824 p->materialflags = 0;
2825 p->pvsvalid = false;
2827 // merge this surface's materialflags into the waterplane
2828 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2829 // merge this surface's PVS into the waterplane
2830 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2831 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2832 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2834 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2839 static void R_Water_ProcessPlanes(void)
2841 r_refdef_view_t originalview;
2843 r_waterstate_waterplane_t *p;
2845 originalview = r_refdef.view;
2847 // make sure enough textures are allocated
2848 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2850 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2852 if (!p->texture_refraction)
2853 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2854 if (!p->texture_refraction)
2858 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2860 if (!p->texture_reflection)
2861 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2862 if (!p->texture_reflection)
2868 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2870 r_refdef.view.showdebug = false;
2871 r_refdef.view.width = r_waterstate.waterwidth;
2872 r_refdef.view.height = r_waterstate.waterheight;
2873 r_refdef.view.useclipplane = true;
2874 r_waterstate.renderingscene = true;
2876 // render the normal view scene and copy into texture
2877 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
2878 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2880 r_refdef.view.clipplane = p->plane;
2881 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
2882 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
2883 PlaneClassify(&r_refdef.view.clipplane);
2885 R_RenderScene(false);
2887 // copy view into the screen texture
2888 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2889 GL_ActiveTexture(0);
2891 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2894 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2896 // render reflected scene and copy into texture
2897 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2898 r_refdef.view.clipplane = p->plane;
2899 // reverse the cullface settings for this render
2900 r_refdef.view.cullface_front = GL_FRONT;
2901 r_refdef.view.cullface_back = GL_BACK;
2902 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
2904 r_refdef.view.usecustompvs = true;
2906 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2908 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2911 R_ResetViewRendering3D();
2912 R_ClearScreen(r_refdef.fogenabled);
2913 if (r_timereport_active)
2914 R_TimeReport("viewclear");
2916 R_RenderScene(false);
2918 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2919 GL_ActiveTexture(0);
2921 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2923 R_ResetViewRendering3D();
2924 R_ClearScreen(r_refdef.fogenabled);
2925 if (r_timereport_active)
2926 R_TimeReport("viewclear");
2929 r_refdef.view = originalview;
2930 r_refdef.view.clear = true;
2931 r_waterstate.renderingscene = false;
2935 r_refdef.view = originalview;
2936 r_waterstate.renderingscene = false;
2937 Cvar_SetValueQuick(&r_water, 0);
2938 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
2942 void R_Bloom_StartFrame(void)
2944 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2946 // set bloomwidth and bloomheight to the bloom resolution that will be
2947 // used (often less than the screen resolution for faster rendering)
2948 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
2949 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
2950 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
2952 // calculate desired texture sizes
2953 if (gl_support_arb_texture_non_power_of_two)
2955 screentexturewidth = r_refdef.view.width;
2956 screentextureheight = r_refdef.view.height;
2957 bloomtexturewidth = r_bloomstate.bloomwidth;
2958 bloomtextureheight = r_bloomstate.bloomheight;
2962 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2963 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2964 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2965 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2970 screentexturewidth = screentextureheight = 0;
2972 else if (r_bloom.integer)
2977 screentexturewidth = screentextureheight = 0;
2978 bloomtexturewidth = bloomtextureheight = 0;
2981 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2983 // can't use bloom if the parameters are too weird
2984 // can't use bloom if the card does not support the texture size
2985 if (r_bloomstate.texture_screen)
2986 R_FreeTexture(r_bloomstate.texture_screen);
2987 if (r_bloomstate.texture_bloom)
2988 R_FreeTexture(r_bloomstate.texture_bloom);
2989 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2993 r_bloomstate.enabled = true;
2994 r_bloomstate.hdr = r_hdr.integer != 0;
2996 // allocate textures as needed
2997 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2999 if (r_bloomstate.texture_screen)
3000 R_FreeTexture(r_bloomstate.texture_screen);
3001 r_bloomstate.texture_screen = NULL;
3002 r_bloomstate.screentexturewidth = screentexturewidth;
3003 r_bloomstate.screentextureheight = screentextureheight;
3004 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3005 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3007 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3009 if (r_bloomstate.texture_bloom)
3010 R_FreeTexture(r_bloomstate.texture_bloom);
3011 r_bloomstate.texture_bloom = NULL;
3012 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3013 r_bloomstate.bloomtextureheight = bloomtextureheight;
3014 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3015 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3018 // set up a texcoord array for the full resolution screen image
3019 // (we have to keep this around to copy back during final render)
3020 r_bloomstate.screentexcoord2f[0] = 0;
3021 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3022 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3023 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3024 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3025 r_bloomstate.screentexcoord2f[5] = 0;
3026 r_bloomstate.screentexcoord2f[6] = 0;
3027 r_bloomstate.screentexcoord2f[7] = 0;
3029 // set up a texcoord array for the reduced resolution bloom image
3030 // (which will be additive blended over the screen image)
3031 r_bloomstate.bloomtexcoord2f[0] = 0;
3032 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3033 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3034 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3035 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3036 r_bloomstate.bloomtexcoord2f[5] = 0;
3037 r_bloomstate.bloomtexcoord2f[6] = 0;
3038 r_bloomstate.bloomtexcoord2f[7] = 0;
3041 void R_Bloom_CopyScreenTexture(float colorscale)
3043 r_refdef.stats.bloom++;
3045 R_ResetViewRendering2D();
3046 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3047 R_Mesh_ColorPointer(NULL, 0, 0);
3048 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3049 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3051 // copy view into the screen texture
3052 GL_ActiveTexture(0);
3054 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3055 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3057 // now scale it down to the bloom texture size
3059 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3060 GL_BlendFunc(GL_ONE, GL_ZERO);
3061 GL_Color(colorscale, colorscale, colorscale, 1);
3062 // TODO: optimize with multitexture or GLSL
3063 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3064 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3066 // we now have a bloom image in the framebuffer
3067 // copy it into the bloom image texture for later processing
3068 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3069 GL_ActiveTexture(0);
3071 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3072 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3075 void R_Bloom_CopyHDRTexture(void)
3077 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3078 GL_ActiveTexture(0);
3080 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3081 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3084 void R_Bloom_MakeTexture(void)
3087 float xoffset, yoffset, r, brighten;
3089 r_refdef.stats.bloom++;
3091 R_ResetViewRendering2D();
3092 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3093 R_Mesh_ColorPointer(NULL, 0, 0);
3095 // we have a bloom image in the framebuffer
3097 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3099 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3102 r = bound(0, r_bloom_colorexponent.value / x, 1);
3103 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3104 GL_Color(r, r, r, 1);
3105 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3106 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3107 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3108 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3110 // copy the vertically blurred bloom view to a texture
3111 GL_ActiveTexture(0);
3113 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3114 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3117 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3118 brighten = r_bloom_brighten.value;
3120 brighten *= r_hdr_range.value;
3121 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3122 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3124 for (dir = 0;dir < 2;dir++)
3126 // blend on at multiple vertical offsets to achieve a vertical blur
3127 // TODO: do offset blends using GLSL
3128 GL_BlendFunc(GL_ONE, GL_ZERO);
3129 for (x = -range;x <= range;x++)
3131 if (!dir){xoffset = 0;yoffset = x;}
3132 else {xoffset = x;yoffset = 0;}
3133 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3134 yoffset /= (float)r_bloomstate.bloomtextureheight;
3135 // compute a texcoord array with the specified x and y offset
3136 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3137 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3138 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3139 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3140 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3141 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3142 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3143 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3144 // this r value looks like a 'dot' particle, fading sharply to
3145 // black at the edges
3146 // (probably not realistic but looks good enough)
3147 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3148 //r = (dir ? 1.0f : brighten)/(range*2+1);
3149 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3150 GL_Color(r, r, r, 1);
3151 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3152 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3153 GL_BlendFunc(GL_ONE, GL_ONE);
3156 // copy the vertically blurred bloom view to a texture
3157 GL_ActiveTexture(0);
3159 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3160 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3163 // apply subtract last
3164 // (just like it would be in a GLSL shader)
3165 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3167 GL_BlendFunc(GL_ONE, GL_ZERO);
3168 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3169 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3170 GL_Color(1, 1, 1, 1);
3171 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3172 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3174 GL_BlendFunc(GL_ONE, GL_ONE);
3175 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3176 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3177 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3178 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3179 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3180 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3181 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3183 // copy the darkened bloom view to a texture
3184 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3185 GL_ActiveTexture(0);
3187 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3188 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3192 void R_HDR_RenderBloomTexture(void)
3194 int oldwidth, oldheight;
3195 float oldcolorscale;
3197 oldcolorscale = r_refdef.view.colorscale;
3198 oldwidth = r_refdef.view.width;
3199 oldheight = r_refdef.view.height;
3200 r_refdef.view.width = r_bloomstate.bloomwidth;
3201 r_refdef.view.height = r_bloomstate.bloomheight;
3203 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3204 // TODO: add exposure compensation features
3205 // TODO: add fp16 framebuffer support
3207 r_refdef.view.showdebug = false;
3208 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3210 R_ClearScreen(r_refdef.fogenabled);
3211 if (r_timereport_active)
3212 R_TimeReport("HDRclear");
3214 r_waterstate.numwaterplanes = 0;
3215 R_RenderScene(r_waterstate.enabled);
3216 r_refdef.view.showdebug = true;
3218 R_ResetViewRendering2D();
3220 R_Bloom_CopyHDRTexture();
3221 R_Bloom_MakeTexture();
3223 // restore the view settings
3224 r_refdef.view.width = oldwidth;
3225 r_refdef.view.height = oldheight;
3226 r_refdef.view.colorscale = oldcolorscale;
3228 R_ResetViewRendering3D();
3230 R_ClearScreen(r_refdef.fogenabled);
3231 if (r_timereport_active)
3232 R_TimeReport("viewclear");
3235 static void R_BlendView(void)
3237 if (r_bloomstate.enabled && r_bloomstate.hdr)
3239 // render high dynamic range bloom effect
3240 // the bloom texture was made earlier this render, so we just need to
3241 // blend it onto the screen...
3242 R_ResetViewRendering2D();
3243 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3244 R_Mesh_ColorPointer(NULL, 0, 0);
3245 GL_Color(1, 1, 1, 1);
3246 GL_BlendFunc(GL_ONE, GL_ONE);
3247 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3248 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3249 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3250 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3252 else if (r_bloomstate.enabled)
3254 // render simple bloom effect
3255 // copy the screen and shrink it and darken it for the bloom process
3256 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3257 // make the bloom texture
3258 R_Bloom_MakeTexture();
3259 // put the original screen image back in place and blend the bloom
3261 R_ResetViewRendering2D();
3262 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3263 R_Mesh_ColorPointer(NULL, 0, 0);
3264 GL_Color(1, 1, 1, 1);
3265 GL_BlendFunc(GL_ONE, GL_ZERO);
3266 // do both in one pass if possible
3267 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3268 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3269 if (r_textureunits.integer >= 2 && gl_combine.integer)
3271 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3272 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3273 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3277 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3278 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3279 // now blend on the bloom texture
3280 GL_BlendFunc(GL_ONE, GL_ONE);
3281 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3282 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3284 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3285 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3287 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3289 // apply a color tint to the whole view
3290 R_ResetViewRendering2D();
3291 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3292 R_Mesh_ColorPointer(NULL, 0, 0);
3293 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3294 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3295 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3299 void R_RenderScene(qboolean addwaterplanes);
3301 matrix4x4_t r_waterscrollmatrix;
3303 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3305 if (r_refdef.fog_density)
3307 r_refdef.fogcolor[0] = r_refdef.fog_red;
3308 r_refdef.fogcolor[1] = r_refdef.fog_green;
3309 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3313 VectorCopy(r_refdef.fogcolor, fogvec);
3314 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3316 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3317 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3318 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3319 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3321 // color.rgb *= ContrastBoost * SceneBrightness;
3322 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3323 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3324 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3325 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3330 void R_UpdateVariables(void)
3334 r_refdef.farclip = 4096;
3335 if (r_refdef.scene.worldmodel)
3336 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3337 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3339 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3340 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3341 r_refdef.polygonfactor = 0;
3342 r_refdef.polygonoffset = 0;
3343 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3344 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3346 r_refdef.rtworld = r_shadow_realtime_world.integer;
3347 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3348 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3349 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3350 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3351 if (r_showsurfaces.integer)
3353 r_refdef.rtworld = false;
3354 r_refdef.rtworldshadows = false;
3355 r_refdef.rtdlight = false;
3356 r_refdef.rtdlightshadows = false;
3357 r_refdef.lightmapintensity = 0;
3360 if (gamemode == GAME_NEHAHRA)
3362 if (gl_fogenable.integer)
3364 r_refdef.oldgl_fogenable = true;
3365 r_refdef.fog_density = gl_fogdensity.value;
3366 r_refdef.fog_red = gl_fogred.value;
3367 r_refdef.fog_green = gl_foggreen.value;
3368 r_refdef.fog_blue = gl_fogblue.value;
3369 r_refdef.fog_alpha = 1;
3370 r_refdef.fog_start = 0;
3371 r_refdef.fog_end = gl_skyclip.value;
3373 else if (r_refdef.oldgl_fogenable)
3375 r_refdef.oldgl_fogenable = false;
3376 r_refdef.fog_density = 0;
3377 r_refdef.fog_red = 0;
3378 r_refdef.fog_green = 0;
3379 r_refdef.fog_blue = 0;
3380 r_refdef.fog_alpha = 0;
3381 r_refdef.fog_start = 0;
3382 r_refdef.fog_end = 0;
3386 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3387 r_refdef.fog_start = max(0, r_refdef.fog_start);
3388 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3390 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3392 if (r_refdef.fog_density)
3394 r_refdef.fogenabled = true;
3395 // this is the point where the fog reaches 0.9986 alpha, which we
3396 // consider a good enough cutoff point for the texture
3397 // (0.9986 * 256 == 255.6)
3398 if (r_fog_exp2.integer)
3399 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3401 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3402 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3403 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3404 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3405 // fog color was already set
3406 // update the fog texture
3407 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3408 R_BuildFogTexture();
3411 r_refdef.fogenabled = false;
3419 void R_RenderView(void)
3421 if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3422 return; //Host_Error ("R_RenderView: NULL worldmodel");
3424 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3426 R_Shadow_UpdateWorldLightSelection();
3428 R_Bloom_StartFrame();
3429 R_Water_StartFrame();
3432 if (r_timereport_active)
3433 R_TimeReport("viewsetup");
3435 R_ResetViewRendering3D();
3437 if (r_refdef.view.clear || r_refdef.fogenabled)
3439 R_ClearScreen(r_refdef.fogenabled);
3440 if (r_timereport_active)
3441 R_TimeReport("viewclear");
3443 r_refdef.view.clear = true;
3445 r_refdef.view.showdebug = true;
3447 // this produces a bloom texture to be used in R_BlendView() later
3449 R_HDR_RenderBloomTexture();
3451 r_waterstate.numwaterplanes = 0;
3452 R_RenderScene(r_waterstate.enabled);
3455 if (r_timereport_active)
3456 R_TimeReport("blendview");
3458 GL_Scissor(0, 0, vid.width, vid.height);
3459 GL_ScissorTest(false);
3463 extern void R_DrawLightningBeams (void);
3464 extern void VM_CL_AddPolygonsToMeshQueue (void);
3465 extern void R_DrawPortals (void);
3466 extern cvar_t cl_locs_show;
3467 static void R_DrawLocs(void);
3468 static void R_DrawEntityBBoxes(void);
3469 void R_RenderScene(qboolean addwaterplanes)
3471 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3476 R_ResetViewRendering3D();
3479 if (r_timereport_active)
3480 R_TimeReport("watervis");
3482 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3484 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3485 if (r_timereport_active)
3486 R_TimeReport("waterworld");
3489 // don't let sound skip if going slow
3490 if (r_refdef.scene.extraupdate)
3493 R_DrawModelsAddWaterPlanes();
3494 if (r_timereport_active)
3495 R_TimeReport("watermodels");
3497 R_Water_ProcessPlanes();
3498 if (r_timereport_active)
3499 R_TimeReport("waterscenes");
3502 R_ResetViewRendering3D();
3504 // don't let sound skip if going slow
3505 if (r_refdef.scene.extraupdate)
3508 R_MeshQueue_BeginScene();
3513 if (r_timereport_active)
3514 R_TimeReport("visibility");
3516 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3518 if (cl.csqc_vidvars.drawworld)
3520 // don't let sound skip if going slow
3521 if (r_refdef.scene.extraupdate)
3524 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3526 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3527 if (r_timereport_active)
3528 R_TimeReport("worldsky");
3531 if (R_DrawBrushModelsSky() && r_timereport_active)
3532 R_TimeReport("bmodelsky");
3535 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3537 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3538 if (r_timereport_active)
3539 R_TimeReport("worlddepth");
3541 if (r_depthfirst.integer >= 2)
3543 R_DrawModelsDepth();
3544 if (r_timereport_active)
3545 R_TimeReport("modeldepth");
3548 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3550 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3551 if (r_timereport_active)
3552 R_TimeReport("world");
3555 // don't let sound skip if going slow
3556 if (r_refdef.scene.extraupdate)
3560 if (r_timereport_active)
3561 R_TimeReport("models");
3563 // don't let sound skip if going slow
3564 if (r_refdef.scene.extraupdate)
3567 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3569 R_DrawModelShadows();
3571 R_ResetViewRendering3D();
3573 // don't let sound skip if going slow
3574 if (r_refdef.scene.extraupdate)
3578 R_ShadowVolumeLighting(false);
3579 if (r_timereport_active)
3580 R_TimeReport("rtlights");
3582 // don't let sound skip if going slow
3583 if (r_refdef.scene.extraupdate)
3586 if (cl.csqc_vidvars.drawworld)
3588 R_DrawLightningBeams();
3589 if (r_timereport_active)
3590 R_TimeReport("lightning");
3593 if (r_timereport_active)
3594 R_TimeReport("decals");
3597 if (r_timereport_active)
3598 R_TimeReport("particles");
3601 if (r_timereport_active)
3602 R_TimeReport("explosions");
3605 if (gl_support_fragment_shader)
3607 qglUseProgramObjectARB(0);CHECKGLERROR
3609 VM_CL_AddPolygonsToMeshQueue();
3611 if (r_refdef.view.showdebug)
3613 if (cl_locs_show.integer)
3616 if (r_timereport_active)
3617 R_TimeReport("showlocs");
3620 if (r_drawportals.integer)
3623 if (r_timereport_active)
3624 R_TimeReport("portals");
3627 if (r_showbboxes.value > 0)
3629 R_DrawEntityBBoxes();
3630 if (r_timereport_active)
3631 R_TimeReport("bboxes");
3635 if (gl_support_fragment_shader)
3637 qglUseProgramObjectARB(0);CHECKGLERROR
3639 R_MeshQueue_RenderTransparent();
3640 if (r_timereport_active)
3641 R_TimeReport("drawtrans");
3643 if (gl_support_fragment_shader)
3645 qglUseProgramObjectARB(0);CHECKGLERROR
3648 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3650 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3651 if (r_timereport_active)
3652 R_TimeReport("worlddebug");
3653 R_DrawModelsDebug();
3654 if (r_timereport_active)
3655 R_TimeReport("modeldebug");
3658 if (gl_support_fragment_shader)
3660 qglUseProgramObjectARB(0);CHECKGLERROR
3663 if (cl.csqc_vidvars.drawworld)
3666 if (r_timereport_active)
3667 R_TimeReport("coronas");
3670 // don't let sound skip if going slow
3671 if (r_refdef.scene.extraupdate)
3674 R_ResetViewRendering2D();
3677 static const int bboxelements[36] =
3687 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3690 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3691 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3692 GL_DepthMask(false);
3693 GL_DepthRange(0, 1);
3694 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3695 R_Mesh_Matrix(&identitymatrix);
3696 R_Mesh_ResetTextureState();
3698 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3699 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3700 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3701 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3702 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3703 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3704 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3705 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3706 R_FillColors(color4f, 8, cr, cg, cb, ca);
3707 if (r_refdef.fogenabled)
3709 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3711 f1 = FogPoint_World(v);
3713 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3714 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3715 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3718 R_Mesh_VertexPointer(vertex3f, 0, 0);
3719 R_Mesh_ColorPointer(color4f, 0, 0);
3720 R_Mesh_ResetTextureState();
3721 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3724 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3728 prvm_edict_t *edict;
3729 // this function draws bounding boxes of server entities
3733 for (i = 0;i < numsurfaces;i++)
3735 edict = PRVM_EDICT_NUM(surfacelist[i]);
3736 switch ((int)edict->fields.server->solid)
3738 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
3739 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
3740 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
3741 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3742 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
3743 default: Vector4Set(color, 0, 0, 0, 0.50);break;
3745 color[3] *= r_showbboxes.value;
3746 color[3] = bound(0, color[3], 1);
3747 GL_DepthTest(!r_showdisabledepthtest.integer);
3748 GL_CullFace(r_refdef.view.cullface_front);
3749 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3754 static void R_DrawEntityBBoxes(void)
3757 prvm_edict_t *edict;
3759 // this function draws bounding boxes of server entities
3763 for (i = 0;i < prog->num_edicts;i++)
3765 edict = PRVM_EDICT_NUM(i);
3766 if (edict->priv.server->free)
3768 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3769 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3774 int nomodelelements[24] =
3786 float nomodelvertex3f[6*3] =
3796 float nomodelcolor4f[6*4] =
3798 0.0f, 0.0f, 0.5f, 1.0f,
3799 0.0f, 0.0f, 0.5f, 1.0f,
3800 0.0f, 0.5f, 0.0f, 1.0f,
3801 0.0f, 0.5f, 0.0f, 1.0f,
3802 0.5f, 0.0f, 0.0f, 1.0f,
3803 0.5f, 0.0f, 0.0f, 1.0f
3806 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3811 // this is only called once per entity so numsurfaces is always 1, and
3812 // surfacelist is always {0}, so this code does not handle batches
3813 R_Mesh_Matrix(&ent->matrix);
3815 if (ent->flags & EF_ADDITIVE)
3817 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3818 GL_DepthMask(false);
3820 else if (ent->alpha < 1)
3822 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3823 GL_DepthMask(false);
3827 GL_BlendFunc(GL_ONE, GL_ZERO);
3830 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3831 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3832 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3833 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
3834 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3835 if (r_refdef.fogenabled)
3838 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3839 R_Mesh_ColorPointer(color4f, 0, 0);
3840 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3841 f1 = FogPoint_World(org);
3843 for (i = 0, c = color4f;i < 6;i++, c += 4)
3845 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3846 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3847 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3851 else if (ent->alpha != 1)
3853 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3854 R_Mesh_ColorPointer(color4f, 0, 0);
3855 for (i = 0, c = color4f;i < 6;i++, c += 4)
3859 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3860 R_Mesh_ResetTextureState();
3861 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3864 void R_DrawNoModel(entity_render_t *ent)
3867 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3868 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3869 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3871 // R_DrawNoModelCallback(ent, 0);
3874 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3876 vec3_t right1, right2, diff, normal;
3878 VectorSubtract (org2, org1, normal);
3880 // calculate 'right' vector for start
3881 VectorSubtract (r_refdef.view.origin, org1, diff);
3882 CrossProduct (normal, diff, right1);
3883 VectorNormalize (right1);
3885 // calculate 'right' vector for end
3886 VectorSubtract (r_refdef.view.origin, org2, diff);
3887 CrossProduct (normal, diff, right2);
3888 VectorNormalize (right2);
3890 vert[ 0] = org1[0] + width * right1[0];
3891 vert[ 1] = org1[1] + width * right1[1];
3892 vert[ 2] = org1[2] + width * right1[2];
3893 vert[ 3] = org1[0] - width * right1[0];
3894 vert[ 4] = org1[1] - width * right1[1];
3895 vert[ 5] = org1[2] - width * right1[2];
3896 vert[ 6] = org2[0] - width * right2[0];
3897 vert[ 7] = org2[1] - width * right2[1];
3898 vert[ 8] = org2[2] - width * right2[2];
3899 vert[ 9] = org2[0] + width * right2[0];
3900 vert[10] = org2[1] + width * right2[1];
3901 vert[11] = org2[2] + width * right2[2];
3904 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3906 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
3911 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
3912 fog = FogPoint_World(origin);
3914 R_Mesh_Matrix(&identitymatrix);
3915 GL_BlendFunc(blendfunc1, blendfunc2);
3921 GL_CullFace(r_refdef.view.cullface_front);
3924 GL_CullFace(r_refdef.view.cullface_back);
3926 GL_DepthMask(false);
3927 GL_DepthRange(0, depthshort ? 0.0625 : 1);
3928 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3929 GL_DepthTest(!depthdisable);
3931 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3932 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3933 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3934 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3935 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3936 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3937 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3938 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3939 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3940 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3941 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3942 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3944 R_Mesh_VertexPointer(vertex3f, 0, 0);
3945 R_Mesh_ColorPointer(NULL, 0, 0);
3946 R_Mesh_ResetTextureState();
3947 R_Mesh_TexBind(0, R_GetTexture(texture));
3948 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3949 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
3950 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
3951 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3953 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3955 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3956 GL_BlendFunc(blendfunc1, GL_ONE);
3958 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
3959 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3963 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3968 VectorSet(v, x, y, z);
3969 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3970 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3972 if (i == mesh->numvertices)
3974 if (mesh->numvertices < mesh->maxvertices)
3976 VectorCopy(v, vertex3f);
3977 mesh->numvertices++;
3979 return mesh->numvertices;
3985 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3989 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3990 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3991 e = mesh->element3i + mesh->numtriangles * 3;
3992 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3994 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3995 if (mesh->numtriangles < mesh->maxtriangles)
4000 mesh->numtriangles++;
4002 element[1] = element[2];
4006 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4010 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4011 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4012 e = mesh->element3i + mesh->numtriangles * 3;
4013 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4015 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4016 if (mesh->numtriangles < mesh->maxtriangles)
4021 mesh->numtriangles++;
4023 element[1] = element[2];
4027 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4028 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4030 int planenum, planenum2;
4033 mplane_t *plane, *plane2;
4035 double temppoints[2][256*3];
4036 // figure out how large a bounding box we need to properly compute this brush
4038 for (w = 0;w < numplanes;w++)
4039 maxdist = max(maxdist, planes[w].dist);
4040 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4041 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4042 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4046 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4047 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4049 if (planenum2 == planenum)
4051 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);
4054 if (tempnumpoints < 3)
4056 // generate elements forming a triangle fan for this polygon
4057 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4061 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)
4063 texturelayer_t *layer;
4064 layer = t->currentlayers + t->currentnumlayers++;
4066 layer->depthmask = depthmask;
4067 layer->blendfunc1 = blendfunc1;
4068 layer->blendfunc2 = blendfunc2;
4069 layer->texture = texture;
4070 layer->texmatrix = *matrix;
4071 layer->color[0] = r * r_refdef.view.colorscale;
4072 layer->color[1] = g * r_refdef.view.colorscale;
4073 layer->color[2] = b * r_refdef.view.colorscale;
4074 layer->color[3] = a;
4077 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4080 index = parms[2] + r_refdef.scene.time * parms[3];
4081 index -= floor(index);
4085 case Q3WAVEFUNC_NONE:
4086 case Q3WAVEFUNC_NOISE:
4087 case Q3WAVEFUNC_COUNT:
4090 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4091 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4092 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4093 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4094 case Q3WAVEFUNC_TRIANGLE:
4096 f = index - floor(index);
4107 return (float)(parms[0] + parms[1] * f);
4110 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4113 model_t *model = ent->model;
4116 q3shaderinfo_layer_tcmod_t *tcmod;
4118 // switch to an alternate material if this is a q1bsp animated material
4120 texture_t *texture = t;
4121 int s = ent->skinnum;
4122 if ((unsigned int)s >= (unsigned int)model->numskins)
4124 if (model->skinscenes)
4126 if (model->skinscenes[s].framecount > 1)
4127 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4129 s = model->skinscenes[s].firstframe;
4132 t = t + s * model->num_surfaces;
4135 // use an alternate animation if the entity's frame is not 0,
4136 // and only if the texture has an alternate animation
4137 if (ent->frame2 != 0 && t->anim_total[1])
4138 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4140 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4142 texture->currentframe = t;
4145 // update currentskinframe to be a qw skin or animation frame
4146 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4148 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4150 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4151 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4152 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4154 t->currentskinframe = r_qwskincache_skinframe[i];
4155 if (t->currentskinframe == NULL)
4156 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4158 else if (t->numskinframes >= 2)
4159 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4160 if (t->backgroundnumskinframes >= 2)
4161 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4163 t->currentmaterialflags = t->basematerialflags;
4164 t->currentalpha = ent->alpha;
4165 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4167 t->currentalpha *= r_wateralpha.value;
4169 * FIXME what is this supposed to do?
4170 // if rendering refraction/reflection, disable transparency
4171 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4172 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4175 if(!r_waterstate.enabled)
4176 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4177 if (!(ent->flags & RENDER_LIGHT))
4178 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4179 else if (rsurface.modeltexcoordlightmap2f == NULL)
4181 // pick a model lighting mode
4182 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4183 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4185 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4187 if (ent->effects & EF_ADDITIVE)
4188 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4189 else if (t->currentalpha < 1)
4190 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4191 if (ent->effects & EF_DOUBLESIDED)
4192 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4193 if (ent->effects & EF_NODEPTHTEST)
4194 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4195 if (ent->flags & RENDER_VIEWMODEL)
4196 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4197 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4199 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4200 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4204 if (t->backgroundnumskinframes)
4205 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4206 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4209 // make sure that the waterscroll matrix is used on water surfaces when
4210 // there is no tcmod
4211 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4212 t->currenttexmatrix = r_waterscrollmatrix;
4214 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4217 switch(tcmod->tcmod)
4221 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4222 matrix = r_waterscrollmatrix;
4224 matrix = identitymatrix;
4226 case Q3TCMOD_ENTITYTRANSLATE:
4227 // this is used in Q3 to allow the gamecode to control texcoord
4228 // scrolling on the entity, which is not supported in darkplaces yet.
4229 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4231 case Q3TCMOD_ROTATE:
4232 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4233 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4234 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4237 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4239 case Q3TCMOD_SCROLL:
4240 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4242 case Q3TCMOD_STRETCH:
4243 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4244 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4246 case Q3TCMOD_TRANSFORM:
4247 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4248 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4249 VectorSet(tcmat + 6, 0 , 0 , 1);
4250 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4251 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4253 case Q3TCMOD_TURBULENT:
4254 // this is handled in the RSurf_PrepareVertices function
4255 matrix = identitymatrix;
4258 // either replace or concatenate the transformation
4260 t->currenttexmatrix = matrix;
4263 matrix4x4_t temp = t->currenttexmatrix;
4264 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4268 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4269 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4270 t->glosstexture = r_texture_black;
4271 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4272 t->backgroundglosstexture = r_texture_black;
4273 t->specularpower = r_shadow_glossexponent.value;
4274 // TODO: store reference values for these in the texture?
4275 t->specularscale = 0;
4276 if (r_shadow_gloss.integer > 0)
4278 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4280 if (r_shadow_glossintensity.value > 0)
4282 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4283 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4284 t->specularscale = r_shadow_glossintensity.value;
4287 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4289 t->glosstexture = r_texture_white;
4290 t->backgroundglosstexture = r_texture_white;
4291 t->specularscale = r_shadow_gloss2intensity.value;
4295 // lightmaps mode looks bad with dlights using actual texturing, so turn
4296 // off the colormap and glossmap, but leave the normalmap on as it still
4297 // accurately represents the shading involved
4298 if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4300 t->basetexture = r_texture_white;
4301 t->specularscale = 0;
4304 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4305 VectorClear(t->dlightcolor);
4306 t->currentnumlayers = 0;
4307 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4309 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4311 int blendfunc1, blendfunc2, depthmask;
4312 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4314 blendfunc1 = GL_SRC_ALPHA;
4315 blendfunc2 = GL_ONE;
4317 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4319 blendfunc1 = GL_SRC_ALPHA;
4320 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4322 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4324 blendfunc1 = t->customblendfunc[0];
4325 blendfunc2 = t->customblendfunc[1];
4329 blendfunc1 = GL_ONE;
4330 blendfunc2 = GL_ZERO;
4332 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4333 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4335 rtexture_t *currentbasetexture;
4337 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4338 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4339 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4340 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4342 // fullbright is not affected by r_refdef.lightmapintensity
4343 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4344 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4345 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4346 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4347 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4351 vec3_t ambientcolor;
4353 // set the color tint used for lights affecting this surface
4354 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4356 // q3bsp has no lightmap updates, so the lightstylevalue that
4357 // would normally be baked into the lightmap must be
4358 // applied to the color
4359 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4360 if (ent->model->type == mod_brushq3)
4361 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4362 colorscale *= r_refdef.lightmapintensity;
4363 VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4364 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4365 // basic lit geometry
4366 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4367 // add pants/shirt if needed
4368 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4369 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4370 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4371 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4372 // now add ambient passes if needed
4373 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4375 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4376 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4377 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4378 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4379 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4382 if (t->currentskinframe->glow != NULL)
4383 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4384 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4386 // if this is opaque use alpha blend which will darken the earlier
4389 // if this is an alpha blended material, all the earlier passes
4390 // were darkened by fog already, so we only need to add the fog
4391 // color ontop through the fog mask texture
4393 // if this is an additive blended material, all the earlier passes
4394 // were darkened by fog already, and we should not add fog color
4395 // (because the background was not darkened, there is no fog color
4396 // that was lost behind it).
4397 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4404 void R_UpdateAllTextureInfo(entity_render_t *ent)
4408 for (i = 0;i < ent->model->num_texturesperskin;i++)
4409 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4412 rsurfacestate_t rsurface;
4414 void R_Mesh_ResizeArrays(int newvertices)
4417 if (rsurface.array_size >= newvertices)
4419 if (rsurface.array_modelvertex3f)
4420 Mem_Free(rsurface.array_modelvertex3f);
4421 rsurface.array_size = (newvertices + 1023) & ~1023;
4422 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4423 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4424 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4425 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4426 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4427 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4428 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4429 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4430 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4431 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4432 rsurface.array_color4f = base + rsurface.array_size * 27;
4433 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4436 void RSurf_CleanUp(void)
4439 if (rsurface.mode == RSURFMODE_GLSL)
4441 qglUseProgramObjectARB(0);CHECKGLERROR
4443 GL_AlphaTest(false);
4444 rsurface.mode = RSURFMODE_NONE;
4445 rsurface.uselightmaptexture = false;
4446 rsurface.texture = NULL;
4449 void RSurf_ActiveWorldEntity(void)
4451 model_t *model = r_refdef.scene.worldmodel;
4453 if (rsurface.array_size < model->surfmesh.num_vertices)
4454 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4455 rsurface.matrix = identitymatrix;
4456 rsurface.inversematrix = identitymatrix;
4457 R_Mesh_Matrix(&identitymatrix);
4458 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4459 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4460 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4461 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4462 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4463 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4464 rsurface.frameblend[0].frame = 0;
4465 rsurface.frameblend[0].lerp = 1;
4466 rsurface.frameblend[1].frame = 0;
4467 rsurface.frameblend[1].lerp = 0;
4468 rsurface.frameblend[2].frame = 0;
4469 rsurface.frameblend[2].lerp = 0;
4470 rsurface.frameblend[3].frame = 0;
4471 rsurface.frameblend[3].lerp = 0;
4472 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4473 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4474 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4475 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4476 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4477 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4478 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4479 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4480 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4481 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4482 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4483 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4484 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4485 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4486 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4487 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4488 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4489 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4490 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4491 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4492 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4493 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4494 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4495 rsurface.modelelement3i = model->surfmesh.data_element3i;
4496 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4497 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4498 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4499 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4500 rsurface.modelsurfaces = model->data_surfaces;
4501 rsurface.generatedvertex = false;
4502 rsurface.vertex3f = rsurface.modelvertex3f;
4503 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4504 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4505 rsurface.svector3f = rsurface.modelsvector3f;
4506 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4507 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4508 rsurface.tvector3f = rsurface.modeltvector3f;
4509 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4510 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4511 rsurface.normal3f = rsurface.modelnormal3f;
4512 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4513 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4514 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4517 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4519 model_t *model = ent->model;
4521 if (rsurface.array_size < model->surfmesh.num_vertices)
4522 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4523 rsurface.matrix = ent->matrix;
4524 rsurface.inversematrix = ent->inversematrix;
4525 R_Mesh_Matrix(&rsurface.matrix);
4526 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4527 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4528 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4529 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4530 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4531 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4532 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4533 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4534 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4535 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4536 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4537 rsurface.frameblend[0] = ent->frameblend[0];
4538 rsurface.frameblend[1] = ent->frameblend[1];
4539 rsurface.frameblend[2] = ent->frameblend[2];
4540 rsurface.frameblend[3] = ent->frameblend[3];
4541 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4542 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4543 if (ent->model->brush.submodel)
4545 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4546 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4548 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4552 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4553 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4554 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4555 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4556 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4558 else if (wantnormals)
4560 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4561 rsurface.modelsvector3f = NULL;
4562 rsurface.modeltvector3f = NULL;
4563 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4564 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4568 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4569 rsurface.modelsvector3f = NULL;
4570 rsurface.modeltvector3f = NULL;
4571 rsurface.modelnormal3f = NULL;
4572 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4574 rsurface.modelvertex3f_bufferobject = 0;
4575 rsurface.modelvertex3f_bufferoffset = 0;
4576 rsurface.modelsvector3f_bufferobject = 0;
4577 rsurface.modelsvector3f_bufferoffset = 0;
4578 rsurface.modeltvector3f_bufferobject = 0;
4579 rsurface.modeltvector3f_bufferoffset = 0;
4580 rsurface.modelnormal3f_bufferobject = 0;
4581 rsurface.modelnormal3f_bufferoffset = 0;
4582 rsurface.generatedvertex = true;
4586 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4587 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4588 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4589 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4590 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4591 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4592 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4593 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4594 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4595 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4596 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4597 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4598 rsurface.generatedvertex = false;
4600 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4601 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4602 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4603 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4604 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4605 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4606 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4607 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4608 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4609 rsurface.modelelement3i = model->surfmesh.data_element3i;
4610 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4611 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4612 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4613 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4614 rsurface.modelsurfaces = model->data_surfaces;
4615 rsurface.vertex3f = rsurface.modelvertex3f;
4616 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4617 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4618 rsurface.svector3f = rsurface.modelsvector3f;
4619 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4620 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4621 rsurface.tvector3f = rsurface.modeltvector3f;
4622 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4623 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4624 rsurface.normal3f = rsurface.modelnormal3f;
4625 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4626 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4627 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4630 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4631 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4634 int texturesurfaceindex;
4639 const float *v1, *in_tc;
4641 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4643 q3shaderinfo_deform_t *deform;
4644 // 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
4645 if (rsurface.generatedvertex)
4647 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4648 generatenormals = true;
4649 for (i = 0;i < Q3MAXDEFORMS;i++)
4651 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4653 generatetangents = true;
4654 generatenormals = true;
4656 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4657 generatenormals = true;
4659 if (generatenormals && !rsurface.modelnormal3f)
4661 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4662 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4663 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4664 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4666 if (generatetangents && !rsurface.modelsvector3f)
4668 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4669 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4670 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4671 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4672 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4673 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4674 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
4677 rsurface.vertex3f = rsurface.modelvertex3f;
4678 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4679 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4680 rsurface.svector3f = rsurface.modelsvector3f;
4681 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4682 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4683 rsurface.tvector3f = rsurface.modeltvector3f;
4684 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4685 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4686 rsurface.normal3f = rsurface.modelnormal3f;
4687 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4688 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4689 // if vertices are deformed (sprite flares and things in maps, possibly
4690 // water waves, bulges and other deformations), generate them into
4691 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4692 // (may be static model data or generated data for an animated model, or
4693 // the previous deform pass)
4694 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4696 switch (deform->deform)
4699 case Q3DEFORM_PROJECTIONSHADOW:
4700 case Q3DEFORM_TEXT0:
4701 case Q3DEFORM_TEXT1:
4702 case Q3DEFORM_TEXT2:
4703 case Q3DEFORM_TEXT3:
4704 case Q3DEFORM_TEXT4:
4705 case Q3DEFORM_TEXT5:
4706 case Q3DEFORM_TEXT6:
4707 case Q3DEFORM_TEXT7:
4710 case Q3DEFORM_AUTOSPRITE:
4711 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4712 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4713 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4714 VectorNormalize(newforward);
4715 VectorNormalize(newright);
4716 VectorNormalize(newup);
4717 // make deformed versions of only the model vertices used by the specified surfaces
4718 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4720 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4721 // a single autosprite surface can contain multiple sprites...
4722 for (j = 0;j < surface->num_vertices - 3;j += 4)
4724 VectorClear(center);
4725 for (i = 0;i < 4;i++)
4726 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4727 VectorScale(center, 0.25f, center);
4728 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4729 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4730 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4731 for (i = 0;i < 4;i++)
4733 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4734 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4737 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4738 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4740 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4741 rsurface.vertex3f_bufferobject = 0;
4742 rsurface.vertex3f_bufferoffset = 0;
4743 rsurface.svector3f = rsurface.array_deformedsvector3f;
4744 rsurface.svector3f_bufferobject = 0;
4745 rsurface.svector3f_bufferoffset = 0;
4746 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4747 rsurface.tvector3f_bufferobject = 0;
4748 rsurface.tvector3f_bufferoffset = 0;
4749 rsurface.normal3f = rsurface.array_deformednormal3f;
4750 rsurface.normal3f_bufferobject = 0;
4751 rsurface.normal3f_bufferoffset = 0;
4753 case Q3DEFORM_AUTOSPRITE2:
4754 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4755 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4756 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4757 VectorNormalize(newforward);
4758 VectorNormalize(newright);
4759 VectorNormalize(newup);
4760 // make deformed versions of only the model vertices used by the specified surfaces
4761 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4763 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4764 const float *v1, *v2;
4774 memset(shortest, 0, sizeof(shortest));
4775 // a single autosprite surface can contain multiple sprites...
4776 for (j = 0;j < surface->num_vertices - 3;j += 4)
4778 VectorClear(center);
4779 for (i = 0;i < 4;i++)
4780 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4781 VectorScale(center, 0.25f, center);
4782 // find the two shortest edges, then use them to define the
4783 // axis vectors for rotating around the central axis
4784 for (i = 0;i < 6;i++)
4786 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4787 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4789 Debug_PolygonBegin(NULL, 0, false, 0);
4790 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4791 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
4792 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4795 l = VectorDistance2(v1, v2);
4796 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4798 l += (1.0f / 1024.0f);
4799 if (shortest[0].length2 > l || i == 0)
4801 shortest[1] = shortest[0];
4802 shortest[0].length2 = l;
4803 shortest[0].v1 = v1;
4804 shortest[0].v2 = v2;
4806 else if (shortest[1].length2 > l || i == 1)
4808 shortest[1].length2 = l;
4809 shortest[1].v1 = v1;
4810 shortest[1].v2 = v2;
4813 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4814 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4816 Debug_PolygonBegin(NULL, 0, false, 0);
4817 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4818 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
4819 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4822 // this calculates the right vector from the shortest edge
4823 // and the up vector from the edge midpoints
4824 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4825 VectorNormalize(right);
4826 VectorSubtract(end, start, up);
4827 VectorNormalize(up);
4828 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4829 //VectorSubtract(rsurface.modelorg, center, forward);
4830 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
4831 VectorNegate(forward, forward);
4832 VectorReflect(forward, 0, up, forward);
4833 VectorNormalize(forward);
4834 CrossProduct(up, forward, newright);
4835 VectorNormalize(newright);
4837 Debug_PolygonBegin(NULL, 0, false, 0);
4838 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
4839 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4840 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4844 Debug_PolygonBegin(NULL, 0, false, 0);
4845 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4846 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4847 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4850 // rotate the quad around the up axis vector, this is made
4851 // especially easy by the fact we know the quad is flat,
4852 // so we only have to subtract the center position and
4853 // measure distance along the right vector, and then
4854 // multiply that by the newright vector and add back the
4856 // we also need to subtract the old position to undo the
4857 // displacement from the center, which we do with a
4858 // DotProduct, the subtraction/addition of center is also
4859 // optimized into DotProducts here
4860 l = DotProduct(right, center);
4861 for (i = 0;i < 4;i++)
4863 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4864 f = DotProduct(right, v1) - l;
4865 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4868 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4869 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4871 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4872 rsurface.vertex3f_bufferobject = 0;
4873 rsurface.vertex3f_bufferoffset = 0;
4874 rsurface.svector3f = rsurface.array_deformedsvector3f;
4875 rsurface.svector3f_bufferobject = 0;
4876 rsurface.svector3f_bufferoffset = 0;
4877 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4878 rsurface.tvector3f_bufferobject = 0;
4879 rsurface.tvector3f_bufferoffset = 0;
4880 rsurface.normal3f = rsurface.array_deformednormal3f;
4881 rsurface.normal3f_bufferobject = 0;
4882 rsurface.normal3f_bufferoffset = 0;
4884 case Q3DEFORM_NORMAL:
4885 // deform the normals to make reflections wavey
4886 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4888 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4889 for (j = 0;j < surface->num_vertices;j++)
4892 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
4893 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4894 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
4895 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4896 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4897 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4898 VectorNormalize(normal);
4900 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4902 rsurface.svector3f = rsurface.array_deformedsvector3f;
4903 rsurface.svector3f_bufferobject = 0;
4904 rsurface.svector3f_bufferoffset = 0;
4905 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4906 rsurface.tvector3f_bufferobject = 0;
4907 rsurface.tvector3f_bufferoffset = 0;
4908 rsurface.normal3f = rsurface.array_deformednormal3f;
4909 rsurface.normal3f_bufferobject = 0;
4910 rsurface.normal3f_bufferoffset = 0;
4913 // deform vertex array to make wavey water and flags and such
4914 waveparms[0] = deform->waveparms[0];
4915 waveparms[1] = deform->waveparms[1];
4916 waveparms[2] = deform->waveparms[2];
4917 waveparms[3] = deform->waveparms[3];
4918 // this is how a divisor of vertex influence on deformation
4919 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4920 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4921 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4923 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4924 for (j = 0;j < surface->num_vertices;j++)
4926 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
4927 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
4928 // if the wavefunc depends on time, evaluate it per-vertex
4931 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4932 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4934 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
4937 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4938 rsurface.vertex3f_bufferobject = 0;
4939 rsurface.vertex3f_bufferoffset = 0;
4941 case Q3DEFORM_BULGE:
4942 // deform vertex array to make the surface have moving bulges
4943 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4945 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4946 for (j = 0;j < surface->num_vertices;j++)
4948 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
4949 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4952 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4953 rsurface.vertex3f_bufferobject = 0;
4954 rsurface.vertex3f_bufferoffset = 0;
4957 // deform vertex array
4958 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4959 VectorScale(deform->parms, scale, waveparms);
4960 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4962 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4963 for (j = 0;j < surface->num_vertices;j++)
4964 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4966 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4967 rsurface.vertex3f_bufferobject = 0;
4968 rsurface.vertex3f_bufferoffset = 0;
4972 // generate texcoords based on the chosen texcoord source
4973 switch(rsurface.texture->tcgen.tcgen)
4976 case Q3TCGEN_TEXTURE:
4977 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4978 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
4979 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
4981 case Q3TCGEN_LIGHTMAP:
4982 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
4983 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4984 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4986 case Q3TCGEN_VECTOR:
4987 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4989 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4990 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
4992 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4993 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4996 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4997 rsurface.texcoordtexture2f_bufferobject = 0;
4998 rsurface.texcoordtexture2f_bufferoffset = 0;
5000 case Q3TCGEN_ENVIRONMENT:
5001 // make environment reflections using a spheremap
5002 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5004 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5005 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5006 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5007 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5008 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5010 float l, d, eyedir[3];
5011 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5012 l = 0.5f / VectorLength(eyedir);
5013 d = DotProduct(normal, eyedir)*2;
5014 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5015 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5018 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5019 rsurface.texcoordtexture2f_bufferobject = 0;
5020 rsurface.texcoordtexture2f_bufferoffset = 0;
5023 // the only tcmod that needs software vertex processing is turbulent, so
5024 // check for it here and apply the changes if needed
5025 // and we only support that as the first one
5026 // (handling a mixture of turbulent and other tcmods would be problematic
5027 // without punting it entirely to a software path)
5028 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5030 amplitude = rsurface.texture->tcmods[0].parms[1];
5031 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5032 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5034 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5035 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5037 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5038 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5041 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5042 rsurface.texcoordtexture2f_bufferobject = 0;
5043 rsurface.texcoordtexture2f_bufferoffset = 0;
5045 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5046 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5047 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5048 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5051 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5054 const msurface_t *surface = texturesurfacelist[0];
5055 const msurface_t *surface2;
5060 // TODO: lock all array ranges before render, rather than on each surface
5061 if (texturenumsurfaces == 1)
5063 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5064 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5066 else if (r_batchmode.integer == 2)
5068 #define MAXBATCHTRIANGLES 4096
5069 int batchtriangles = 0;
5070 int batchelements[MAXBATCHTRIANGLES*3];
5071 for (i = 0;i < texturenumsurfaces;i = j)
5073 surface = texturesurfacelist[i];
5075 if (surface->num_triangles > MAXBATCHTRIANGLES)
5077 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5080 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5081 batchtriangles = surface->num_triangles;
5082 firstvertex = surface->num_firstvertex;
5083 endvertex = surface->num_firstvertex + surface->num_vertices;
5084 for (;j < texturenumsurfaces;j++)
5086 surface2 = texturesurfacelist[j];
5087 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5089 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5090 batchtriangles += surface2->num_triangles;
5091 firstvertex = min(firstvertex, surface2->num_firstvertex);
5092 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5094 surface2 = texturesurfacelist[j-1];
5095 numvertices = endvertex - firstvertex;
5096 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5099 else if (r_batchmode.integer == 1)
5101 for (i = 0;i < texturenumsurfaces;i = j)
5103 surface = texturesurfacelist[i];
5104 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5105 if (texturesurfacelist[j] != surface2)
5107 surface2 = texturesurfacelist[j-1];
5108 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5109 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5110 GL_LockArrays(surface->num_firstvertex, numvertices);
5111 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5116 for (i = 0;i < texturenumsurfaces;i++)
5118 surface = texturesurfacelist[i];
5119 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5120 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5125 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5127 int i, planeindex, vertexindex;
5131 r_waterstate_waterplane_t *p, *bestp;
5132 msurface_t *surface;
5133 if (r_waterstate.renderingscene)
5135 for (i = 0;i < texturenumsurfaces;i++)
5137 surface = texturesurfacelist[i];
5138 if (lightmaptexunit >= 0)
5139 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5140 if (deluxemaptexunit >= 0)
5141 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5142 // pick the closest matching water plane
5145 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5148 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5150 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5151 d += fabs(PlaneDiff(vert, &p->plane));
5153 if (bestd > d || !bestp)
5161 if (refractiontexunit >= 0)
5162 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5163 if (reflectiontexunit >= 0)
5164 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5168 if (refractiontexunit >= 0)
5169 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5170 if (reflectiontexunit >= 0)
5171 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5173 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5174 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5178 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5182 const msurface_t *surface = texturesurfacelist[0];
5183 const msurface_t *surface2;
5188 // TODO: lock all array ranges before render, rather than on each surface
5189 if (texturenumsurfaces == 1)
5191 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5192 if (deluxemaptexunit >= 0)
5193 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5194 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5195 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5197 else if (r_batchmode.integer == 2)
5199 #define MAXBATCHTRIANGLES 4096
5200 int batchtriangles = 0;
5201 int batchelements[MAXBATCHTRIANGLES*3];
5202 for (i = 0;i < texturenumsurfaces;i = j)
5204 surface = texturesurfacelist[i];
5205 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5206 if (deluxemaptexunit >= 0)
5207 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5209 if (surface->num_triangles > MAXBATCHTRIANGLES)
5211 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5214 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5215 batchtriangles = surface->num_triangles;
5216 firstvertex = surface->num_firstvertex;
5217 endvertex = surface->num_firstvertex + surface->num_vertices;
5218 for (;j < texturenumsurfaces;j++)
5220 surface2 = texturesurfacelist[j];
5221 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5223 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5224 batchtriangles += surface2->num_triangles;
5225 firstvertex = min(firstvertex, surface2->num_firstvertex);
5226 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5228 surface2 = texturesurfacelist[j-1];
5229 numvertices = endvertex - firstvertex;
5230 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5233 else if (r_batchmode.integer == 1)
5236 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5237 for (i = 0;i < texturenumsurfaces;i = j)
5239 surface = texturesurfacelist[i];
5240 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5241 if (texturesurfacelist[j] != surface2)
5243 Con_Printf(" %i", j - i);
5246 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5248 for (i = 0;i < texturenumsurfaces;i = j)
5250 surface = texturesurfacelist[i];
5251 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5252 if (deluxemaptexunit >= 0)
5253 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5254 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5255 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5258 Con_Printf(" %i", j - i);
5260 surface2 = texturesurfacelist[j-1];
5261 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5262 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5263 GL_LockArrays(surface->num_firstvertex, numvertices);
5264 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5272 for (i = 0;i < texturenumsurfaces;i++)
5274 surface = texturesurfacelist[i];
5275 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5276 if (deluxemaptexunit >= 0)
5277 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5278 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5279 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5284 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5287 int texturesurfaceindex;
5288 if (r_showsurfaces.integer == 2)
5290 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5292 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5293 for (j = 0;j < surface->num_triangles;j++)
5295 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5296 GL_Color(f, f, f, 1);
5297 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5303 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5305 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5306 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5307 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5308 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5309 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5314 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5316 int texturesurfaceindex;
5320 if (rsurface.lightmapcolor4f)
5322 // generate color arrays for the surfaces in this list
5323 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5325 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5326 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)
5328 f = FogPoint_Model(v);
5338 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5340 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5341 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)
5343 f = FogPoint_Model(v);
5351 rsurface.lightmapcolor4f = rsurface.array_color4f;
5352 rsurface.lightmapcolor4f_bufferobject = 0;
5353 rsurface.lightmapcolor4f_bufferoffset = 0;
5356 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5358 int texturesurfaceindex;
5361 if (!rsurface.lightmapcolor4f)
5363 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5365 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5366 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)
5374 rsurface.lightmapcolor4f = rsurface.array_color4f;
5375 rsurface.lightmapcolor4f_bufferobject = 0;
5376 rsurface.lightmapcolor4f_bufferoffset = 0;
5379 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5382 rsurface.lightmapcolor4f = NULL;
5383 rsurface.lightmapcolor4f_bufferobject = 0;
5384 rsurface.lightmapcolor4f_bufferoffset = 0;
5385 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5386 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5387 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5388 GL_Color(r, g, b, a);
5389 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5392 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5394 // TODO: optimize applyfog && applycolor case
5395 // just apply fog if necessary, and tint the fog color array if necessary
5396 rsurface.lightmapcolor4f = NULL;
5397 rsurface.lightmapcolor4f_bufferobject = 0;
5398 rsurface.lightmapcolor4f_bufferoffset = 0;
5399 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5400 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5401 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5402 GL_Color(r, g, b, a);
5403 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5406 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5408 int texturesurfaceindex;
5412 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5414 // generate color arrays for the surfaces in this list
5415 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5417 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5418 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5420 if (surface->lightmapinfo->samples)
5422 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5423 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5424 VectorScale(lm, scale, c);
5425 if (surface->lightmapinfo->styles[1] != 255)
5427 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5429 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5430 VectorMA(c, scale, lm, c);
5431 if (surface->lightmapinfo->styles[2] != 255)
5434 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5435 VectorMA(c, scale, lm, c);
5436 if (surface->lightmapinfo->styles[3] != 255)
5439 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5440 VectorMA(c, scale, lm, c);
5450 rsurface.lightmapcolor4f = rsurface.array_color4f;
5451 rsurface.lightmapcolor4f_bufferobject = 0;
5452 rsurface.lightmapcolor4f_bufferoffset = 0;
5456 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5457 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5458 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5460 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5461 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5462 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5463 GL_Color(r, g, b, a);
5464 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5467 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5469 int texturesurfaceindex;
5473 vec3_t ambientcolor;
5474 vec3_t diffusecolor;
5478 VectorCopy(rsurface.modellight_lightdir, lightdir);
5479 f = 0.5f * r_refdef.lightmapintensity;
5480 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5481 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5482 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5483 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5484 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5485 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5486 if (VectorLength2(diffusecolor) > 0)
5488 // generate color arrays for the surfaces in this list
5489 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5491 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5492 int numverts = surface->num_vertices;
5493 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5494 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5495 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5496 // q3-style directional shading
5497 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5499 if ((f = DotProduct(c2, lightdir)) > 0)
5500 VectorMA(ambientcolor, f, diffusecolor, c);
5502 VectorCopy(ambientcolor, c);
5511 rsurface.lightmapcolor4f = rsurface.array_color4f;
5512 rsurface.lightmapcolor4f_bufferobject = 0;
5513 rsurface.lightmapcolor4f_bufferoffset = 0;
5517 r = ambientcolor[0];
5518 g = ambientcolor[1];
5519 b = ambientcolor[2];
5520 rsurface.lightmapcolor4f = NULL;
5521 rsurface.lightmapcolor4f_bufferobject = 0;
5522 rsurface.lightmapcolor4f_bufferoffset = 0;
5524 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5525 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5526 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5527 GL_Color(r, g, b, a);
5528 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5531 void RSurf_SetupDepthAndCulling(void)
5533 // submodels are biased to avoid z-fighting with world surfaces that they
5534 // may be exactly overlapping (avoids z-fighting artifacts on certain
5535 // doors and things in Quake maps)
5536 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5537 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5538 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5539 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5542 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5544 RSurf_SetupDepthAndCulling();
5545 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5547 rsurface.mode = RSURFMODE_SHOWSURFACES;
5549 GL_BlendFunc(GL_ONE, GL_ZERO);
5550 R_Mesh_ColorPointer(NULL, 0, 0);
5551 R_Mesh_ResetTextureState();
5553 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5554 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5557 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5559 // transparent sky would be ridiculous
5560 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5562 if (rsurface.mode != RSURFMODE_SKY)
5564 if (rsurface.mode == RSURFMODE_GLSL)
5566 qglUseProgramObjectARB(0);CHECKGLERROR
5568 rsurface.mode = RSURFMODE_SKY;
5572 skyrendernow = false;
5574 // restore entity matrix
5575 R_Mesh_Matrix(&rsurface.matrix);
5577 RSurf_SetupDepthAndCulling();
5579 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5580 // skymasking on them, and Quake3 never did sky masking (unlike
5581 // software Quake and software Quake2), so disable the sky masking
5582 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5583 // and skymasking also looks very bad when noclipping outside the
5584 // level, so don't use it then either.
5585 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5587 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5588 R_Mesh_ColorPointer(NULL, 0, 0);
5589 R_Mesh_ResetTextureState();
5590 if (skyrendermasked)
5592 // depth-only (masking)
5593 GL_ColorMask(0,0,0,0);
5594 // just to make sure that braindead drivers don't draw
5595 // anything despite that colormask...
5596 GL_BlendFunc(GL_ZERO, GL_ONE);
5601 GL_BlendFunc(GL_ONE, GL_ZERO);
5603 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5604 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5605 if (skyrendermasked)
5606 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5610 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5612 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5615 if (rsurface.mode != RSURFMODE_GLSL)
5617 rsurface.mode = RSURFMODE_GLSL;
5618 R_Mesh_ResetTextureState();
5619 GL_Color(1, 1, 1, 1);
5622 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5623 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5624 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5625 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5626 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5627 if (rsurface.texture->backgroundcurrentskinframe)
5629 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5630 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5631 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5632 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5634 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5635 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5636 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5637 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5638 R_Mesh_ColorPointer(NULL, 0, 0);
5640 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5642 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5644 // render background
5645 GL_BlendFunc(GL_ONE, GL_ZERO);
5647 GL_AlphaTest(false);
5649 GL_Color(1, 1, 1, 1);
5650 R_Mesh_ColorPointer(NULL, 0, 0);
5652 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5653 if (r_glsl_permutation)
5655 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5656 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5657 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5658 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5659 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5660 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5661 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5664 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5665 GL_DepthMask(false);
5666 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5667 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5668 R_Mesh_ColorPointer(NULL, 0, 0);
5670 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5671 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5672 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5675 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5676 if (!r_glsl_permutation)
5679 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5680 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5681 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5682 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5683 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5684 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5686 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5688 GL_BlendFunc(GL_ONE, GL_ZERO);
5690 GL_AlphaTest(false);
5693 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5695 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5696 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5698 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5702 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5703 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5705 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5709 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5711 // OpenGL 1.3 path - anything not completely ancient
5712 int texturesurfaceindex;
5713 qboolean applycolor;
5717 const texturelayer_t *layer;
5718 if (rsurface.mode != RSURFMODE_MULTIPASS)
5719 rsurface.mode = RSURFMODE_MULTIPASS;
5720 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5722 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5725 int layertexrgbscale;
5726 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5728 if (layerindex == 0)
5732 GL_AlphaTest(false);
5733 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5736 GL_DepthMask(layer->depthmask);
5737 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5738 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5740 layertexrgbscale = 4;
5741 VectorScale(layer->color, 0.25f, layercolor);
5743 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5745 layertexrgbscale = 2;
5746 VectorScale(layer->color, 0.5f, layercolor);
5750 layertexrgbscale = 1;
5751 VectorScale(layer->color, 1.0f, layercolor);
5753 layercolor[3] = layer->color[3];
5754 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5755 R_Mesh_ColorPointer(NULL, 0, 0);
5756 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5757 switch (layer->type)
5759 case TEXTURELAYERTYPE_LITTEXTURE:
5760 memset(&m, 0, sizeof(m));
5761 m.tex[0] = R_GetTexture(r_texture_white);
5762 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5763 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5764 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5765 m.tex[1] = R_GetTexture(layer->texture);
5766 m.texmatrix[1] = layer->texmatrix;
5767 m.texrgbscale[1] = layertexrgbscale;
5768 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5769 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5770 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5771 R_Mesh_TextureState(&m);
5772 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5773 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5774 else if (rsurface.uselightmaptexture)
5775 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5777 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5779 case TEXTURELAYERTYPE_TEXTURE:
5780 memset(&m, 0, sizeof(m));
5781 m.tex[0] = R_GetTexture(layer->texture);
5782 m.texmatrix[0] = layer->texmatrix;
5783 m.texrgbscale[0] = layertexrgbscale;
5784 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5785 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5786 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5787 R_Mesh_TextureState(&m);
5788 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5790 case TEXTURELAYERTYPE_FOG:
5791 memset(&m, 0, sizeof(m));
5792 m.texrgbscale[0] = layertexrgbscale;
5795 m.tex[0] = R_GetTexture(layer->texture);
5796 m.texmatrix[0] = layer->texmatrix;
5797 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5798 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5799 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5801 R_Mesh_TextureState(&m);
5802 // generate a color array for the fog pass
5803 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5804 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5808 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5809 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)
5811 f = 1 - FogPoint_Model(v);
5812 c[0] = layercolor[0];
5813 c[1] = layercolor[1];
5814 c[2] = layercolor[2];
5815 c[3] = f * layercolor[3];
5818 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5821 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5823 GL_LockArrays(0, 0);
5826 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5828 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5829 GL_AlphaTest(false);
5833 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5835 // OpenGL 1.1 - crusty old voodoo path
5836 int texturesurfaceindex;
5840 const texturelayer_t *layer;
5841 if (rsurface.mode != RSURFMODE_MULTIPASS)
5842 rsurface.mode = RSURFMODE_MULTIPASS;
5843 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5845 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5847 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5849 if (layerindex == 0)
5853 GL_AlphaTest(false);
5854 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5857 GL_DepthMask(layer->depthmask);
5858 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5859 R_Mesh_ColorPointer(NULL, 0, 0);
5860 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5861 switch (layer->type)
5863 case TEXTURELAYERTYPE_LITTEXTURE:
5864 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5866 // two-pass lit texture with 2x rgbscale
5867 // first the lightmap pass
5868 memset(&m, 0, sizeof(m));
5869 m.tex[0] = R_GetTexture(r_texture_white);
5870 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5871 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5872 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5873 R_Mesh_TextureState(&m);
5874 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5875 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5876 else if (rsurface.uselightmaptexture)
5877 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5879 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5880 GL_LockArrays(0, 0);
5881 // then apply the texture to it
5882 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5883 memset(&m, 0, sizeof(m));
5884 m.tex[0] = R_GetTexture(layer->texture);
5885 m.texmatrix[0] = layer->texmatrix;
5886 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5887 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5888 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5889 R_Mesh_TextureState(&m);
5890 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
5894 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5895 memset(&m, 0, sizeof(m));
5896 m.tex[0] = R_GetTexture(layer->texture);
5897 m.texmatrix[0] = layer->texmatrix;
5898 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5899 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5900 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5901 R_Mesh_TextureState(&m);
5902 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5903 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5905 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5908 case TEXTURELAYERTYPE_TEXTURE:
5909 // singletexture unlit texture with transparency support
5910 memset(&m, 0, sizeof(m));
5911 m.tex[0] = R_GetTexture(layer->texture);
5912 m.texmatrix[0] = layer->texmatrix;
5913 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5914 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5915 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5916 R_Mesh_TextureState(&m);
5917 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
5919 case TEXTURELAYERTYPE_FOG:
5920 // singletexture fogging
5921 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5924 memset(&m, 0, sizeof(m));
5925 m.tex[0] = R_GetTexture(layer->texture);
5926 m.texmatrix[0] = layer->texmatrix;
5927 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5928 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5929 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5930 R_Mesh_TextureState(&m);
5933 R_Mesh_ResetTextureState();
5934 // generate a color array for the fog pass
5935 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5939 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5940 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)
5942 f = 1 - FogPoint_Model(v);
5943 c[0] = layer->color[0];
5944 c[1] = layer->color[1];
5945 c[2] = layer->color[2];
5946 c[3] = f * layer->color[3];
5949 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5952 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5954 GL_LockArrays(0, 0);
5957 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5959 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5960 GL_AlphaTest(false);
5964 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5966 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5968 rsurface.rtlight = NULL;
5972 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5974 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5976 if (rsurface.mode != RSURFMODE_MULTIPASS)
5977 rsurface.mode = RSURFMODE_MULTIPASS;
5978 if (r_depthfirst.integer == 3)
5980 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5981 if (!r_refdef.view.showdebug)
5982 GL_Color(0, 0, 0, 1);
5984 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5988 GL_ColorMask(0,0,0,0);
5991 RSurf_SetupDepthAndCulling();
5993 GL_BlendFunc(GL_ONE, GL_ZERO);
5995 GL_AlphaTest(false);
5996 R_Mesh_ColorPointer(NULL, 0, 0);
5997 R_Mesh_ResetTextureState();
5998 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5999 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6000 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6002 else if (r_depthfirst.integer == 3)
6004 else if (!r_refdef.view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
6006 GL_Color(0, 0, 0, 1);
6007 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6009 else if (r_showsurfaces.integer)
6011 if (rsurface.mode != RSURFMODE_MULTIPASS)
6012 rsurface.mode = RSURFMODE_MULTIPASS;
6013 RSurf_SetupDepthAndCulling();
6015 GL_BlendFunc(GL_ONE, GL_ZERO);
6016 GL_DepthMask(writedepth);
6018 GL_AlphaTest(false);
6019 R_Mesh_ColorPointer(NULL, 0, 0);
6020 R_Mesh_ResetTextureState();
6021 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6022 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6024 else if (gl_lightmaps.integer)
6027 if (rsurface.mode != RSURFMODE_MULTIPASS)
6028 rsurface.mode = RSURFMODE_MULTIPASS;
6029 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6031 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6032 GL_BlendFunc(GL_ONE, GL_ZERO);
6033 GL_DepthMask(writedepth);
6035 GL_AlphaTest(false);
6036 R_Mesh_ColorPointer(NULL, 0, 0);
6037 memset(&m, 0, sizeof(m));
6038 m.tex[0] = R_GetTexture(r_texture_white);
6039 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6040 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6041 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6042 R_Mesh_TextureState(&m);
6043 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
6044 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6045 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6046 else if (rsurface.uselightmaptexture)
6047 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6049 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6051 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6052 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6053 else if (rsurface.texture->currentnumlayers)
6055 // write depth for anything we skipped on the depth-only pass earlier
6056 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6058 RSurf_SetupDepthAndCulling();
6059 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6060 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6061 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6062 if (r_glsl.integer && gl_support_fragment_shader)
6063 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
6064 else if (gl_combine.integer && r_textureunits.integer >= 2)
6065 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
6067 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
6070 GL_LockArrays(0, 0);
6073 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6076 int texturenumsurfaces, endsurface;
6078 msurface_t *surface;
6079 msurface_t *texturesurfacelist[1024];
6081 // if the model is static it doesn't matter what value we give for
6082 // wantnormals and wanttangents, so this logic uses only rules applicable
6083 // to a model, knowing that they are meaningless otherwise
6084 if (ent == r_refdef.scene.worldentity)
6085 RSurf_ActiveWorldEntity();
6086 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6087 RSurf_ActiveModelEntity(ent, false, false);
6089 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6091 for (i = 0;i < numsurfaces;i = j)
6094 surface = rsurface.modelsurfaces + surfacelist[i];
6095 texture = surface->texture;
6096 R_UpdateTextureInfo(ent, texture);
6097 rsurface.texture = texture->currentframe;
6098 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6099 // scan ahead until we find a different texture
6100 endsurface = min(i + 1024, numsurfaces);
6101 texturenumsurfaces = 0;
6102 texturesurfacelist[texturenumsurfaces++] = surface;
6103 for (;j < endsurface;j++)
6105 surface = rsurface.modelsurfaces + surfacelist[j];
6106 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6108 texturesurfacelist[texturenumsurfaces++] = surface;
6110 // render the range of surfaces
6111 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
6117 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6120 vec3_t tempcenter, center;
6122 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6125 for (i = 0;i < numsurfaces;i++)
6126 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6127 R_Water_AddWaterPlane(surfacelist[i]);
6130 // break the surface list down into batches by texture and use of lightmapping
6131 for (i = 0;i < numsurfaces;i = j)
6134 // texture is the base texture pointer, rsurface.texture is the
6135 // current frame/skin the texture is directing us to use (for example
6136 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6137 // use skin 1 instead)
6138 texture = surfacelist[i]->texture;
6139 rsurface.texture = texture->currentframe;
6140 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6141 if (!(rsurface.texture->currentmaterialflags & flagsmask))
6143 // if this texture is not the kind we want, skip ahead to the next one
6144 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6148 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6150 // transparent surfaces get pushed off into the transparent queue
6151 const msurface_t *surface = surfacelist[i];
6154 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6155 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6156 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6157 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6158 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
6162 // simply scan ahead until we find a different texture or lightmap state
6163 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6165 // render the range of surfaces
6166 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6171 float locboxvertex3f[6*4*3] =
6173 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6174 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6175 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6176 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6177 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6178 1,0,0, 0,0,0, 0,1,0, 1,1,0
6181 int locboxelement3i[6*2*3] =
6191 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6194 cl_locnode_t *loc = (cl_locnode_t *)ent;
6196 float vertex3f[6*4*3];
6198 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6199 GL_DepthMask(false);
6200 GL_DepthRange(0, 1);
6201 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6203 GL_CullFace(GL_NONE);
6204 R_Mesh_Matrix(&identitymatrix);
6206 R_Mesh_VertexPointer(vertex3f, 0, 0);
6207 R_Mesh_ColorPointer(NULL, 0, 0);
6208 R_Mesh_ResetTextureState();
6211 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6212 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6213 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6214 surfacelist[0] < 0 ? 0.5f : 0.125f);
6216 if (VectorCompare(loc->mins, loc->maxs))
6218 VectorSet(size, 2, 2, 2);
6219 VectorMA(loc->mins, -0.5f, size, mins);
6223 VectorCopy(loc->mins, mins);
6224 VectorSubtract(loc->maxs, loc->mins, size);
6227 for (i = 0;i < 6*4*3;)
6228 for (j = 0;j < 3;j++, i++)
6229 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6231 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6234 void R_DrawLocs(void)
6237 cl_locnode_t *loc, *nearestloc;
6239 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6240 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6242 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6243 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6247 void R_DrawDebugModel(entity_render_t *ent)
6249 int i, j, k, l, flagsmask;
6250 const int *elements;
6252 msurface_t *surface;
6253 model_t *model = ent->model;
6256 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6258 R_Mesh_ColorPointer(NULL, 0, 0);
6259 R_Mesh_ResetTextureState();
6260 GL_DepthRange(0, 1);
6261 GL_DepthTest(!r_showdisabledepthtest.integer);
6262 GL_DepthMask(false);
6263 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6265 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6267 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6268 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6270 if (brush->colbrushf && brush->colbrushf->numtriangles)
6272 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6273 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6274 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6277 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6279 if (surface->num_collisiontriangles)
6281 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6282 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6283 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6288 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6290 if (r_showtris.integer || r_shownormals.integer)
6292 if (r_showdisabledepthtest.integer)
6294 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6295 GL_DepthMask(false);
6299 GL_BlendFunc(GL_ONE, GL_ZERO);
6302 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6304 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6306 rsurface.texture = surface->texture->currentframe;
6307 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6309 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6310 if (r_showtris.value > 0)
6312 if (!rsurface.texture->currentlayers->depthmask)
6313 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6314 else if (ent == r_refdef.scene.worldentity)
6315 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6317 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6318 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6321 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6323 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6324 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6325 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6326 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6331 if (r_shownormals.value > 0)
6334 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6336 VectorCopy(rsurface.vertex3f + l * 3, v);
6337 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6338 qglVertex3f(v[0], v[1], v[2]);
6339 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6340 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6341 qglVertex3f(v[0], v[1], v[2]);
6346 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6348 VectorCopy(rsurface.vertex3f + l * 3, v);
6349 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6350 qglVertex3f(v[0], v[1], v[2]);
6351 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6352 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6353 qglVertex3f(v[0], v[1], v[2]);
6358 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6360 VectorCopy(rsurface.vertex3f + l * 3, v);
6361 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6362 qglVertex3f(v[0], v[1], v[2]);
6363 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6364 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6365 qglVertex3f(v[0], v[1], v[2]);
6372 rsurface.texture = NULL;
6376 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6377 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6379 int i, j, endj, f, flagsmask;
6380 msurface_t *surface;
6382 model_t *model = r_refdef.scene.worldmodel;
6383 const int maxsurfacelist = 1024;
6384 int numsurfacelist = 0;
6385 msurface_t *surfacelist[1024];
6389 RSurf_ActiveWorldEntity();
6391 // update light styles on this submodel
6392 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6394 model_brush_lightstyleinfo_t *style;
6395 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6397 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6399 msurface_t *surfaces = model->data_surfaces;
6400 int *list = style->surfacelist;
6401 style->value = r_refdef.scene.lightstylevalue[style->style];
6402 for (j = 0;j < style->numsurfaces;j++)
6403 surfaces[list[j]].cached_dlight = true;
6408 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6409 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6413 R_DrawDebugModel(r_refdef.scene.worldentity);
6419 rsurface.uselightmaptexture = false;
6420 rsurface.texture = NULL;
6422 j = model->firstmodelsurface;
6423 endj = j + model->nummodelsurfaces;
6426 // quickly skip over non-visible surfaces
6427 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6429 // quickly iterate over visible surfaces
6430 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6432 // process this surface
6433 surface = model->data_surfaces + j;
6434 // if this surface fits the criteria, add it to the list
6435 if (surface->num_triangles)
6437 // if lightmap parameters changed, rebuild lightmap texture
6438 if (surface->cached_dlight)
6439 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6440 // add face to draw list
6441 surfacelist[numsurfacelist++] = surface;
6442 r_refdef.stats.world_triangles += surface->num_triangles;
6443 if (numsurfacelist >= maxsurfacelist)
6445 r_refdef.stats.world_surfaces += numsurfacelist;
6446 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6452 r_refdef.stats.world_surfaces += numsurfacelist;
6454 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6458 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6460 int i, j, f, flagsmask;
6461 msurface_t *surface, *endsurface;
6463 model_t *model = ent->model;
6464 const int maxsurfacelist = 1024;
6465 int numsurfacelist = 0;
6466 msurface_t *surfacelist[1024];
6470 // if the model is static it doesn't matter what value we give for
6471 // wantnormals and wanttangents, so this logic uses only rules applicable
6472 // to a model, knowing that they are meaningless otherwise
6473 if (ent == r_refdef.scene.worldentity)
6474 RSurf_ActiveWorldEntity();
6475 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6476 RSurf_ActiveModelEntity(ent, false, false);
6478 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6480 // update light styles
6481 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6483 model_brush_lightstyleinfo_t *style;
6484 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6486 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6488 msurface_t *surfaces = model->data_surfaces;
6489 int *list = style->surfacelist;
6490 style->value = r_refdef.scene.lightstylevalue[style->style];
6491 for (j = 0;j < style->numsurfaces;j++)
6492 surfaces[list[j]].cached_dlight = true;
6497 R_UpdateAllTextureInfo(ent);
6498 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6502 R_DrawDebugModel(ent);
6508 rsurface.uselightmaptexture = false;
6509 rsurface.texture = NULL;
6511 surface = model->data_surfaces + model->firstmodelsurface;
6512 endsurface = surface + model->nummodelsurfaces;
6513 for (;surface < endsurface;surface++)
6515 // if this surface fits the criteria, add it to the list
6516 if (surface->num_triangles)
6518 // if lightmap parameters changed, rebuild lightmap texture
6519 if (surface->cached_dlight)
6520 R_BuildLightMap(ent, surface);
6521 // add face to draw list
6522 surfacelist[numsurfacelist++] = surface;
6523 r_refdef.stats.entities_triangles += surface->num_triangles;
6524 if (numsurfacelist >= maxsurfacelist)
6526 r_refdef.stats.entities_surfaces += numsurfacelist;
6527 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6532 r_refdef.stats.entities_surfaces += numsurfacelist;
6534 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);