2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
35 r_viewcache_t r_viewcache;
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
75 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
77 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
78 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
79 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
80 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
81 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
82 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
84 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
85 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
86 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
88 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
89 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
90 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
91 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
92 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
93 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
94 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
96 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
97 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
98 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
99 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
101 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
103 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
105 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
107 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
108 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
110 extern qboolean v_flipped_state;
112 typedef struct r_glsl_bloomshader_s
115 int loc_Texture_Bloom;
117 r_glsl_bloomshader_t;
119 static struct r_bloomstate_s
124 int bloomwidth, bloomheight;
126 int screentexturewidth, screentextureheight;
127 rtexture_t *texture_screen;
129 int bloomtexturewidth, bloomtextureheight;
130 rtexture_t *texture_bloom;
132 r_glsl_bloomshader_t *shader;
134 // arrays for rendering the screen passes
135 float screentexcoord2f[8];
136 float bloomtexcoord2f[8];
137 float offsettexcoord2f[8];
141 // shadow volume bsp struct with automatically growing nodes buffer
144 rtexture_t *r_texture_blanknormalmap;
145 rtexture_t *r_texture_white;
146 rtexture_t *r_texture_black;
147 rtexture_t *r_texture_notexture;
148 rtexture_t *r_texture_whitecube;
149 rtexture_t *r_texture_normalizationcube;
150 rtexture_t *r_texture_fogattenuation;
151 //rtexture_t *r_texture_fogintensity;
153 // information about each possible shader permutation
154 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
155 // currently selected permutation
156 r_glsl_permutation_t *r_glsl_permutation;
158 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
159 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
161 // vertex coordinates for a quad that covers the screen exactly
162 const static float r_screenvertex3f[12] =
170 extern void R_DrawModelShadows(void);
172 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
175 for (i = 0;i < verts;i++)
186 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
189 for (i = 0;i < verts;i++)
199 // FIXME: move this to client?
202 if (gamemode == GAME_NEHAHRA)
204 Cvar_Set("gl_fogenable", "0");
205 Cvar_Set("gl_fogdensity", "0.2");
206 Cvar_Set("gl_fogred", "0.3");
207 Cvar_Set("gl_foggreen", "0.3");
208 Cvar_Set("gl_fogblue", "0.3");
210 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
213 float FogPoint_World(const vec3_t p)
215 int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
216 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
219 float FogPoint_Model(const vec3_t p)
221 int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
222 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
225 static void R_BuildBlankTextures(void)
227 unsigned char data[4];
228 data[0] = 128; // normal X
229 data[1] = 128; // normal Y
230 data[2] = 255; // normal Z
231 data[3] = 128; // height
232 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
237 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
242 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
245 static void R_BuildNoTexture(void)
248 unsigned char pix[16][16][4];
249 // this makes a light grey/dark grey checkerboard texture
250 for (y = 0;y < 16;y++)
252 for (x = 0;x < 16;x++)
254 if ((y < 8) ^ (x < 8))
270 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
273 static void R_BuildWhiteCube(void)
275 unsigned char data[6*1*1*4];
276 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
277 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
278 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
279 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
280 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
281 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
282 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
285 static void R_BuildNormalizationCube(void)
289 vec_t s, t, intensity;
291 unsigned char data[6][NORMSIZE][NORMSIZE][4];
292 for (side = 0;side < 6;side++)
294 for (y = 0;y < NORMSIZE;y++)
296 for (x = 0;x < NORMSIZE;x++)
298 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
299 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
334 intensity = 127.0f / sqrt(DotProduct(v, v));
335 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
336 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
337 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
338 data[side][y][x][3] = 255;
342 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
345 static void R_BuildFogTexture(void)
349 unsigned char data1[FOGWIDTH][4];
350 //unsigned char data2[FOGWIDTH][4];
351 for (x = 0;x < FOGWIDTH;x++)
353 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
358 //data2[x][0] = 255 - b;
359 //data2[x][1] = 255 - b;
360 //data2[x][2] = 255 - b;
363 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
364 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
367 static const char *builtinshaderstring =
368 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
369 "// written by Forest 'LordHavoc' Hale\n"
371 "// common definitions between vertex shader and fragment shader:\n"
373 "#ifdef __GLSL_CG_DATA_TYPES\n"
374 "#define myhalf half\n"
375 "#define myhvec2 hvec2\n"
376 "#define myhvec3 hvec3\n"
377 "#define myhvec4 hvec4\n"
379 "#define myhalf float\n"
380 "#define myhvec2 vec2\n"
381 "#define myhvec3 vec3\n"
382 "#define myhvec4 vec4\n"
385 "varying vec2 TexCoord;\n"
386 "varying vec2 TexCoordLightmap;\n"
388 "varying vec3 CubeVector;\n"
389 "varying vec3 LightVector;\n"
390 "varying vec3 EyeVector;\n"
392 "varying vec3 EyeVectorModelSpace;\n"
395 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
396 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
397 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
402 "// vertex shader specific:\n"
403 "#ifdef VERTEX_SHADER\n"
405 "uniform vec3 LightPosition;\n"
406 "uniform vec3 EyePosition;\n"
407 "uniform vec3 LightDir;\n"
409 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
413 " gl_FrontColor = gl_Color;\n"
414 " // copy the surface texcoord\n"
415 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
416 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
417 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
420 "#ifdef MODE_LIGHTSOURCE\n"
421 " // transform vertex position into light attenuation/cubemap space\n"
422 " // (-1 to +1 across the light box)\n"
423 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
425 " // transform unnormalized light direction into tangent space\n"
426 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
427 " // normalize it per pixel)\n"
428 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
429 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
430 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
431 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
434 "#ifdef MODE_LIGHTDIRECTION\n"
435 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
436 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
437 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
440 " // transform unnormalized eye direction into tangent space\n"
442 " vec3 EyeVectorModelSpace;\n"
444 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
445 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
446 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
447 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
449 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
450 " VectorS = gl_MultiTexCoord1.xyz;\n"
451 " VectorT = gl_MultiTexCoord2.xyz;\n"
452 " VectorR = gl_MultiTexCoord3.xyz;\n"
455 " // transform vertex to camera space, using ftransform to match non-VS\n"
457 " gl_Position = ftransform();\n"
460 "#endif // VERTEX_SHADER\n"
465 "// fragment shader specific:\n"
466 "#ifdef FRAGMENT_SHADER\n"
468 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
469 "uniform sampler2D Texture_Normal;\n"
470 "uniform sampler2D Texture_Color;\n"
471 "uniform sampler2D Texture_Gloss;\n"
472 "uniform samplerCube Texture_Cube;\n"
473 "uniform sampler2D Texture_Attenuation;\n"
474 "uniform sampler2D Texture_FogMask;\n"
475 "uniform sampler2D Texture_Pants;\n"
476 "uniform sampler2D Texture_Shirt;\n"
477 "uniform sampler2D Texture_Lightmap;\n"
478 "uniform sampler2D Texture_Deluxemap;\n"
479 "uniform sampler2D Texture_Glow;\n"
481 "uniform myhvec3 LightColor;\n"
482 "uniform myhvec3 AmbientColor;\n"
483 "uniform myhvec3 DiffuseColor;\n"
484 "uniform myhvec3 SpecularColor;\n"
485 "uniform myhvec3 Color_Pants;\n"
486 "uniform myhvec3 Color_Shirt;\n"
487 "uniform myhvec3 FogColor;\n"
489 "uniform myhalf GlowScale;\n"
490 "uniform myhalf SceneBrightness;\n"
491 "#ifdef USECONTRASTBOOST\n"
492 "uniform myhalf ContrastBoostCoeff;\n"
495 "uniform float OffsetMapping_Scale;\n"
496 "uniform float OffsetMapping_Bias;\n"
497 "uniform float FogRangeRecip;\n"
499 "uniform myhalf AmbientScale;\n"
500 "uniform myhalf DiffuseScale;\n"
501 "uniform myhalf SpecularScale;\n"
502 "uniform myhalf SpecularPower;\n"
504 "#ifdef USEOFFSETMAPPING\n"
505 "vec2 OffsetMapping(vec2 TexCoord)\n"
507 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
508 " // 14 sample relief mapping: linear search and then binary search\n"
509 " // this basically steps forward a small amount repeatedly until it finds\n"
510 " // itself inside solid, then jitters forward and back using decreasing\n"
511 " // amounts to find the impact\n"
512 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
513 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
514 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
515 " vec3 RT = vec3(TexCoord, 1);\n"
516 " OffsetVector *= 0.1;\n"
517 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
519 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
520 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
521 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
522 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
523 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
524 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
525 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
526 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
527 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
528 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
529 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
530 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
533 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
534 " // this basically moves forward the full distance, and then backs up based\n"
535 " // on height of samples\n"
536 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
537 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
538 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
539 " TexCoord += OffsetVector;\n"
540 " OffsetVector *= 0.333;\n"
541 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
542 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
543 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
544 " return TexCoord;\n"
551 "#ifdef USEOFFSETMAPPING\n"
552 " // apply offsetmapping\n"
553 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
554 "#define TexCoord TexCoordOffset\n"
557 " // combine the diffuse textures (base, pants, shirt)\n"
558 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
559 "#ifdef USECOLORMAPPING\n"
560 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
566 "#ifdef MODE_LIGHTSOURCE\n"
569 " // calculate surface normal, light normal, and specular normal\n"
570 " // compute color intensity for the two textures (colormap and glossmap)\n"
571 " // scale by light color and attenuation as efficiently as possible\n"
572 " // (do as much scalar math as possible rather than vector math)\n"
573 "#ifdef USESPECULAR\n"
574 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
575 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
576 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
578 " // calculate directional shading\n"
579 " color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
581 "#ifdef USEDIFFUSE\n"
582 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
583 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
585 " // calculate directional shading\n"
586 " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
588 " // calculate directionless shading\n"
589 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
593 "#ifdef USECUBEFILTER\n"
594 " // apply light cubemap filter\n"
595 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
596 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
602 "#elif defined(MODE_LIGHTDIRECTION)\n"
603 " // directional model lighting\n"
605 " // get the surface normal and light normal\n"
606 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
607 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
609 " // calculate directional shading\n"
610 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
611 "#ifdef USESPECULAR\n"
612 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
613 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
619 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
620 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
622 " // get the surface normal and light normal\n"
623 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
625 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
626 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
627 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
629 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
631 " // calculate directional shading\n"
632 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
633 "#ifdef USESPECULAR\n"
634 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
635 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
638 " // apply lightmap color\n"
639 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
642 "#else // MODE none (lightmap)\n"
643 " // apply lightmap color\n"
644 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
647 " color *= myhvec4(gl_Color);\n"
650 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
655 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
658 "#ifdef USECONTRASTBOOST\n"
659 " color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
661 " color.rgb *= SceneBrightness;\n"
664 " gl_FragColor = vec4(color);\n"
667 "#endif // FRAGMENT_SHADER\n"
670 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
671 const char *permutationinfo[][2] =
673 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
674 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
675 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
676 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
677 {"#define USEGLOW\n", " glow"},
678 {"#define USEFOG\n", " fog"},
679 {"#define USECOLORMAPPING\n", " colormapping"},
680 {"#define USEDIFFUSE\n", " diffuse"},
681 {"#define USECONTRASTBOOST\n", " contrastboost"},
682 {"#define USESPECULAR\n", " specular"},
683 {"#define USECUBEFILTER\n", " cubefilter"},
684 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
685 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
689 void R_GLSL_CompilePermutation(const char *filename, int permutation)
692 qboolean shaderfound;
693 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
694 int vertstrings_count;
695 int geomstrings_count;
696 int fragstrings_count;
698 const char *vertstrings_list[32+1];
699 const char *geomstrings_list[32+1];
700 const char *fragstrings_list[32+1];
701 char permutationname[256];
706 vertstrings_list[0] = "#define VERTEX_SHADER\n";
707 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
708 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
709 vertstrings_count = 1;
710 geomstrings_count = 1;
711 fragstrings_count = 1;
712 permutationname[0] = 0;
713 for (i = 0;permutationinfo[i][0];i++)
715 if (permutation & (1<<i))
717 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
718 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
719 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
720 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
724 // keep line numbers correct
725 vertstrings_list[vertstrings_count++] = "\n";
726 geomstrings_list[geomstrings_count++] = "\n";
727 fragstrings_list[fragstrings_count++] = "\n";
730 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
734 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
735 vertstrings_list[vertstrings_count++] = shaderstring;
736 geomstrings_list[geomstrings_count++] = shaderstring;
737 fragstrings_list[fragstrings_count++] = shaderstring;
740 else if (!strcmp(filename, "glsl/default.glsl"))
742 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
743 vertstrings_list[vertstrings_count++] = builtinshaderstring;
744 geomstrings_list[geomstrings_count++] = builtinshaderstring;
745 fragstrings_list[fragstrings_count++] = builtinshaderstring;
748 // clear any lists that are not needed by this shader
749 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
750 vertstrings_count = 0;
751 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
752 geomstrings_count = 0;
753 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
754 fragstrings_count = 0;
755 // compile the shader program
756 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
757 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
761 qglUseProgramObjectARB(p->program);CHECKGLERROR
762 // look up all the uniform variable names we care about, so we don't
763 // have to look them up every time we set them
764 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
765 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
766 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
767 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
768 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
769 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
770 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
771 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
772 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
773 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
774 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
775 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
776 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
777 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
778 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
779 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
780 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
781 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
782 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
783 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
784 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
785 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
786 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
787 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
788 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
789 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
790 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
791 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
792 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
793 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
794 // initialize the samplers to refer to the texture units we use
795 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
796 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
797 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
798 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
799 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
800 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
801 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
802 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
803 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
804 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
805 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
807 qglUseProgramObjectARB(0);CHECKGLERROR
810 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
812 Mem_Free(shaderstring);
815 void R_GLSL_Restart_f(void)
818 for (i = 0;i < SHADERPERMUTATION_MAX;i++)
819 if (r_glsl_permutations[i].program)
820 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
821 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
824 extern rtexture_t *r_shadow_attenuationgradienttexture;
825 extern rtexture_t *r_shadow_attenuation2dtexture;
826 extern rtexture_t *r_shadow_attenuation3dtexture;
827 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
829 // select a permutation of the lighting shader appropriate to this
830 // combination of texture, entity, light source, and fogging, only use the
831 // minimum features necessary to avoid wasting rendering time in the
832 // fragment shader on features that are not being used
833 const char *shaderfilename = NULL;
834 unsigned int permutation = 0;
835 r_glsl_permutation = NULL;
836 // TODO: implement geometry-shader based shadow volumes someday
837 if (rsurface.rtlight)
840 shaderfilename = "glsl/default.glsl";
841 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
842 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
843 permutation |= SHADERPERMUTATION_CUBEFILTER;
844 if (diffusescale > 0)
845 permutation |= SHADERPERMUTATION_DIFFUSE;
846 if (specularscale > 0)
847 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
848 if (r_refdef.fogenabled)
849 permutation |= SHADERPERMUTATION_FOG;
850 if (rsurface.texture->colormapping)
851 permutation |= SHADERPERMUTATION_COLORMAPPING;
852 if (r_glsl_offsetmapping.integer)
854 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
855 if (r_glsl_offsetmapping_reliefmapping.integer)
856 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
858 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
859 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
861 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
863 // bright unshaded geometry
864 shaderfilename = "glsl/default.glsl";
865 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
866 if (rsurface.texture->currentskinframe->glow)
867 permutation |= SHADERPERMUTATION_GLOW;
868 if (r_refdef.fogenabled)
869 permutation |= SHADERPERMUTATION_FOG;
870 if (rsurface.texture->colormapping)
871 permutation |= SHADERPERMUTATION_COLORMAPPING;
872 if (r_glsl_offsetmapping.integer)
874 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
875 if (r_glsl_offsetmapping_reliefmapping.integer)
876 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
878 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
879 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
881 else if (modellighting)
883 // directional model lighting
884 shaderfilename = "glsl/default.glsl";
885 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
886 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
887 if (rsurface.texture->currentskinframe->glow)
888 permutation |= SHADERPERMUTATION_GLOW;
889 if (specularscale > 0)
890 permutation |= SHADERPERMUTATION_SPECULAR;
891 if (r_refdef.fogenabled)
892 permutation |= SHADERPERMUTATION_FOG;
893 if (rsurface.texture->colormapping)
894 permutation |= SHADERPERMUTATION_COLORMAPPING;
895 if (r_glsl_offsetmapping.integer)
897 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
898 if (r_glsl_offsetmapping_reliefmapping.integer)
899 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
901 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
902 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
907 shaderfilename = "glsl/default.glsl";
908 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
909 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
911 // deluxemapping (light direction texture)
912 if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
913 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
915 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
916 if (specularscale > 0)
917 permutation |= SHADERPERMUTATION_SPECULAR;
919 else if (r_glsl_deluxemapping.integer >= 2)
921 // fake deluxemapping (uniform light direction in tangentspace)
922 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
923 if (specularscale > 0)
924 permutation |= SHADERPERMUTATION_SPECULAR;
928 // ordinary lightmapping
931 if (rsurface.texture->currentskinframe->glow)
932 permutation |= SHADERPERMUTATION_GLOW;
933 if (r_refdef.fogenabled)
934 permutation |= SHADERPERMUTATION_FOG;
935 if (rsurface.texture->colormapping)
936 permutation |= SHADERPERMUTATION_COLORMAPPING;
937 if (r_glsl_offsetmapping.integer)
939 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
940 if (r_glsl_offsetmapping_reliefmapping.integer)
941 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
943 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
944 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
946 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
948 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
949 R_GLSL_CompilePermutation(shaderfilename, permutation);
950 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
952 // remove features until we find a valid permutation
954 for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1)
957 return 0; // no bit left to clear
958 // reduce i more quickly whenever it would not remove any bits
959 if (!(permutation & i))
962 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
963 R_GLSL_CompilePermutation(shaderfilename, permutation);
964 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
969 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
971 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
972 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
973 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
975 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
976 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
977 if (permutation & SHADERPERMUTATION_DIFFUSE)
979 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
980 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
981 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
982 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
986 // ambient only is simpler
987 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
988 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
989 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
990 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
993 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
995 if (r_glsl_permutation->loc_AmbientColor >= 0)
996 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
997 if (r_glsl_permutation->loc_DiffuseColor >= 0)
998 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
999 if (r_glsl_permutation->loc_SpecularColor >= 0)
1000 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
1001 if (r_glsl_permutation->loc_LightDir >= 0)
1002 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1006 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
1007 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
1008 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
1010 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
1011 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
1012 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
1013 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
1014 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
1015 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
1016 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
1017 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
1018 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
1019 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1020 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1021 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1022 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1024 // The formula used is actually:
1025 // color.rgb *= SceneBrightness;
1026 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1027 // I simplify that to
1028 // color.rgb *= [[SceneBrightness * ContrastBoost]];
1029 // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
1031 // color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
1032 // and do [[calculations]] here in the engine
1033 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
1034 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
1037 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1038 if (r_glsl_permutation->loc_FogColor >= 0)
1040 // additive passes are only darkened by fog, not tinted
1041 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1042 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1044 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1046 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1047 if (r_glsl_permutation->loc_Color_Pants >= 0)
1049 if (rsurface.texture->currentskinframe->pants)
1050 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1052 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1054 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1056 if (rsurface.texture->currentskinframe->shirt)
1057 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1059 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1061 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1062 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1063 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1068 void R_SwitchSurfaceShader(int permutation)
1070 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1072 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1074 qglUseProgramObjectARB(r_glsl_permutation->program);
1079 #define SKINFRAME_HASH 1024
1083 int loadsequence; // incremented each level change
1084 memexpandablearray_t array;
1085 skinframe_t *hash[SKINFRAME_HASH];
1089 void R_SkinFrame_PrepareForPurge(void)
1091 r_skinframe.loadsequence++;
1092 // wrap it without hitting zero
1093 if (r_skinframe.loadsequence >= 200)
1094 r_skinframe.loadsequence = 1;
1097 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1101 // mark the skinframe as used for the purging code
1102 skinframe->loadsequence = r_skinframe.loadsequence;
1105 void R_SkinFrame_Purge(void)
1109 for (i = 0;i < SKINFRAME_HASH;i++)
1111 for (s = r_skinframe.hash[i];s;s = s->next)
1113 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1115 if (s->base == r_texture_notexture) s->base = NULL;
1116 if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
1117 if (s->merged == s->base) s->merged = NULL;
1118 if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
1119 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1120 if (s->base ) R_FreeTexture(s->base );s->base = NULL;
1121 if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
1122 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
1123 if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
1124 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
1125 if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
1126 if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
1127 s->loadsequence = 0;
1133 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1137 char basename[MAX_QPATH];
1139 Image_StripImageExtension(name, basename, sizeof(basename));
1141 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1142 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1143 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1149 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1150 memset(item, 0, sizeof(*item));
1151 strlcpy(item->basename, basename, sizeof(item->basename));
1152 item->textureflags = textureflags;
1153 item->comparewidth = comparewidth;
1154 item->compareheight = compareheight;
1155 item->comparecrc = comparecrc;
1156 item->next = r_skinframe.hash[hashindex];
1157 r_skinframe.hash[hashindex] = item;
1159 R_SkinFrame_MarkUsed(item);
1163 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1165 // FIXME: it should be possible to disable loading various layers using
1166 // cvars, to prevent wasted loading time and memory usage if the user does
1168 qboolean loadnormalmap = true;
1169 qboolean loadgloss = true;
1170 qboolean loadpantsandshirt = true;
1171 qboolean loadglow = true;
1173 unsigned char *pixels;
1174 unsigned char *bumppixels;
1175 unsigned char *basepixels = NULL;
1176 int basepixels_width;
1177 int basepixels_height;
1178 skinframe_t *skinframe;
1180 if (cls.state == ca_dedicated)
1183 // return an existing skinframe if already loaded
1184 // if loading of the first image fails, don't make a new skinframe as it
1185 // would cause all future lookups of this to be missing
1186 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1187 if (skinframe && skinframe->base)
1190 basepixels = loadimagepixels(name, complain, 0, 0);
1191 if (basepixels == NULL)
1194 // we've got some pixels to store, so really allocate this new texture now
1196 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1197 skinframe->stain = NULL;
1198 skinframe->merged = NULL;
1199 skinframe->base = r_texture_notexture;
1200 skinframe->pants = NULL;
1201 skinframe->shirt = NULL;
1202 skinframe->nmap = r_texture_blanknormalmap;
1203 skinframe->gloss = NULL;
1204 skinframe->glow = NULL;
1205 skinframe->fog = NULL;
1207 basepixels_width = image_width;
1208 basepixels_height = image_height;
1209 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1211 if (textureflags & TEXF_ALPHA)
1213 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1214 if (basepixels[j] < 255)
1216 if (j < basepixels_width * basepixels_height * 4)
1218 // has transparent pixels
1219 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1220 for (j = 0;j < image_width * image_height * 4;j += 4)
1225 pixels[j+3] = basepixels[j+3];
1227 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1232 // _norm is the name used by tenebrae and has been adopted as standard
1235 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1237 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1241 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1243 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1244 Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1245 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1247 Mem_Free(bumppixels);
1249 else if (r_shadow_bumpscale_basetexture.value > 0)
1251 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1252 Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1253 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1257 // _luma is supported for tenebrae compatibility
1258 // (I think it's a very stupid name, but oh well)
1259 // _glow is the preferred name
1260 if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1261 if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1262 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1263 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1266 Mem_Free(basepixels);
1271 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1276 for (i = 0;i < width*height;i++)
1277 if (((unsigned char *)&palette[in[i]])[3] > 0)
1279 if (i == width*height)
1282 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1285 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1288 unsigned char *temp1, *temp2;
1289 skinframe_t *skinframe;
1291 if (cls.state == ca_dedicated)
1294 // if already loaded just return it, otherwise make a new skinframe
1295 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1296 if (skinframe && skinframe->base)
1299 skinframe->stain = NULL;
1300 skinframe->merged = NULL;
1301 skinframe->base = r_texture_notexture;
1302 skinframe->pants = NULL;
1303 skinframe->shirt = NULL;
1304 skinframe->nmap = r_texture_blanknormalmap;
1305 skinframe->gloss = NULL;
1306 skinframe->glow = NULL;
1307 skinframe->fog = NULL;
1309 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1313 if (bitsperpixel == 32)
1315 if (r_shadow_bumpscale_basetexture.value > 0)
1317 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1318 temp2 = temp1 + width * height * 4;
1319 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1320 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1323 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1324 if (textureflags & TEXF_ALPHA)
1326 for (i = 3;i < width * height * 4;i += 4)
1327 if (skindata[i] < 255)
1329 if (i < width * height * 4)
1331 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1332 memcpy(fogpixels, skindata, width * height * 4);
1333 for (i = 0;i < width * height * 4;i += 4)
1334 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1335 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1336 Mem_Free(fogpixels);
1340 else if (bitsperpixel == 8)
1342 if (r_shadow_bumpscale_basetexture.value > 0)
1344 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1345 temp2 = temp1 + width * height * 4;
1346 if (bitsperpixel == 32)
1347 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1350 // use either a custom palette or the quake palette
1351 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1352 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1354 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1357 // use either a custom palette, or the quake palette
1358 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1359 if (!palette && loadglowtexture)
1360 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1361 if (!palette && loadpantsandshirt)
1363 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1364 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1366 if (skinframe->pants || skinframe->shirt)
1367 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1368 if (textureflags & TEXF_ALPHA)
1370 // if not using a custom alphapalette, use the quake one
1372 alphapalette = palette_alpha;
1373 for (i = 0;i < width * height;i++)
1374 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1376 if (i < width * height)
1377 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1384 skinframe_t *R_SkinFrame_LoadMissing(void)
1386 skinframe_t *skinframe;
1388 if (cls.state == ca_dedicated)
1391 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1392 skinframe->stain = NULL;
1393 skinframe->merged = NULL;
1394 skinframe->base = r_texture_notexture;
1395 skinframe->pants = NULL;
1396 skinframe->shirt = NULL;
1397 skinframe->nmap = r_texture_blanknormalmap;
1398 skinframe->gloss = NULL;
1399 skinframe->glow = NULL;
1400 skinframe->fog = NULL;
1405 void gl_main_start(void)
1410 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1411 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1413 alpha = 1 - exp(r / ((double)x*(double)x));
1414 if (x == FOGMASKTABLEWIDTH - 1)
1416 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1419 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1420 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1422 // set up r_skinframe loading system for textures
1423 memset(&r_skinframe, 0, sizeof(r_skinframe));
1424 r_skinframe.loadsequence = 1;
1425 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1427 r_main_texturepool = R_AllocTexturePool();
1428 R_BuildBlankTextures();
1430 if (gl_texturecubemap)
1433 R_BuildNormalizationCube();
1435 R_BuildFogTexture();
1436 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1437 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1438 memset(&r_svbsp, 0, sizeof (r_svbsp));
1441 void gl_main_shutdown(void)
1443 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1444 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1446 // clear out the r_skinframe state
1447 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1448 memset(&r_skinframe, 0, sizeof(r_skinframe));
1451 Mem_Free(r_svbsp.nodes);
1452 memset(&r_svbsp, 0, sizeof (r_svbsp));
1453 R_FreeTexturePool(&r_main_texturepool);
1454 r_texture_blanknormalmap = NULL;
1455 r_texture_white = NULL;
1456 r_texture_black = NULL;
1457 r_texture_whitecube = NULL;
1458 r_texture_normalizationcube = NULL;
1459 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1463 extern void CL_ParseEntityLump(char *entitystring);
1464 void gl_main_newmap(void)
1466 // FIXME: move this code to client
1468 char *entities, entname[MAX_QPATH];
1471 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1472 l = (int)strlen(entname) - 4;
1473 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1475 memcpy(entname + l, ".ent", 5);
1476 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1478 CL_ParseEntityLump(entities);
1483 if (cl.worldmodel->brush.entities)
1484 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1488 void GL_Main_Init(void)
1490 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1492 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1493 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1494 if (gamemode == GAME_NEHAHRA)
1496 Cvar_RegisterVariable (&gl_fogenable);
1497 Cvar_RegisterVariable (&gl_fogdensity);
1498 Cvar_RegisterVariable (&gl_fogred);
1499 Cvar_RegisterVariable (&gl_foggreen);
1500 Cvar_RegisterVariable (&gl_fogblue);
1501 Cvar_RegisterVariable (&gl_fogstart);
1502 Cvar_RegisterVariable (&gl_fogend);
1504 Cvar_RegisterVariable(&r_depthfirst);
1505 Cvar_RegisterVariable(&r_nearclip);
1506 Cvar_RegisterVariable(&r_showbboxes);
1507 Cvar_RegisterVariable(&r_showsurfaces);
1508 Cvar_RegisterVariable(&r_showtris);
1509 Cvar_RegisterVariable(&r_shownormals);
1510 Cvar_RegisterVariable(&r_showlighting);
1511 Cvar_RegisterVariable(&r_showshadowvolumes);
1512 Cvar_RegisterVariable(&r_showcollisionbrushes);
1513 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1514 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1515 Cvar_RegisterVariable(&r_showdisabledepthtest);
1516 Cvar_RegisterVariable(&r_drawportals);
1517 Cvar_RegisterVariable(&r_drawentities);
1518 Cvar_RegisterVariable(&r_cullentities_trace);
1519 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1520 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1521 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1522 Cvar_RegisterVariable(&r_drawviewmodel);
1523 Cvar_RegisterVariable(&r_speeds);
1524 Cvar_RegisterVariable(&r_fullbrights);
1525 Cvar_RegisterVariable(&r_wateralpha);
1526 Cvar_RegisterVariable(&r_dynamic);
1527 Cvar_RegisterVariable(&r_fullbright);
1528 Cvar_RegisterVariable(&r_shadows);
1529 Cvar_RegisterVariable(&r_shadows_throwdistance);
1530 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1531 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
1532 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
1533 Cvar_RegisterVariable(&r_textureunits);
1534 Cvar_RegisterVariable(&r_glsl);
1535 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1536 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1537 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1538 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1539 Cvar_RegisterVariable(&r_lerpsprites);
1540 Cvar_RegisterVariable(&r_lerpmodels);
1541 Cvar_RegisterVariable(&r_waterscroll);
1542 Cvar_RegisterVariable(&r_bloom);
1543 Cvar_RegisterVariable(&r_bloom_colorscale);
1544 Cvar_RegisterVariable(&r_bloom_brighten);
1545 Cvar_RegisterVariable(&r_bloom_blur);
1546 Cvar_RegisterVariable(&r_bloom_resolution);
1547 Cvar_RegisterVariable(&r_bloom_colorexponent);
1548 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1549 Cvar_RegisterVariable(&r_hdr);
1550 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1551 Cvar_RegisterVariable(&r_glsl_contrastboost);
1552 Cvar_RegisterVariable(&r_hdr_glowintensity);
1553 Cvar_RegisterVariable(&r_hdr_range);
1554 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1555 Cvar_RegisterVariable(&developer_texturelogging);
1556 Cvar_RegisterVariable(&gl_lightmaps);
1557 Cvar_RegisterVariable(&r_test);
1558 Cvar_RegisterVariable(&r_batchmode);
1559 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1560 Cvar_SetValue("r_fullbrights", 0);
1561 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1564 extern void R_Textures_Init(void);
1565 extern void GL_Draw_Init(void);
1566 extern void GL_Main_Init(void);
1567 extern void R_Shadow_Init(void);
1568 extern void R_Sky_Init(void);
1569 extern void GL_Surf_Init(void);
1570 extern void R_Light_Init(void);
1571 extern void R_Particles_Init(void);
1572 extern void R_Explosion_Init(void);
1573 extern void gl_backend_init(void);
1574 extern void Sbar_Init(void);
1575 extern void R_LightningBeams_Init(void);
1576 extern void Mod_RenderInit(void);
1578 void Render_Init(void)
1591 R_LightningBeams_Init();
1600 extern char *ENGINE_EXTENSIONS;
1603 VID_CheckExtensions();
1605 // LordHavoc: report supported extensions
1606 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1608 // clear to black (loading plaque will be seen over this)
1610 qglClearColor(0,0,0,1);CHECKGLERROR
1611 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1614 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1618 for (i = 0;i < 4;i++)
1620 p = r_view.frustum + i;
1625 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1629 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1633 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1637 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1641 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1645 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1649 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1653 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1661 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1665 for (i = 0;i < numplanes;i++)
1672 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1676 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1680 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1684 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1688 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1692 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1696 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1700 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1708 //==================================================================================
1710 static void R_UpdateEntityLighting(entity_render_t *ent)
1712 vec3_t tempdiffusenormal;
1714 // fetch the lighting from the worldmodel data
1715 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1716 VectorClear(ent->modellight_diffuse);
1717 VectorClear(tempdiffusenormal);
1718 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1721 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1722 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1725 VectorSet(ent->modellight_ambient, 1, 1, 1);
1727 // move the light direction into modelspace coordinates for lighting code
1728 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1729 if(VectorLength2(ent->modellight_lightdir) > 0)
1731 VectorNormalize(ent->modellight_lightdir);
1735 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1738 // scale ambient and directional light contributions according to rendering variables
1739 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1740 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1741 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1742 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1743 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1744 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1747 static void R_View_UpdateEntityVisible (void)
1750 entity_render_t *ent;
1752 if (!r_drawentities.integer)
1755 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1756 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1758 // worldmodel can check visibility
1759 for (i = 0;i < r_refdef.numentities;i++)
1761 ent = r_refdef.entities[i];
1762 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1764 if(r_cullentities_trace.integer)
1766 for (i = 0;i < r_refdef.numentities;i++)
1768 ent = r_refdef.entities[i];
1769 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1771 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1772 ent->last_trace_visibility = realtime;
1773 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1774 r_viewcache.entityvisible[i] = 0;
1781 // no worldmodel or it can't check visibility
1782 for (i = 0;i < r_refdef.numentities;i++)
1784 ent = r_refdef.entities[i];
1785 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1789 // update entity lighting (even on hidden entities for r_shadows)
1790 for (i = 0;i < r_refdef.numentities;i++)
1791 R_UpdateEntityLighting(r_refdef.entities[i]);
1794 // only used if skyrendermasked, and normally returns false
1795 int R_DrawBrushModelsSky (void)
1798 entity_render_t *ent;
1800 if (!r_drawentities.integer)
1804 for (i = 0;i < r_refdef.numentities;i++)
1806 if (!r_viewcache.entityvisible[i])
1808 ent = r_refdef.entities[i];
1809 if (!ent->model || !ent->model->DrawSky)
1811 ent->model->DrawSky(ent);
1817 void R_DrawNoModel(entity_render_t *ent);
1818 void R_DrawModels(void)
1821 entity_render_t *ent;
1823 if (!r_drawentities.integer)
1826 for (i = 0;i < r_refdef.numentities;i++)
1828 if (!r_viewcache.entityvisible[i])
1830 ent = r_refdef.entities[i];
1831 r_refdef.stats.entities++;
1832 if (ent->model && ent->model->Draw != NULL)
1833 ent->model->Draw(ent);
1839 void R_DrawModelsDepth(void)
1842 entity_render_t *ent;
1844 if (!r_drawentities.integer)
1847 for (i = 0;i < r_refdef.numentities;i++)
1849 if (!r_viewcache.entityvisible[i])
1851 ent = r_refdef.entities[i];
1852 r_refdef.stats.entities++;
1853 if (ent->model && ent->model->DrawDepth != NULL)
1854 ent->model->DrawDepth(ent);
1858 static void R_View_SetFrustum(void)
1860 double slopex, slopey;
1862 // break apart the view matrix into vectors for various purposes
1863 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1864 VectorNegate(r_view.left, r_view.right);
1867 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1868 r_view.frustum[0].normal[1] = 0 - 0;
1869 r_view.frustum[0].normal[2] = -1 - 0;
1870 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1871 r_view.frustum[1].normal[1] = 0 + 0;
1872 r_view.frustum[1].normal[2] = -1 + 0;
1873 r_view.frustum[2].normal[0] = 0 - 0;
1874 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1875 r_view.frustum[2].normal[2] = -1 - 0;
1876 r_view.frustum[3].normal[0] = 0 + 0;
1877 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1878 r_view.frustum[3].normal[2] = -1 + 0;
1882 zNear = r_refdef.nearclip;
1883 nudge = 1.0 - 1.0 / (1<<23);
1884 r_view.frustum[4].normal[0] = 0 - 0;
1885 r_view.frustum[4].normal[1] = 0 - 0;
1886 r_view.frustum[4].normal[2] = -1 - -nudge;
1887 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1888 r_view.frustum[5].normal[0] = 0 + 0;
1889 r_view.frustum[5].normal[1] = 0 + 0;
1890 r_view.frustum[5].normal[2] = -1 + -nudge;
1891 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1897 r_view.frustum[0].normal[0] = m[3] - m[0];
1898 r_view.frustum[0].normal[1] = m[7] - m[4];
1899 r_view.frustum[0].normal[2] = m[11] - m[8];
1900 r_view.frustum[0].dist = m[15] - m[12];
1902 r_view.frustum[1].normal[0] = m[3] + m[0];
1903 r_view.frustum[1].normal[1] = m[7] + m[4];
1904 r_view.frustum[1].normal[2] = m[11] + m[8];
1905 r_view.frustum[1].dist = m[15] + m[12];
1907 r_view.frustum[2].normal[0] = m[3] - m[1];
1908 r_view.frustum[2].normal[1] = m[7] - m[5];
1909 r_view.frustum[2].normal[2] = m[11] - m[9];
1910 r_view.frustum[2].dist = m[15] - m[13];
1912 r_view.frustum[3].normal[0] = m[3] + m[1];
1913 r_view.frustum[3].normal[1] = m[7] + m[5];
1914 r_view.frustum[3].normal[2] = m[11] + m[9];
1915 r_view.frustum[3].dist = m[15] + m[13];
1917 r_view.frustum[4].normal[0] = m[3] - m[2];
1918 r_view.frustum[4].normal[1] = m[7] - m[6];
1919 r_view.frustum[4].normal[2] = m[11] - m[10];
1920 r_view.frustum[4].dist = m[15] - m[14];
1922 r_view.frustum[5].normal[0] = m[3] + m[2];
1923 r_view.frustum[5].normal[1] = m[7] + m[6];
1924 r_view.frustum[5].normal[2] = m[11] + m[10];
1925 r_view.frustum[5].dist = m[15] + m[14];
1930 if (r_view.useperspective)
1932 slopex = 1.0 / r_view.frustum_x;
1933 slopey = 1.0 / r_view.frustum_y;
1934 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1935 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
1936 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
1937 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
1938 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1940 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1941 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1942 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1943 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1944 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1948 VectorScale(r_view.left, -r_view.x - r_view.width, r_view.frustum[0].normal);
1949 VectorScale(r_view.left, r_view.x , r_view.frustum[1].normal);
1950 VectorScale(r_view.up, -r_view.y - r_view.height , r_view.frustum[2].normal);
1951 VectorScale(r_view.up, r_view.y , r_view.frustum[3].normal);
1952 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1955 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1956 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1957 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1958 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1959 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1960 PlaneClassify(&r_view.frustum[0]);
1961 PlaneClassify(&r_view.frustum[1]);
1962 PlaneClassify(&r_view.frustum[2]);
1963 PlaneClassify(&r_view.frustum[3]);
1964 PlaneClassify(&r_view.frustum[4]);
1966 // LordHavoc: note to all quake engine coders, Quake had a special case
1967 // for 90 degrees which assumed a square view (wrong), so I removed it,
1968 // Quake2 has it disabled as well.
1970 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1971 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1972 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1973 //PlaneClassify(&frustum[0]);
1975 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1976 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1977 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1978 //PlaneClassify(&frustum[1]);
1980 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1981 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1982 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1983 //PlaneClassify(&frustum[2]);
1985 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1986 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1987 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1988 //PlaneClassify(&frustum[3]);
1991 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1992 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1993 //PlaneClassify(&frustum[4]);
1996 void R_View_Update(void)
1998 R_View_SetFrustum();
1999 R_View_WorldVisibility();
2000 R_View_UpdateEntityVisible();
2003 void R_SetupView(const matrix4x4_t *matrix)
2005 if (!r_view.useperspective)
2006 GL_SetupView_Mode_Ortho(r_view.x, r_view.y, r_view.x + r_view.width, r_view.y + r_view.height, -r_refdef.farclip, r_refdef.farclip);
2007 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2008 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
2010 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2012 GL_SetupView_Orientation_FromEntity(matrix);
2015 void R_ResetViewRendering2D(void)
2017 if (gl_support_fragment_shader)
2019 qglUseProgramObjectARB(0);CHECKGLERROR
2024 // GL is weird because it's bottom to top, r_view.y is top to bottom
2025 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2026 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2027 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2028 GL_Color(1, 1, 1, 1);
2029 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2030 GL_BlendFunc(GL_ONE, GL_ZERO);
2031 GL_AlphaTest(false);
2032 GL_ScissorTest(false);
2033 GL_DepthMask(false);
2034 GL_DepthRange(0, 1);
2035 GL_DepthTest(false);
2036 R_Mesh_Matrix(&identitymatrix);
2037 R_Mesh_ResetTextureState();
2038 GL_PolygonOffset(0, 0);
2039 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2040 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2041 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2042 qglStencilMask(~0);CHECKGLERROR
2043 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2044 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2045 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2048 void R_ResetViewRendering3D(void)
2050 if (gl_support_fragment_shader)
2052 qglUseProgramObjectARB(0);CHECKGLERROR
2057 // GL is weird because it's bottom to top, r_view.y is top to bottom
2058 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2059 R_SetupView(&r_view.matrix);
2060 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2061 GL_Color(1, 1, 1, 1);
2062 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2063 GL_BlendFunc(GL_ONE, GL_ZERO);
2064 GL_AlphaTest(false);
2065 GL_ScissorTest(true);
2067 GL_DepthRange(0, 1);
2069 R_Mesh_Matrix(&identitymatrix);
2070 R_Mesh_ResetTextureState();
2071 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2072 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2073 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2074 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2075 qglStencilMask(~0);CHECKGLERROR
2076 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2077 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2078 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2082 R_Bloom_SetupShader(
2084 "// written by Forest 'LordHavoc' Hale\n"
2086 "// common definitions between vertex shader and fragment shader:\n"
2088 "#ifdef __GLSL_CG_DATA_TYPES\n"
2089 "#define myhalf half\n"
2090 "#define myhvec2 hvec2\n"
2091 "#define myhvec3 hvec3\n"
2092 "#define myhvec4 hvec4\n"
2094 "#define myhalf float\n"
2095 "#define myhvec2 vec2\n"
2096 "#define myhvec3 vec3\n"
2097 "#define myhvec4 vec4\n"
2100 "varying vec2 ScreenTexCoord;\n"
2101 "varying vec2 BloomTexCoord;\n"
2106 "// vertex shader specific:\n"
2107 "#ifdef VERTEX_SHADER\n"
2111 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2112 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2113 " // transform vertex to camera space, using ftransform to match non-VS\n"
2115 " gl_Position = ftransform();\n"
2118 "#endif // VERTEX_SHADER\n"
2123 "// fragment shader specific:\n"
2124 "#ifdef FRAGMENT_SHADER\n"
2129 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2130 " for (x = -BLUR_X;x <= BLUR_X;x++)
2131 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2132 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2133 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2134 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2136 " gl_FragColor = vec4(color);\n"
2139 "#endif // FRAGMENT_SHADER\n"
2142 void R_RenderScene(void);
2144 void R_Bloom_StartFrame(void)
2146 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2148 // set bloomwidth and bloomheight to the bloom resolution that will be
2149 // used (often less than the screen resolution for faster rendering)
2150 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2151 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2152 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2154 // calculate desired texture sizes
2155 if (gl_support_arb_texture_non_power_of_two)
2157 screentexturewidth = r_view.width;
2158 screentextureheight = r_view.height;
2159 bloomtexturewidth = r_bloomstate.bloomwidth;
2160 bloomtextureheight = r_bloomstate.bloomheight;
2164 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2165 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2166 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2167 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2172 screentexturewidth = screentextureheight = 0;
2174 else if (r_bloom.integer)
2179 screentexturewidth = screentextureheight = 0;
2180 bloomtexturewidth = bloomtextureheight = 0;
2183 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)
2185 // can't use bloom if the parameters are too weird
2186 // can't use bloom if the card does not support the texture size
2187 if (r_bloomstate.texture_screen)
2188 R_FreeTexture(r_bloomstate.texture_screen);
2189 if (r_bloomstate.texture_bloom)
2190 R_FreeTexture(r_bloomstate.texture_bloom);
2191 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2195 r_bloomstate.enabled = true;
2196 r_bloomstate.hdr = r_hdr.integer != 0;
2198 // allocate textures as needed
2199 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2201 if (r_bloomstate.texture_screen)
2202 R_FreeTexture(r_bloomstate.texture_screen);
2203 r_bloomstate.texture_screen = NULL;
2204 r_bloomstate.screentexturewidth = screentexturewidth;
2205 r_bloomstate.screentextureheight = screentextureheight;
2206 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2207 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2209 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2211 if (r_bloomstate.texture_bloom)
2212 R_FreeTexture(r_bloomstate.texture_bloom);
2213 r_bloomstate.texture_bloom = NULL;
2214 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2215 r_bloomstate.bloomtextureheight = bloomtextureheight;
2216 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2217 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2220 // set up a texcoord array for the full resolution screen image
2221 // (we have to keep this around to copy back during final render)
2222 r_bloomstate.screentexcoord2f[0] = 0;
2223 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2224 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2225 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2226 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2227 r_bloomstate.screentexcoord2f[5] = 0;
2228 r_bloomstate.screentexcoord2f[6] = 0;
2229 r_bloomstate.screentexcoord2f[7] = 0;
2231 // set up a texcoord array for the reduced resolution bloom image
2232 // (which will be additive blended over the screen image)
2233 r_bloomstate.bloomtexcoord2f[0] = 0;
2234 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2235 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2236 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2237 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2238 r_bloomstate.bloomtexcoord2f[5] = 0;
2239 r_bloomstate.bloomtexcoord2f[6] = 0;
2240 r_bloomstate.bloomtexcoord2f[7] = 0;
2243 void R_Bloom_CopyScreenTexture(float colorscale)
2245 r_refdef.stats.bloom++;
2247 R_ResetViewRendering2D();
2248 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2249 R_Mesh_ColorPointer(NULL, 0, 0);
2250 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2251 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2253 // copy view into the screen texture
2254 GL_ActiveTexture(0);
2256 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2257 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2259 // now scale it down to the bloom texture size
2261 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2262 GL_BlendFunc(GL_ONE, GL_ZERO);
2263 GL_Color(colorscale, colorscale, colorscale, 1);
2264 // TODO: optimize with multitexture or GLSL
2265 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2266 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2268 // we now have a bloom image in the framebuffer
2269 // copy it into the bloom image texture for later processing
2270 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2271 GL_ActiveTexture(0);
2273 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2274 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2277 void R_Bloom_CopyHDRTexture(void)
2279 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2280 GL_ActiveTexture(0);
2282 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2283 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2286 void R_Bloom_MakeTexture(void)
2289 float xoffset, yoffset, r, brighten;
2291 r_refdef.stats.bloom++;
2293 R_ResetViewRendering2D();
2294 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2295 R_Mesh_ColorPointer(NULL, 0, 0);
2297 // we have a bloom image in the framebuffer
2299 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2301 for (x = 1;x < r_bloom_colorexponent.value;)
2304 r = bound(0, r_bloom_colorexponent.value / x, 1);
2305 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2306 GL_Color(r, r, r, 1);
2307 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2308 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2309 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2310 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2312 // copy the vertically blurred bloom view to a texture
2313 GL_ActiveTexture(0);
2315 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2316 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2319 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2320 brighten = r_bloom_brighten.value;
2322 brighten *= r_hdr_range.value;
2323 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2324 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2326 for (dir = 0;dir < 2;dir++)
2328 // blend on at multiple vertical offsets to achieve a vertical blur
2329 // TODO: do offset blends using GLSL
2330 GL_BlendFunc(GL_ONE, GL_ZERO);
2331 for (x = -range;x <= range;x++)
2333 if (!dir){xoffset = 0;yoffset = x;}
2334 else {xoffset = x;yoffset = 0;}
2335 xoffset /= (float)r_bloomstate.bloomtexturewidth;
2336 yoffset /= (float)r_bloomstate.bloomtextureheight;
2337 // compute a texcoord array with the specified x and y offset
2338 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2339 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2340 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2341 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2342 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2343 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2344 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2345 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2346 // this r value looks like a 'dot' particle, fading sharply to
2347 // black at the edges
2348 // (probably not realistic but looks good enough)
2349 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2350 //r = (dir ? 1.0f : brighten)/(range*2+1);
2351 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2352 GL_Color(r, r, r, 1);
2353 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2354 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2355 GL_BlendFunc(GL_ONE, GL_ONE);
2358 // copy the vertically blurred bloom view to a texture
2359 GL_ActiveTexture(0);
2361 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2362 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2365 // apply subtract last
2366 // (just like it would be in a GLSL shader)
2367 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2369 GL_BlendFunc(GL_ONE, GL_ZERO);
2370 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2371 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2372 GL_Color(1, 1, 1, 1);
2373 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2374 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2376 GL_BlendFunc(GL_ONE, GL_ONE);
2377 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2378 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2379 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2380 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2381 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2382 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2383 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2385 // copy the darkened bloom view to a texture
2386 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2387 GL_ActiveTexture(0);
2389 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2390 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2394 void R_HDR_RenderBloomTexture(void)
2396 int oldwidth, oldheight;
2398 oldwidth = r_view.width;
2399 oldheight = r_view.height;
2400 r_view.width = r_bloomstate.bloomwidth;
2401 r_view.height = r_bloomstate.bloomheight;
2403 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
2404 // TODO: add exposure compensation features
2405 // TODO: add fp16 framebuffer support
2407 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2409 r_view.colorscale /= r_hdr_range.value;
2412 R_ResetViewRendering2D();
2414 R_Bloom_CopyHDRTexture();
2415 R_Bloom_MakeTexture();
2417 R_ResetViewRendering3D();
2420 if (r_timereport_active)
2421 R_TimeReport("clear");
2424 // restore the view settings
2425 r_view.width = oldwidth;
2426 r_view.height = oldheight;
2429 static void R_BlendView(void)
2431 if (r_bloomstate.enabled && r_bloomstate.hdr)
2433 // render high dynamic range bloom effect
2434 // the bloom texture was made earlier this render, so we just need to
2435 // blend it onto the screen...
2436 R_ResetViewRendering2D();
2437 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2438 R_Mesh_ColorPointer(NULL, 0, 0);
2439 GL_Color(1, 1, 1, 1);
2440 GL_BlendFunc(GL_ONE, GL_ONE);
2441 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2442 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2443 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2444 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2446 else if (r_bloomstate.enabled)
2448 // render simple bloom effect
2449 // copy the screen and shrink it and darken it for the bloom process
2450 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2451 // make the bloom texture
2452 R_Bloom_MakeTexture();
2453 // put the original screen image back in place and blend the bloom
2455 R_ResetViewRendering2D();
2456 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2457 R_Mesh_ColorPointer(NULL, 0, 0);
2458 GL_Color(1, 1, 1, 1);
2459 GL_BlendFunc(GL_ONE, GL_ZERO);
2460 // do both in one pass if possible
2461 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2462 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2463 if (r_textureunits.integer >= 2 && gl_combine.integer)
2465 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2466 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2467 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2471 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2472 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2473 // now blend on the bloom texture
2474 GL_BlendFunc(GL_ONE, GL_ONE);
2475 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2476 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2478 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2479 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2481 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2483 // apply a color tint to the whole view
2484 R_ResetViewRendering2D();
2485 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2486 R_Mesh_ColorPointer(NULL, 0, 0);
2487 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2488 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2489 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2493 void R_RenderScene(void);
2495 matrix4x4_t r_waterscrollmatrix;
2497 void R_UpdateVariables(void)
2501 r_refdef.farclip = 4096;
2502 if (r_refdef.worldmodel)
2503 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2504 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2506 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
2507 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
2508 r_refdef.polygonfactor = 0;
2509 r_refdef.polygonoffset = 0;
2510 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2511 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2513 r_refdef.rtworld = r_shadow_realtime_world.integer;
2514 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2515 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2516 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
2517 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2518 if (r_showsurfaces.integer)
2520 r_refdef.rtworld = false;
2521 r_refdef.rtworldshadows = false;
2522 r_refdef.rtdlight = false;
2523 r_refdef.rtdlightshadows = false;
2524 r_refdef.lightmapintensity = 0;
2527 if (gamemode == GAME_NEHAHRA)
2529 if (gl_fogenable.integer)
2531 r_refdef.oldgl_fogenable = true;
2532 r_refdef.fog_density = gl_fogdensity.value;
2533 r_refdef.fog_red = gl_fogred.value;
2534 r_refdef.fog_green = gl_foggreen.value;
2535 r_refdef.fog_blue = gl_fogblue.value;
2537 else if (r_refdef.oldgl_fogenable)
2539 r_refdef.oldgl_fogenable = false;
2540 r_refdef.fog_density = 0;
2541 r_refdef.fog_red = 0;
2542 r_refdef.fog_green = 0;
2543 r_refdef.fog_blue = 0;
2546 if (r_refdef.fog_density)
2548 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2549 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2550 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2552 if (r_refdef.fog_density)
2554 r_refdef.fogenabled = true;
2555 // this is the point where the fog reaches 0.9986 alpha, which we
2556 // consider a good enough cutoff point for the texture
2557 // (0.9986 * 256 == 255.6)
2558 r_refdef.fogrange = 400 / r_refdef.fog_density;
2559 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2560 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2561 // fog color was already set
2564 r_refdef.fogenabled = false;
2572 void R_RenderView(void)
2574 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2575 return; //Host_Error ("R_RenderView: NULL worldmodel");
2577 R_Shadow_UpdateWorldLightSelection();
2580 if (r_timereport_active)
2581 R_TimeReport("setup");
2584 if (r_timereport_active)
2585 R_TimeReport("visibility");
2587 R_ResetViewRendering3D();
2590 if (r_timereport_active)
2591 R_TimeReport("clear");
2593 R_Bloom_StartFrame();
2595 // this produces a bloom texture to be used in R_BlendView() later
2597 R_HDR_RenderBloomTexture();
2599 r_view.colorscale = r_hdr_scenebrightness.value;
2603 if (r_timereport_active)
2604 R_TimeReport("blendview");
2606 GL_Scissor(0, 0, vid.width, vid.height);
2607 GL_ScissorTest(false);
2611 extern void R_DrawLightningBeams (void);
2612 extern void VM_CL_AddPolygonsToMeshQueue (void);
2613 extern void R_DrawPortals (void);
2614 extern cvar_t cl_locs_show;
2615 static void R_DrawLocs(void);
2616 static void R_DrawEntityBBoxes(void);
2617 void R_RenderScene(void)
2619 // don't let sound skip if going slow
2620 if (r_refdef.extraupdate)
2623 R_ResetViewRendering3D();
2625 R_MeshQueue_BeginScene();
2629 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
2631 if (cl.csqc_vidvars.drawworld)
2633 // don't let sound skip if going slow
2634 if (r_refdef.extraupdate)
2637 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2639 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2640 if (r_timereport_active)
2641 R_TimeReport("worldsky");
2644 if (R_DrawBrushModelsSky() && r_timereport_active)
2645 R_TimeReport("bmodelsky");
2648 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2650 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2651 if (r_timereport_active)
2652 R_TimeReport("worlddepth");
2654 if (r_depthfirst.integer >= 2)
2656 R_DrawModelsDepth();
2657 if (r_timereport_active)
2658 R_TimeReport("modeldepth");
2661 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2663 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2664 if (r_timereport_active)
2665 R_TimeReport("world");
2668 // don't let sound skip if going slow
2669 if (r_refdef.extraupdate)
2673 if (r_timereport_active)
2674 R_TimeReport("models");
2676 // don't let sound skip if going slow
2677 if (r_refdef.extraupdate)
2680 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2682 R_DrawModelShadows();
2684 R_ResetViewRendering3D();
2686 // don't let sound skip if going slow
2687 if (r_refdef.extraupdate)
2691 R_ShadowVolumeLighting(false);
2692 if (r_timereport_active)
2693 R_TimeReport("rtlights");
2695 // don't let sound skip if going slow
2696 if (r_refdef.extraupdate)
2699 if (cl.csqc_vidvars.drawworld)
2701 R_DrawLightningBeams();
2702 if (r_timereport_active)
2703 R_TimeReport("lightning");
2706 if (r_timereport_active)
2707 R_TimeReport("particles");
2710 if (r_timereport_active)
2711 R_TimeReport("explosions");
2714 if (gl_support_fragment_shader)
2716 qglUseProgramObjectARB(0);CHECKGLERROR
2718 VM_CL_AddPolygonsToMeshQueue();
2720 if (cl_locs_show.integer)
2723 if (r_timereport_active)
2724 R_TimeReport("showlocs");
2727 if (r_drawportals.integer)
2730 if (r_timereport_active)
2731 R_TimeReport("portals");
2734 if (r_showbboxes.value > 0)
2736 R_DrawEntityBBoxes();
2737 if (r_timereport_active)
2738 R_TimeReport("bboxes");
2741 if (gl_support_fragment_shader)
2743 qglUseProgramObjectARB(0);CHECKGLERROR
2745 R_MeshQueue_RenderTransparent();
2746 if (r_timereport_active)
2747 R_TimeReport("drawtrans");
2749 if (gl_support_fragment_shader)
2751 qglUseProgramObjectARB(0);CHECKGLERROR
2754 if (cl.csqc_vidvars.drawworld)
2757 if (r_timereport_active)
2758 R_TimeReport("coronas");
2761 // don't let sound skip if going slow
2762 if (r_refdef.extraupdate)
2765 R_ResetViewRendering2D();
2768 static const int bboxelements[36] =
2778 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2781 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2782 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2783 GL_DepthMask(false);
2784 GL_DepthRange(0, 1);
2785 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2786 R_Mesh_Matrix(&identitymatrix);
2787 R_Mesh_ResetTextureState();
2789 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2790 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2791 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2792 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2793 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2794 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2795 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2796 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2797 R_FillColors(color4f, 8, cr, cg, cb, ca);
2798 if (r_refdef.fogenabled)
2800 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2802 f1 = FogPoint_World(v);
2804 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2805 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2806 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2809 R_Mesh_VertexPointer(vertex3f, 0, 0);
2810 R_Mesh_ColorPointer(color4f, 0, 0);
2811 R_Mesh_ResetTextureState();
2812 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2815 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2819 prvm_edict_t *edict;
2820 // this function draws bounding boxes of server entities
2824 for (i = 0;i < numsurfaces;i++)
2826 edict = PRVM_EDICT_NUM(surfacelist[i]);
2827 switch ((int)edict->fields.server->solid)
2829 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
2830 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
2831 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
2832 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2833 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
2834 default: Vector4Set(color, 0, 0, 0, 0.50);break;
2836 color[3] *= r_showbboxes.value;
2837 color[3] = bound(0, color[3], 1);
2838 GL_DepthTest(!r_showdisabledepthtest.integer);
2839 GL_CullFace(GL_BACK);
2840 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2845 static void R_DrawEntityBBoxes(void)
2848 prvm_edict_t *edict;
2850 // this function draws bounding boxes of server entities
2854 for (i = 0;i < prog->num_edicts;i++)
2856 edict = PRVM_EDICT_NUM(i);
2857 if (edict->priv.server->free)
2859 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2860 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2865 int nomodelelements[24] =
2877 float nomodelvertex3f[6*3] =
2887 float nomodelcolor4f[6*4] =
2889 0.0f, 0.0f, 0.5f, 1.0f,
2890 0.0f, 0.0f, 0.5f, 1.0f,
2891 0.0f, 0.5f, 0.0f, 1.0f,
2892 0.0f, 0.5f, 0.0f, 1.0f,
2893 0.5f, 0.0f, 0.0f, 1.0f,
2894 0.5f, 0.0f, 0.0f, 1.0f
2897 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2902 // this is only called once per entity so numsurfaces is always 1, and
2903 // surfacelist is always {0}, so this code does not handle batches
2904 R_Mesh_Matrix(&ent->matrix);
2906 if (ent->flags & EF_ADDITIVE)
2908 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2909 GL_DepthMask(false);
2911 else if (ent->alpha < 1)
2913 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2914 GL_DepthMask(false);
2918 GL_BlendFunc(GL_ONE, GL_ZERO);
2921 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2922 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2923 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2924 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2925 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2926 if (r_refdef.fogenabled)
2929 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2930 R_Mesh_ColorPointer(color4f, 0, 0);
2931 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2932 f1 = FogPoint_World(org);
2934 for (i = 0, c = color4f;i < 6;i++, c += 4)
2936 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2937 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2938 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2942 else if (ent->alpha != 1)
2944 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2945 R_Mesh_ColorPointer(color4f, 0, 0);
2946 for (i = 0, c = color4f;i < 6;i++, c += 4)
2950 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2951 R_Mesh_ResetTextureState();
2952 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2955 void R_DrawNoModel(entity_render_t *ent)
2958 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2959 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2960 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
2962 // R_DrawNoModelCallback(ent, 0);
2965 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2967 vec3_t right1, right2, diff, normal;
2969 VectorSubtract (org2, org1, normal);
2971 // calculate 'right' vector for start
2972 VectorSubtract (r_view.origin, org1, diff);
2973 CrossProduct (normal, diff, right1);
2974 VectorNormalize (right1);
2976 // calculate 'right' vector for end
2977 VectorSubtract (r_view.origin, org2, diff);
2978 CrossProduct (normal, diff, right2);
2979 VectorNormalize (right2);
2981 vert[ 0] = org1[0] + width * right1[0];
2982 vert[ 1] = org1[1] + width * right1[1];
2983 vert[ 2] = org1[2] + width * right1[2];
2984 vert[ 3] = org1[0] - width * right1[0];
2985 vert[ 4] = org1[1] - width * right1[1];
2986 vert[ 5] = org1[2] - width * right1[2];
2987 vert[ 6] = org2[0] - width * right2[0];
2988 vert[ 7] = org2[1] - width * right2[1];
2989 vert[ 8] = org2[2] - width * right2[2];
2990 vert[ 9] = org2[0] + width * right2[0];
2991 vert[10] = org2[1] + width * right2[1];
2992 vert[11] = org2[2] + width * right2[2];
2995 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2997 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)
3002 if (r_refdef.fogenabled)
3003 fog = FogPoint_World(origin);
3005 R_Mesh_Matrix(&identitymatrix);
3006 GL_BlendFunc(blendfunc1, blendfunc2);
3012 GL_CullFace(GL_BACK);
3015 GL_CullFace(GL_FRONT);
3017 GL_DepthMask(false);
3018 GL_DepthRange(0, depthshort ? 0.0625 : 1);
3019 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3020 GL_DepthTest(!depthdisable);
3022 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3023 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3024 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3025 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3026 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3027 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3028 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3029 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3030 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3031 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3032 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3033 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3035 R_Mesh_VertexPointer(vertex3f, 0, 0);
3036 R_Mesh_ColorPointer(NULL, 0, 0);
3037 R_Mesh_ResetTextureState();
3038 R_Mesh_TexBind(0, R_GetTexture(texture));
3039 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3040 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
3041 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
3042 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3044 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3046 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3047 GL_BlendFunc(blendfunc1, GL_ONE);
3049 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
3050 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3054 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3059 VectorSet(v, x, y, z);
3060 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3061 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3063 if (i == mesh->numvertices)
3065 if (mesh->numvertices < mesh->maxvertices)
3067 VectorCopy(v, vertex3f);
3068 mesh->numvertices++;
3070 return mesh->numvertices;
3076 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3080 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3081 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3082 e = mesh->element3i + mesh->numtriangles * 3;
3083 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3085 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3086 if (mesh->numtriangles < mesh->maxtriangles)
3091 mesh->numtriangles++;
3093 element[1] = element[2];
3097 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3101 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3102 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3103 e = mesh->element3i + mesh->numtriangles * 3;
3104 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3106 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3107 if (mesh->numtriangles < mesh->maxtriangles)
3112 mesh->numtriangles++;
3114 element[1] = element[2];
3118 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3119 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3121 int planenum, planenum2;
3124 mplane_t *plane, *plane2;
3126 double temppoints[2][256*3];
3127 // figure out how large a bounding box we need to properly compute this brush
3129 for (w = 0;w < numplanes;w++)
3130 maxdist = max(maxdist, planes[w].dist);
3131 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3132 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3133 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3137 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3138 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3140 if (planenum2 == planenum)
3142 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);
3145 if (tempnumpoints < 3)
3147 // generate elements forming a triangle fan for this polygon
3148 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3152 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3155 R_Mesh_VertexPointer(brush->points->v, 0, 0);
3156 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3157 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3158 GL_LockArrays(0, brush->numpoints);
3159 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3160 GL_LockArrays(0, 0);
3163 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3166 if (!surface->num_collisiontriangles)
3168 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3169 i = (int)(((size_t)surface) / sizeof(msurface_t));
3170 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3171 GL_LockArrays(0, surface->num_collisionvertices);
3172 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3173 GL_LockArrays(0, 0);
3176 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)
3178 texturelayer_t *layer;
3179 layer = t->currentlayers + t->currentnumlayers++;
3181 layer->depthmask = depthmask;
3182 layer->blendfunc1 = blendfunc1;
3183 layer->blendfunc2 = blendfunc2;
3184 layer->texture = texture;
3185 layer->texmatrix = *matrix;
3186 layer->color[0] = r * r_view.colorscale;
3187 layer->color[1] = g * r_view.colorscale;
3188 layer->color[2] = b * r_view.colorscale;
3189 layer->color[3] = a;
3192 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3195 index = parms[2] + r_refdef.time * parms[3];
3196 index -= floor(index);
3200 case Q3WAVEFUNC_NONE:
3201 case Q3WAVEFUNC_NOISE:
3202 case Q3WAVEFUNC_COUNT:
3205 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3206 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3207 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3208 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3209 case Q3WAVEFUNC_TRIANGLE:
3211 f = index - floor(index);
3222 return (float)(parms[0] + parms[1] * f);
3225 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3228 model_t *model = ent->model;
3231 q3shaderinfo_layer_tcmod_t *tcmod;
3233 // switch to an alternate material if this is a q1bsp animated material
3235 texture_t *texture = t;
3236 int s = ent->skinnum;
3237 if ((unsigned int)s >= (unsigned int)model->numskins)
3239 if (model->skinscenes)
3241 if (model->skinscenes[s].framecount > 1)
3242 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3244 s = model->skinscenes[s].firstframe;
3247 t = t + s * model->num_surfaces;
3250 // use an alternate animation if the entity's frame is not 0,
3251 // and only if the texture has an alternate animation
3252 if (ent->frame != 0 && t->anim_total[1])
3253 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3255 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3257 texture->currentframe = t;
3260 // update currentskinframe to be a qw skin or animation frame
3261 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3263 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3265 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3266 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3267 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3269 t->currentskinframe = r_qwskincache_skinframe[i];
3270 if (t->currentskinframe == NULL)
3271 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3273 else if (t->numskinframes >= 2)
3274 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3275 if (t->backgroundnumskinframes >= 2)
3276 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3278 t->currentmaterialflags = t->basematerialflags;
3279 t->currentalpha = ent->alpha;
3280 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3281 t->currentalpha *= r_wateralpha.value;
3282 if (!(ent->flags & RENDER_LIGHT))
3283 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3284 if (ent->effects & EF_ADDITIVE)
3285 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3286 else if (t->currentalpha < 1)
3287 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3288 if (ent->effects & EF_DOUBLESIDED)
3289 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3290 if (ent->effects & EF_NODEPTHTEST)
3291 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3292 if (ent->flags & RENDER_VIEWMODEL)
3293 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3294 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3295 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3297 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
3300 switch(tcmod->tcmod)
3304 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3305 matrix = r_waterscrollmatrix;
3307 matrix = identitymatrix;
3309 case Q3TCMOD_ENTITYTRANSLATE:
3310 // this is used in Q3 to allow the gamecode to control texcoord
3311 // scrolling on the entity, which is not supported in darkplaces yet.
3312 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
3314 case Q3TCMOD_ROTATE:
3315 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
3316 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1);
3317 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
3320 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
3322 case Q3TCMOD_SCROLL:
3323 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0);
3325 case Q3TCMOD_STRETCH:
3326 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
3327 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
3329 case Q3TCMOD_TRANSFORM:
3330 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
3331 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
3332 VectorSet(tcmat + 6, 0 , 0 , 1);
3333 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
3334 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
3336 case Q3TCMOD_TURBULENT:
3337 // this is handled in the RSurf_PrepareVertices function
3338 matrix = identitymatrix;
3341 // either replace or concatenate the transformation
3343 t->currenttexmatrix = matrix;
3346 matrix4x4_t temp = t->currenttexmatrix;
3347 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
3351 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3352 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3353 t->glosstexture = r_texture_white;
3354 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3355 t->backgroundglosstexture = r_texture_white;
3356 t->specularpower = r_shadow_glossexponent.value;
3357 // TODO: store reference values for these in the texture?
3358 t->specularscale = 0;
3359 if (r_shadow_gloss.integer > 0)
3361 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3363 if (r_shadow_glossintensity.value > 0)
3365 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3366 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3367 t->specularscale = r_shadow_glossintensity.value;
3370 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3371 t->specularscale = r_shadow_gloss2intensity.value;
3374 t->currentpolygonfactor = r_refdef.polygonfactor;
3375 t->currentpolygonoffset = r_refdef.polygonoffset;
3376 // submodels are biased to avoid z-fighting with world surfaces that they
3377 // may be exactly overlapping (avoids z-fighting artifacts on certain
3378 // doors and things in Quake maps)
3379 if (ent->model->brush.submodel)
3381 t->currentpolygonfactor = r_refdef.polygonfactor + r_polygonoffset_submodel_factor.value;
3382 t->currentpolygonoffset = r_refdef.polygonoffset + r_polygonoffset_submodel_offset.value;
3385 VectorClear(t->dlightcolor);
3386 t->currentnumlayers = 0;
3387 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3389 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3391 int blendfunc1, blendfunc2, depthmask;
3392 if (t->currentmaterialflags & MATERIALFLAG_ADD)
3394 blendfunc1 = GL_SRC_ALPHA;
3395 blendfunc2 = GL_ONE;
3397 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3399 blendfunc1 = GL_SRC_ALPHA;
3400 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3402 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3404 blendfunc1 = t->customblendfunc[0];
3405 blendfunc2 = t->customblendfunc[1];
3409 blendfunc1 = GL_ONE;
3410 blendfunc2 = GL_ZERO;
3412 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3413 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3415 rtexture_t *currentbasetexture;
3417 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3418 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3419 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3420 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3422 // fullbright is not affected by r_refdef.lightmapintensity
3423 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3424 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3425 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
3426 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3427 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
3432 // set the color tint used for lights affecting this surface
3433 VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha);
3435 // q3bsp has no lightmap updates, so the lightstylevalue that
3436 // would normally be baked into the lightmap must be
3437 // applied to the color
3438 if (ent->model->type == mod_brushq3)
3439 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3440 colorscale *= r_refdef.lightmapintensity;
3441 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
3442 if (r_ambient.value >= (1.0f/64.0f))
3443 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3444 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3446 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3447 if (r_ambient.value >= (1.0f/64.0f))
3448 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3450 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3452 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3453 if (r_ambient.value >= (1.0f/64.0f))
3454 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3457 if (t->currentskinframe->glow != NULL)
3458 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha);
3459 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3461 // if this is opaque use alpha blend which will darken the earlier
3464 // if this is an alpha blended material, all the earlier passes
3465 // were darkened by fog already, so we only need to add the fog
3466 // color ontop through the fog mask texture
3468 // if this is an additive blended material, all the earlier passes
3469 // were darkened by fog already, and we should not add fog color
3470 // (because the background was not darkened, there is no fog color
3471 // that was lost behind it).
3472 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
3479 void R_UpdateAllTextureInfo(entity_render_t *ent)
3483 for (i = 0;i < ent->model->num_texturesperskin;i++)
3484 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3487 rsurfacestate_t rsurface;
3489 void R_Mesh_ResizeArrays(int newvertices)
3492 if (rsurface.array_size >= newvertices)
3494 if (rsurface.array_modelvertex3f)
3495 Mem_Free(rsurface.array_modelvertex3f);
3496 rsurface.array_size = (newvertices + 1023) & ~1023;
3497 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
3498 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
3499 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
3500 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
3501 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
3502 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
3503 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
3504 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
3505 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
3506 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
3507 rsurface.array_color4f = base + rsurface.array_size * 27;
3508 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
3511 void RSurf_CleanUp(void)
3514 if (rsurface.mode == RSURFMODE_GLSL)
3516 qglUseProgramObjectARB(0);CHECKGLERROR
3518 GL_AlphaTest(false);
3519 rsurface.mode = RSURFMODE_NONE;
3520 rsurface.uselightmaptexture = false;
3521 rsurface.texture = NULL;
3524 void RSurf_ActiveWorldEntity(void)
3526 model_t *model = r_refdef.worldmodel;
3528 if (rsurface.array_size < model->surfmesh.num_vertices)
3529 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3530 rsurface.matrix = identitymatrix;
3531 rsurface.inversematrix = identitymatrix;
3532 R_Mesh_Matrix(&identitymatrix);
3533 VectorCopy(r_view.origin, rsurface.modelorg);
3534 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
3535 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
3536 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
3537 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
3538 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
3539 rsurface.frameblend[0].frame = 0;
3540 rsurface.frameblend[0].lerp = 1;
3541 rsurface.frameblend[1].frame = 0;
3542 rsurface.frameblend[1].lerp = 0;
3543 rsurface.frameblend[2].frame = 0;
3544 rsurface.frameblend[2].lerp = 0;
3545 rsurface.frameblend[3].frame = 0;
3546 rsurface.frameblend[3].lerp = 0;
3547 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3548 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3549 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3550 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3551 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3552 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3553 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3554 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3555 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3556 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3557 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3558 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3559 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3560 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3561 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3562 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3563 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3564 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3565 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3566 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3567 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3568 rsurface.modelelement3i = model->surfmesh.data_element3i;
3569 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3570 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3571 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3572 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3573 rsurface.modelsurfaces = model->data_surfaces;
3574 rsurface.generatedvertex = false;
3575 rsurface.vertex3f = rsurface.modelvertex3f;
3576 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3577 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3578 rsurface.svector3f = rsurface.modelsvector3f;
3579 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3580 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3581 rsurface.tvector3f = rsurface.modeltvector3f;
3582 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3583 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3584 rsurface.normal3f = rsurface.modelnormal3f;
3585 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3586 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3587 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3590 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3592 model_t *model = ent->model;
3594 if (rsurface.array_size < model->surfmesh.num_vertices)
3595 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3596 rsurface.matrix = ent->matrix;
3597 rsurface.inversematrix = ent->inversematrix;
3598 R_Mesh_Matrix(&rsurface.matrix);
3599 Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
3600 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
3601 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
3602 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
3603 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
3604 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
3605 rsurface.frameblend[0] = ent->frameblend[0];
3606 rsurface.frameblend[1] = ent->frameblend[1];
3607 rsurface.frameblend[2] = ent->frameblend[2];
3608 rsurface.frameblend[3] = ent->frameblend[3];
3609 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
3613 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3614 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3615 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3616 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3617 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
3619 else if (wantnormals)
3621 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3622 rsurface.modelsvector3f = NULL;
3623 rsurface.modeltvector3f = NULL;
3624 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3625 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
3629 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3630 rsurface.modelsvector3f = NULL;
3631 rsurface.modeltvector3f = NULL;
3632 rsurface.modelnormal3f = NULL;
3633 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
3635 rsurface.modelvertex3f_bufferobject = 0;
3636 rsurface.modelvertex3f_bufferoffset = 0;
3637 rsurface.modelsvector3f_bufferobject = 0;
3638 rsurface.modelsvector3f_bufferoffset = 0;
3639 rsurface.modeltvector3f_bufferobject = 0;
3640 rsurface.modeltvector3f_bufferoffset = 0;
3641 rsurface.modelnormal3f_bufferobject = 0;
3642 rsurface.modelnormal3f_bufferoffset = 0;
3643 rsurface.generatedvertex = true;
3647 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3648 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3649 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3650 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3651 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3652 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3653 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3654 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3655 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3656 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3657 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3658 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3659 rsurface.generatedvertex = false;
3661 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3662 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3663 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3664 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3665 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3666 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3667 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3668 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3669 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3670 rsurface.modelelement3i = model->surfmesh.data_element3i;
3671 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3672 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3673 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3674 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3675 rsurface.modelsurfaces = model->data_surfaces;
3676 rsurface.vertex3f = rsurface.modelvertex3f;
3677 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3678 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3679 rsurface.svector3f = rsurface.modelsvector3f;
3680 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3681 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3682 rsurface.tvector3f = rsurface.modeltvector3f;
3683 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3684 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3685 rsurface.normal3f = rsurface.modelnormal3f;
3686 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3687 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3688 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3691 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
3692 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3695 int texturesurfaceindex;
3700 const float *v1, *in_tc;
3702 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
3704 q3shaderinfo_deform_t *deform;
3705 // 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
3706 if (rsurface.generatedvertex)
3708 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
3709 generatenormals = true;
3710 for (i = 0;i < Q3MAXDEFORMS;i++)
3712 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
3714 generatetangents = true;
3715 generatenormals = true;
3717 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
3718 generatenormals = true;
3720 if (generatenormals && !rsurface.modelnormal3f)
3722 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3723 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
3724 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
3725 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
3727 if (generatetangents && !rsurface.modelsvector3f)
3729 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3730 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
3731 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
3732 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3733 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
3734 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
3735 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);
3738 rsurface.vertex3f = rsurface.modelvertex3f;
3739 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3740 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3741 rsurface.svector3f = rsurface.modelsvector3f;
3742 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3743 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3744 rsurface.tvector3f = rsurface.modeltvector3f;
3745 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3746 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3747 rsurface.normal3f = rsurface.modelnormal3f;
3748 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3749 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3750 // if vertices are deformed (sprite flares and things in maps, possibly
3751 // water waves, bulges and other deformations), generate them into
3752 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
3753 // (may be static model data or generated data for an animated model, or
3754 // the previous deform pass)
3755 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
3757 switch (deform->deform)
3760 case Q3DEFORM_PROJECTIONSHADOW:
3761 case Q3DEFORM_TEXT0:
3762 case Q3DEFORM_TEXT1:
3763 case Q3DEFORM_TEXT2:
3764 case Q3DEFORM_TEXT3:
3765 case Q3DEFORM_TEXT4:
3766 case Q3DEFORM_TEXT5:
3767 case Q3DEFORM_TEXT6:
3768 case Q3DEFORM_TEXT7:
3771 case Q3DEFORM_AUTOSPRITE:
3772 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3773 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3774 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3775 VectorNormalize(newforward);
3776 VectorNormalize(newright);
3777 VectorNormalize(newup);
3778 // make deformed versions of only the model vertices used by the specified surfaces
3779 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3781 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3782 // a single autosprite surface can contain multiple sprites...
3783 for (j = 0;j < surface->num_vertices - 3;j += 4)
3785 VectorClear(center);
3786 for (i = 0;i < 4;i++)
3787 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3788 VectorScale(center, 0.25f, center);
3789 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
3790 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
3791 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
3792 for (i = 0;i < 4;i++)
3794 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
3795 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3798 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);
3799 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);
3801 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3802 rsurface.vertex3f_bufferobject = 0;
3803 rsurface.vertex3f_bufferoffset = 0;
3804 rsurface.svector3f = rsurface.array_deformedsvector3f;
3805 rsurface.svector3f_bufferobject = 0;
3806 rsurface.svector3f_bufferoffset = 0;
3807 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3808 rsurface.tvector3f_bufferobject = 0;
3809 rsurface.tvector3f_bufferoffset = 0;
3810 rsurface.normal3f = rsurface.array_deformednormal3f;
3811 rsurface.normal3f_bufferobject = 0;
3812 rsurface.normal3f_bufferoffset = 0;
3814 case Q3DEFORM_AUTOSPRITE2:
3815 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3816 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3817 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3818 VectorNormalize(newforward);
3819 VectorNormalize(newright);
3820 VectorNormalize(newup);
3821 // make deformed versions of only the model vertices used by the specified surfaces
3822 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3824 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3825 const float *v1, *v2;
3835 memset(shortest, 0, sizeof(shortest));
3836 // a single autosprite surface can contain multiple sprites...
3837 for (j = 0;j < surface->num_vertices - 3;j += 4)
3839 VectorClear(center);
3840 for (i = 0;i < 4;i++)
3841 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3842 VectorScale(center, 0.25f, center);
3843 // find the two shortest edges, then use them to define the
3844 // axis vectors for rotating around the central axis
3845 for (i = 0;i < 6;i++)
3847 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
3848 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
3850 Debug_PolygonBegin(NULL, 0, false, 0);
3851 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
3852 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);
3853 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
3856 l = VectorDistance2(v1, v2);
3857 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
3859 l += (1.0f / 1024.0f);
3860 if (shortest[0].length2 > l || i == 0)
3862 shortest[1] = shortest[0];
3863 shortest[0].length2 = l;
3864 shortest[0].v1 = v1;
3865 shortest[0].v2 = v2;
3867 else if (shortest[1].length2 > l || i == 1)
3869 shortest[1].length2 = l;
3870 shortest[1].v1 = v1;
3871 shortest[1].v2 = v2;
3874 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
3875 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
3877 Debug_PolygonBegin(NULL, 0, false, 0);
3878 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
3879 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);
3880 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
3883 // this calculates the right vector from the shortest edge
3884 // and the up vector from the edge midpoints
3885 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
3886 VectorNormalize(right);
3887 VectorSubtract(end, start, up);
3888 VectorNormalize(up);
3889 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
3890 //VectorSubtract(rsurface.modelorg, center, forward);
3891 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward);
3892 VectorNegate(forward, forward);
3893 VectorReflect(forward, 0, up, forward);
3894 VectorNormalize(forward);
3895 CrossProduct(up, forward, newright);
3896 VectorNormalize(newright);
3898 Debug_PolygonBegin(NULL, 0, false, 0);
3899 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);
3900 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
3901 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
3905 Debug_PolygonBegin(NULL, 0, false, 0);
3906 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
3907 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
3908 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
3911 // rotate the quad around the up axis vector, this is made
3912 // especially easy by the fact we know the quad is flat,
3913 // so we only have to subtract the center position and
3914 // measure distance along the right vector, and then
3915 // multiply that by the newright vector and add back the
3917 // we also need to subtract the old position to undo the
3918 // displacement from the center, which we do with a
3919 // DotProduct, the subtraction/addition of center is also
3920 // optimized into DotProducts here
3921 l = DotProduct(right, center);
3922 for (i = 0;i < 4;i++)
3924 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
3925 f = DotProduct(right, v1) - l;
3926 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3929 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);
3930 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);
3932 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3933 rsurface.vertex3f_bufferobject = 0;
3934 rsurface.vertex3f_bufferoffset = 0;
3935 rsurface.svector3f = rsurface.array_deformedsvector3f;
3936 rsurface.svector3f_bufferobject = 0;
3937 rsurface.svector3f_bufferoffset = 0;
3938 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3939 rsurface.tvector3f_bufferobject = 0;
3940 rsurface.tvector3f_bufferoffset = 0;
3941 rsurface.normal3f = rsurface.array_deformednormal3f;
3942 rsurface.normal3f_bufferobject = 0;
3943 rsurface.normal3f_bufferoffset = 0;
3945 case Q3DEFORM_NORMAL:
3946 // deform the normals to make reflections wavey
3947 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3949 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3950 for (j = 0;j < surface->num_vertices;j++)
3953 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
3954 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
3955 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
3956 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3957 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3958 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]);
3959 VectorNormalize(normal);
3961 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);
3963 rsurface.svector3f = rsurface.array_deformedsvector3f;
3964 rsurface.svector3f_bufferobject = 0;
3965 rsurface.svector3f_bufferoffset = 0;
3966 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3967 rsurface.tvector3f_bufferobject = 0;
3968 rsurface.tvector3f_bufferoffset = 0;
3969 rsurface.normal3f = rsurface.array_deformednormal3f;
3970 rsurface.normal3f_bufferobject = 0;
3971 rsurface.normal3f_bufferoffset = 0;
3974 // deform vertex array to make wavey water and flags and such
3975 waveparms[0] = deform->waveparms[0];
3976 waveparms[1] = deform->waveparms[1];
3977 waveparms[2] = deform->waveparms[2];
3978 waveparms[3] = deform->waveparms[3];
3979 // this is how a divisor of vertex influence on deformation
3980 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
3981 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
3982 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3984 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3985 for (j = 0;j < surface->num_vertices;j++)
3987 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
3988 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
3989 // if the wavefunc depends on time, evaluate it per-vertex
3992 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
3993 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
3995 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
3998 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3999 rsurface.vertex3f_bufferobject = 0;
4000 rsurface.vertex3f_bufferoffset = 0;
4002 case Q3DEFORM_BULGE:
4003 // deform vertex array to make the surface have moving bulges
4004 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4006 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4007 for (j = 0;j < surface->num_vertices;j++)
4009 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1];
4010 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4013 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4014 rsurface.vertex3f_bufferobject = 0;
4015 rsurface.vertex3f_bufferoffset = 0;
4018 // deform vertex array
4019 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4020 VectorScale(deform->parms, scale, waveparms);
4021 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4023 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4024 for (j = 0;j < surface->num_vertices;j++)
4025 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4027 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4028 rsurface.vertex3f_bufferobject = 0;
4029 rsurface.vertex3f_bufferoffset = 0;
4033 // generate texcoords based on the chosen texcoord source
4034 switch(rsurface.texture->tcgen.tcgen)
4037 case Q3TCGEN_TEXTURE:
4038 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4039 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
4040 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
4042 case Q3TCGEN_LIGHTMAP:
4043 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
4044 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4045 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4047 case Q3TCGEN_VECTOR:
4048 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4050 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4051 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)
4053 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
4054 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
4057 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4058 rsurface.texcoordtexture2f_bufferobject = 0;
4059 rsurface.texcoordtexture2f_bufferoffset = 0;
4061 case Q3TCGEN_ENVIRONMENT:
4062 // make environment reflections using a spheremap
4063 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4065 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4066 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
4067 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
4068 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
4069 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
4071 float l, d, eyedir[3];
4072 VectorSubtract(rsurface.modelorg, vertex, eyedir);
4073 l = 0.5f / VectorLength(eyedir);
4074 d = DotProduct(normal, eyedir)*2;
4075 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
4076 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
4079 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4080 rsurface.texcoordtexture2f_bufferobject = 0;
4081 rsurface.texcoordtexture2f_bufferoffset = 0;
4084 // the only tcmod that needs software vertex processing is turbulent, so
4085 // check for it here and apply the changes if needed
4086 // and we only support that as the first one
4087 // (handling a mixture of turbulent and other tcmods would be problematic
4088 // without punting it entirely to a software path)
4089 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
4091 amplitude = rsurface.texture->tcmods[0].parms[1];
4092 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3];
4093 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4095 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4096 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)
4098 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4099 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4102 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4103 rsurface.texcoordtexture2f_bufferobject = 0;
4104 rsurface.texcoordtexture2f_bufferoffset = 0;
4106 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
4107 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4108 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4109 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4112 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4115 const msurface_t *surface = texturesurfacelist[0];
4116 const msurface_t *surface2;
4121 // TODO: lock all array ranges before render, rather than on each surface
4122 if (texturenumsurfaces == 1)
4124 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4125 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));
4127 else if (r_batchmode.integer == 2)
4129 #define MAXBATCHTRIANGLES 4096
4130 int batchtriangles = 0;
4131 int batchelements[MAXBATCHTRIANGLES*3];
4132 for (i = 0;i < texturenumsurfaces;i = j)
4134 surface = texturesurfacelist[i];
4136 if (surface->num_triangles > MAXBATCHTRIANGLES)
4138 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));
4141 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4142 batchtriangles = surface->num_triangles;
4143 firstvertex = surface->num_firstvertex;
4144 endvertex = surface->num_firstvertex + surface->num_vertices;
4145 for (;j < texturenumsurfaces;j++)
4147 surface2 = texturesurfacelist[j];
4148 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4150 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4151 batchtriangles += surface2->num_triangles;
4152 firstvertex = min(firstvertex, surface2->num_firstvertex);
4153 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4155 surface2 = texturesurfacelist[j-1];
4156 numvertices = endvertex - firstvertex;
4157 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4160 else if (r_batchmode.integer == 1)
4162 for (i = 0;i < texturenumsurfaces;i = j)
4164 surface = texturesurfacelist[i];
4165 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4166 if (texturesurfacelist[j] != surface2)
4168 surface2 = texturesurfacelist[j-1];
4169 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4170 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4171 GL_LockArrays(surface->num_firstvertex, numvertices);
4172 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4177 for (i = 0;i < texturenumsurfaces;i++)
4179 surface = texturesurfacelist[i];
4180 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4181 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));
4186 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
4190 const msurface_t *surface = texturesurfacelist[0];
4191 const msurface_t *surface2;
4196 // TODO: lock all array ranges before render, rather than on each surface
4197 if (texturenumsurfaces == 1)
4199 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4200 if (deluxemaptexunit >= 0)
4201 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4202 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4203 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));
4205 else if (r_batchmode.integer == 2)
4207 #define MAXBATCHTRIANGLES 4096
4208 int batchtriangles = 0;
4209 int batchelements[MAXBATCHTRIANGLES*3];
4210 for (i = 0;i < texturenumsurfaces;i = j)
4212 surface = texturesurfacelist[i];
4213 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4214 if (deluxemaptexunit >= 0)
4215 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4217 if (surface->num_triangles > MAXBATCHTRIANGLES)
4219 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));
4222 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4223 batchtriangles = surface->num_triangles;
4224 firstvertex = surface->num_firstvertex;
4225 endvertex = surface->num_firstvertex + surface->num_vertices;
4226 for (;j < texturenumsurfaces;j++)
4228 surface2 = texturesurfacelist[j];
4229 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4231 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4232 batchtriangles += surface2->num_triangles;
4233 firstvertex = min(firstvertex, surface2->num_firstvertex);
4234 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4236 surface2 = texturesurfacelist[j-1];
4237 numvertices = endvertex - firstvertex;
4238 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4241 else if (r_batchmode.integer == 1)
4244 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
4245 for (i = 0;i < texturenumsurfaces;i = j)
4247 surface = texturesurfacelist[i];
4248 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4249 if (texturesurfacelist[j] != surface2)
4251 Con_Printf(" %i", j - i);
4254 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
4256 for (i = 0;i < texturenumsurfaces;i = j)
4258 surface = texturesurfacelist[i];
4259 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4260 if (deluxemaptexunit >= 0)
4261 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4262 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4263 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
4266 Con_Printf(" %i", j - i);
4268 surface2 = texturesurfacelist[j-1];
4269 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4270 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4271 GL_LockArrays(surface->num_firstvertex, numvertices);
4272 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4280 for (i = 0;i < texturenumsurfaces;i++)
4282 surface = texturesurfacelist[i];
4283 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4284 if (deluxemaptexunit >= 0)
4285 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4286 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4287 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));
4292 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4295 int texturesurfaceindex;
4296 if (r_showsurfaces.integer == 2)
4298 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4300 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4301 for (j = 0;j < surface->num_triangles;j++)
4303 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
4304 GL_Color(f, f, f, 1);
4305 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)));
4311 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4313 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4314 int k = (int)(((size_t)surface) / sizeof(msurface_t));
4315 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
4316 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4317 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));
4322 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
4324 int texturesurfaceindex;
4328 if (rsurface.lightmapcolor4f)
4330 // generate color arrays for the surfaces in this list
4331 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4333 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4334 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)
4336 f = FogPoint_Model(v);
4346 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4348 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4349 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)
4351 f = FogPoint_Model(v);
4359 rsurface.lightmapcolor4f = rsurface.array_color4f;
4360 rsurface.lightmapcolor4f_bufferobject = 0;
4361 rsurface.lightmapcolor4f_bufferoffset = 0;
4364 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
4366 int texturesurfaceindex;
4369 if (!rsurface.lightmapcolor4f)
4371 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4373 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4374 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)
4382 rsurface.lightmapcolor4f = rsurface.array_color4f;
4383 rsurface.lightmapcolor4f_bufferobject = 0;
4384 rsurface.lightmapcolor4f_bufferoffset = 0;
4387 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4390 rsurface.lightmapcolor4f = NULL;
4391 rsurface.lightmapcolor4f_bufferobject = 0;
4392 rsurface.lightmapcolor4f_bufferoffset = 0;
4393 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4394 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4395 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4396 GL_Color(r, g, b, a);
4397 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
4400 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4402 // TODO: optimize applyfog && applycolor case
4403 // just apply fog if necessary, and tint the fog color array if necessary
4404 rsurface.lightmapcolor4f = NULL;
4405 rsurface.lightmapcolor4f_bufferobject = 0;
4406 rsurface.lightmapcolor4f_bufferoffset = 0;
4407 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4408 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4409 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4410 GL_Color(r, g, b, a);
4411 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4414 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4416 int texturesurfaceindex;
4420 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
4422 // generate color arrays for the surfaces in this list
4423 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4425 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4426 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
4428 if (surface->lightmapinfo->samples)
4430 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
4431 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
4432 VectorScale(lm, scale, c);
4433 if (surface->lightmapinfo->styles[1] != 255)
4435 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
4437 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
4438 VectorMA(c, scale, lm, c);
4439 if (surface->lightmapinfo->styles[2] != 255)
4442 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
4443 VectorMA(c, scale, lm, c);
4444 if (surface->lightmapinfo->styles[3] != 255)
4447 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
4448 VectorMA(c, scale, lm, c);
4458 rsurface.lightmapcolor4f = rsurface.array_color4f;
4459 rsurface.lightmapcolor4f_bufferobject = 0;
4460 rsurface.lightmapcolor4f_bufferoffset = 0;
4464 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
4465 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
4466 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
4468 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4469 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4470 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4471 GL_Color(r, g, b, a);
4472 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4475 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4477 int texturesurfaceindex;
4481 vec3_t ambientcolor;
4482 vec3_t diffusecolor;
4486 VectorCopy(rsurface.modellight_lightdir, lightdir);
4487 ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
4488 ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
4489 ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
4490 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
4491 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
4492 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
4493 if (VectorLength2(diffusecolor) > 0)
4495 // generate color arrays for the surfaces in this list
4496 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4498 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4499 int numverts = surface->num_vertices;
4500 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
4501 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
4502 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
4503 // q3-style directional shading
4504 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
4506 if ((f = DotProduct(c2, lightdir)) > 0)
4507 VectorMA(ambientcolor, f, diffusecolor, c);
4509 VectorCopy(ambientcolor, c);
4518 rsurface.lightmapcolor4f = rsurface.array_color4f;
4519 rsurface.lightmapcolor4f_bufferobject = 0;
4520 rsurface.lightmapcolor4f_bufferoffset = 0;
4524 r = ambientcolor[0];
4525 g = ambientcolor[1];
4526 b = ambientcolor[2];
4527 rsurface.lightmapcolor4f = NULL;
4528 rsurface.lightmapcolor4f_bufferobject = 0;
4529 rsurface.lightmapcolor4f_bufferoffset = 0;
4531 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4532 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4533 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4534 GL_Color(r, g, b, a);
4535 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4538 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4540 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4541 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4542 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4543 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4544 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
4546 rsurface.mode = RSURFMODE_SHOWSURFACES;
4548 GL_BlendFunc(GL_ONE, GL_ZERO);
4549 R_Mesh_ColorPointer(NULL, 0, 0);
4550 R_Mesh_ResetTextureState();
4552 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4553 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4556 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
4558 // transparent sky would be ridiculous
4559 if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4561 if (rsurface.mode != RSURFMODE_SKY)
4563 if (rsurface.mode == RSURFMODE_GLSL)
4565 qglUseProgramObjectARB(0);CHECKGLERROR
4567 rsurface.mode = RSURFMODE_SKY;
4571 skyrendernow = false;
4573 // restore entity matrix
4574 R_Mesh_Matrix(&rsurface.matrix);
4576 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4577 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4578 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4579 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4581 // LordHavoc: HalfLife maps have freaky skypolys so don't use
4582 // skymasking on them, and Quake3 never did sky masking (unlike
4583 // software Quake and software Quake2), so disable the sky masking
4584 // in Quake3 maps as it causes problems with q3map2 sky tricks,
4585 // and skymasking also looks very bad when noclipping outside the
4586 // level, so don't use it then either.
4587 if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
4589 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
4590 R_Mesh_ColorPointer(NULL, 0, 0);
4591 R_Mesh_ResetTextureState();
4592 if (skyrendermasked)
4594 // depth-only (masking)
4595 GL_ColorMask(0,0,0,0);
4596 // just to make sure that braindead drivers don't draw
4597 // anything despite that colormask...
4598 GL_BlendFunc(GL_ZERO, GL_ONE);
4603 GL_BlendFunc(GL_ONE, GL_ZERO);
4605 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4606 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4607 if (skyrendermasked)
4608 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4612 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
4614 if (rsurface.mode != RSURFMODE_GLSL)
4616 rsurface.mode = RSURFMODE_GLSL;
4617 R_Mesh_ResetTextureState();
4620 R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
4621 if (!r_glsl_permutation)
4624 if (rsurface.lightmode == 2)
4625 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4627 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4628 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4629 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4630 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4631 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4632 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4634 GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
4635 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4637 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4638 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4639 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4640 R_Mesh_ColorPointer(NULL, 0, 0);
4642 else if (rsurface.uselightmaptexture)
4644 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
4645 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4646 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
4647 R_Mesh_ColorPointer(NULL, 0, 0);
4651 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4652 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4653 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4654 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4657 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
4658 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
4660 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4661 if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4666 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
4668 // OpenGL 1.3 path - anything not completely ancient
4669 int texturesurfaceindex;
4670 qboolean applycolor;
4674 const texturelayer_t *layer;
4675 if (rsurface.mode != RSURFMODE_MULTIPASS)
4676 rsurface.mode = RSURFMODE_MULTIPASS;
4677 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4678 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4681 int layertexrgbscale;
4682 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4684 if (layerindex == 0)
4688 GL_AlphaTest(false);
4689 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4692 GL_DepthMask(layer->depthmask);
4693 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4694 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
4696 layertexrgbscale = 4;
4697 VectorScale(layer->color, 0.25f, layercolor);
4699 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
4701 layertexrgbscale = 2;
4702 VectorScale(layer->color, 0.5f, layercolor);
4706 layertexrgbscale = 1;
4707 VectorScale(layer->color, 1.0f, layercolor);
4709 layercolor[3] = layer->color[3];
4710 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
4711 R_Mesh_ColorPointer(NULL, 0, 0);
4712 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4713 switch (layer->type)
4715 case TEXTURELAYERTYPE_LITTEXTURE:
4716 memset(&m, 0, sizeof(m));
4717 m.tex[0] = R_GetTexture(r_texture_white);
4718 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4719 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4720 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4721 m.tex[1] = R_GetTexture(layer->texture);
4722 m.texmatrix[1] = layer->texmatrix;
4723 m.texrgbscale[1] = layertexrgbscale;
4724 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
4725 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
4726 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
4727 R_Mesh_TextureState(&m);
4728 if (rsurface.lightmode == 2)
4729 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4730 else if (rsurface.uselightmaptexture)
4731 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4733 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4735 case TEXTURELAYERTYPE_TEXTURE:
4736 memset(&m, 0, sizeof(m));
4737 m.tex[0] = R_GetTexture(layer->texture);
4738 m.texmatrix[0] = layer->texmatrix;
4739 m.texrgbscale[0] = layertexrgbscale;
4740 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4741 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4742 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4743 R_Mesh_TextureState(&m);
4744 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4746 case TEXTURELAYERTYPE_FOG:
4747 memset(&m, 0, sizeof(m));
4748 m.texrgbscale[0] = layertexrgbscale;
4751 m.tex[0] = R_GetTexture(layer->texture);
4752 m.texmatrix[0] = layer->texmatrix;
4753 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4754 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4755 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4757 R_Mesh_TextureState(&m);
4758 // generate a color array for the fog pass
4759 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4760 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4764 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4765 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)
4767 f = 1 - FogPoint_Model(v);
4768 c[0] = layercolor[0];
4769 c[1] = layercolor[1];
4770 c[2] = layercolor[2];
4771 c[3] = f * layercolor[3];
4774 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4777 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4779 GL_LockArrays(0, 0);
4782 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4784 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4785 GL_AlphaTest(false);
4789 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
4791 // OpenGL 1.1 - crusty old voodoo path
4792 int texturesurfaceindex;
4796 const texturelayer_t *layer;
4797 if (rsurface.mode != RSURFMODE_MULTIPASS)
4798 rsurface.mode = RSURFMODE_MULTIPASS;
4799 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4800 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4802 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4804 if (layerindex == 0)
4808 GL_AlphaTest(false);
4809 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4812 GL_DepthMask(layer->depthmask);
4813 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4814 R_Mesh_ColorPointer(NULL, 0, 0);
4815 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4816 switch (layer->type)
4818 case TEXTURELAYERTYPE_LITTEXTURE:
4819 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
4821 // two-pass lit texture with 2x rgbscale
4822 // first the lightmap pass
4823 memset(&m, 0, sizeof(m));
4824 m.tex[0] = R_GetTexture(r_texture_white);
4825 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4826 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4827 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4828 R_Mesh_TextureState(&m);
4829 if (rsurface.lightmode == 2)
4830 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4831 else if (rsurface.uselightmaptexture)
4832 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4834 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4835 GL_LockArrays(0, 0);
4836 // then apply the texture to it
4837 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4838 memset(&m, 0, sizeof(m));
4839 m.tex[0] = R_GetTexture(layer->texture);
4840 m.texmatrix[0] = layer->texmatrix;
4841 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4842 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4843 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4844 R_Mesh_TextureState(&m);
4845 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);
4849 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
4850 memset(&m, 0, sizeof(m));
4851 m.tex[0] = R_GetTexture(layer->texture);
4852 m.texmatrix[0] = layer->texmatrix;
4853 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4854 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4855 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4856 R_Mesh_TextureState(&m);
4857 if (rsurface.lightmode == 2)
4858 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);
4860 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);
4863 case TEXTURELAYERTYPE_TEXTURE:
4864 // singletexture unlit texture with transparency support
4865 memset(&m, 0, sizeof(m));
4866 m.tex[0] = R_GetTexture(layer->texture);
4867 m.texmatrix[0] = layer->texmatrix;
4868 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4869 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4870 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4871 R_Mesh_TextureState(&m);
4872 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);
4874 case TEXTURELAYERTYPE_FOG:
4875 // singletexture fogging
4876 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4879 memset(&m, 0, sizeof(m));
4880 m.tex[0] = R_GetTexture(layer->texture);
4881 m.texmatrix[0] = layer->texmatrix;
4882 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4883 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4884 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4885 R_Mesh_TextureState(&m);
4888 R_Mesh_ResetTextureState();
4889 // generate a color array for the fog pass
4890 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4894 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4895 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)
4897 f = 1 - FogPoint_Model(v);
4898 c[0] = layer->color[0];
4899 c[1] = layer->color[1];
4900 c[2] = layer->color[2];
4901 c[3] = f * layer->color[3];
4904 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4907 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4909 GL_LockArrays(0, 0);
4912 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4914 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4915 GL_AlphaTest(false);
4919 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
4921 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
4923 rsurface.rtlight = NULL;
4927 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4929 if (rsurface.mode != RSURFMODE_MULTIPASS)
4930 rsurface.mode = RSURFMODE_MULTIPASS;
4931 if (r_depthfirst.integer == 3)
4933 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
4934 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
4938 GL_ColorMask(0,0,0,0);
4941 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4942 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4943 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4945 GL_BlendFunc(GL_ONE, GL_ZERO);
4947 GL_AlphaTest(false);
4948 R_Mesh_ColorPointer(NULL, 0, 0);
4949 R_Mesh_ResetTextureState();
4950 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4951 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4952 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4953 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4955 else if (r_depthfirst.integer == 3)
4957 else if (r_showsurfaces.integer)
4959 if (rsurface.mode != RSURFMODE_MULTIPASS)
4960 rsurface.mode = RSURFMODE_MULTIPASS;
4961 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4962 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
4964 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4965 GL_BlendFunc(GL_ONE, GL_ZERO);
4966 GL_DepthMask(writedepth);
4968 GL_AlphaTest(false);
4969 R_Mesh_ColorPointer(NULL, 0, 0);
4970 R_Mesh_ResetTextureState();
4971 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4972 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4973 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4975 else if (gl_lightmaps.integer)
4978 if (rsurface.mode != RSURFMODE_MULTIPASS)
4979 rsurface.mode = RSURFMODE_MULTIPASS;
4980 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4982 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4983 GL_BlendFunc(GL_ONE, GL_ZERO);
4984 GL_DepthMask(writedepth);
4986 GL_AlphaTest(false);
4987 R_Mesh_ColorPointer(NULL, 0, 0);
4988 memset(&m, 0, sizeof(m));
4989 m.tex[0] = R_GetTexture(r_texture_white);
4990 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4991 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4992 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4993 R_Mesh_TextureState(&m);
4994 RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
4995 if (rsurface.lightmode == 2)
4996 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4997 else if (rsurface.uselightmaptexture)
4998 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5000 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5001 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5003 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
5005 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
5006 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5008 else if (rsurface.texture->currentnumlayers)
5010 // write depth for anything we skipped on the depth-only pass earlier
5011 if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5013 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5014 GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
5015 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5016 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
5017 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5018 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5019 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5020 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
5021 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
5022 if (r_glsl.integer && gl_support_fragment_shader)
5023 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
5024 else if (gl_combine.integer && r_textureunits.integer >= 2)
5025 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
5027 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
5028 r_refdef.stats.entities_surfaces += texturenumsurfaces;
5031 GL_LockArrays(0, 0);
5034 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5037 int texturenumsurfaces, endsurface;
5039 msurface_t *surface;
5040 msurface_t *texturesurfacelist[1024];
5042 // if the model is static it doesn't matter what value we give for
5043 // wantnormals and wanttangents, so this logic uses only rules applicable
5044 // to a model, knowing that they are meaningless otherwise
5045 if (ent == r_refdef.worldentity)
5046 RSurf_ActiveWorldEntity();
5047 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5048 RSurf_ActiveModelEntity(ent, false, false);
5050 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
5052 for (i = 0;i < numsurfaces;i = j)
5055 surface = rsurface.modelsurfaces + surfacelist[i];
5056 texture = surface->texture;
5057 R_UpdateTextureInfo(ent, texture);
5058 rsurface.texture = texture->currentframe;
5059 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
5060 // scan ahead until we find a different texture
5061 endsurface = min(i + 1024, numsurfaces);
5062 texturenumsurfaces = 0;
5063 texturesurfacelist[texturenumsurfaces++] = surface;
5064 for (;j < endsurface;j++)
5066 surface = rsurface.modelsurfaces + surfacelist[j];
5067 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
5069 texturesurfacelist[texturenumsurfaces++] = surface;
5071 // render the range of surfaces
5072 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
5078 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
5081 vec3_t tempcenter, center;
5083 // break the surface list down into batches by texture and use of lightmapping
5084 for (i = 0;i < numsurfaces;i = j)
5087 // texture is the base texture pointer, rsurface.texture is the
5088 // current frame/skin the texture is directing us to use (for example
5089 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
5090 // use skin 1 instead)
5091 texture = surfacelist[i]->texture;
5092 rsurface.texture = texture->currentframe;
5093 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
5094 if (!(rsurface.texture->currentmaterialflags & flagsmask))
5096 // if this texture is not the kind we want, skip ahead to the next one
5097 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
5101 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5103 // transparent surfaces get pushed off into the transparent queue
5104 const msurface_t *surface = surfacelist[i];
5107 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
5108 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
5109 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
5110 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
5111 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
5115 // simply scan ahead until we find a different texture or lightmap state
5116 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
5118 // render the range of surfaces
5119 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
5124 float locboxvertex3f[6*4*3] =
5126 1,0,1, 1,0,0, 1,1,0, 1,1,1,
5127 0,1,1, 0,1,0, 0,0,0, 0,0,1,
5128 1,1,1, 1,1,0, 0,1,0, 0,1,1,
5129 0,0,1, 0,0,0, 1,0,0, 1,0,1,
5130 0,0,1, 1,0,1, 1,1,1, 0,1,1,
5131 1,0,0, 0,0,0, 0,1,0, 1,1,0
5134 int locboxelement3i[6*2*3] =
5144 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5147 cl_locnode_t *loc = (cl_locnode_t *)ent;
5149 float vertex3f[6*4*3];
5151 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5152 GL_DepthMask(false);
5153 GL_DepthRange(0, 1);
5154 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5156 GL_CullFace(GL_NONE);
5157 R_Mesh_Matrix(&identitymatrix);
5159 R_Mesh_VertexPointer(vertex3f, 0, 0);
5160 R_Mesh_ColorPointer(NULL, 0, 0);
5161 R_Mesh_ResetTextureState();
5164 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
5165 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
5166 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
5167 surfacelist[0] < 0 ? 0.5f : 0.125f);
5169 if (VectorCompare(loc->mins, loc->maxs))
5171 VectorSet(size, 2, 2, 2);
5172 VectorMA(loc->mins, -0.5f, size, mins);
5176 VectorCopy(loc->mins, mins);
5177 VectorSubtract(loc->maxs, loc->mins, size);
5180 for (i = 0;i < 6*4*3;)
5181 for (j = 0;j < 3;j++, i++)
5182 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
5184 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
5187 void R_DrawLocs(void)
5190 cl_locnode_t *loc, *nearestloc;
5192 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
5193 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
5195 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
5196 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
5200 void R_DrawCollisionBrushes(entity_render_t *ent)
5204 msurface_t *surface;
5205 model_t *model = ent->model;
5206 if (!model->brush.num_brushes)
5209 R_Mesh_ColorPointer(NULL, 0, 0);
5210 R_Mesh_ResetTextureState();
5211 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5212 GL_DepthMask(false);
5213 GL_DepthRange(0, 1);
5214 GL_DepthTest(!r_showdisabledepthtest.integer);
5215 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
5216 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
5217 if (brush->colbrushf && brush->colbrushf->numtriangles)
5218 R_DrawCollisionBrush(brush->colbrushf);
5219 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
5220 if (surface->num_collisiontriangles)
5221 R_DrawCollisionSurface(ent, surface);
5222 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5225 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
5228 const int *elements;
5229 msurface_t *surface;
5230 model_t *model = ent->model;
5233 GL_DepthRange(0, 1);
5234 GL_DepthTest(!r_showdisabledepthtest.integer);
5235 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5237 GL_BlendFunc(GL_ONE, GL_ZERO);
5238 R_Mesh_ColorPointer(NULL, 0, 0);
5239 R_Mesh_ResetTextureState();
5240 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
5242 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
5244 rsurface.texture = surface->texture->currentframe;
5245 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
5247 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
5250 if (!rsurface.texture->currentlayers->depthmask)
5251 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
5252 else if (ent == r_refdef.worldentity)
5253 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
5255 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
5256 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
5259 for (k = 0;k < surface->num_triangles;k++, elements += 3)
5261 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
5262 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
5263 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
5264 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
5271 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
5273 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5275 VectorCopy(rsurface.vertex3f + l * 3, v);
5276 qglVertex3f(v[0], v[1], v[2]);
5277 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
5278 qglVertex3f(v[0], v[1], v[2]);
5282 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
5284 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5286 VectorCopy(rsurface.vertex3f + l * 3, v);
5287 qglVertex3f(v[0], v[1], v[2]);
5288 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
5289 qglVertex3f(v[0], v[1], v[2]);
5293 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
5295 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5297 VectorCopy(rsurface.vertex3f + l * 3, v);
5298 qglVertex3f(v[0], v[1], v[2]);
5299 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
5300 qglVertex3f(v[0], v[1], v[2]);
5307 rsurface.texture = NULL;
5310 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
5311 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5313 int i, j, endj, f, flagsmask;
5314 int counttriangles = 0;
5315 msurface_t *surface, **surfacechain;
5317 model_t *model = r_refdef.worldmodel;
5318 const int maxsurfacelist = 1024;
5319 int numsurfacelist = 0;
5320 msurface_t *surfacelist[1024];
5324 RSurf_ActiveWorldEntity();
5326 // update light styles
5327 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5329 for (i = 0;i < model->brushq1.light_styles;i++)
5331 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5333 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5334 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5335 for (;(surface = *surfacechain);surfacechain++)
5336 surface->cached_dlight = true;
5341 R_UpdateAllTextureInfo(r_refdef.worldentity);
5342 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5345 rsurface.uselightmaptexture = false;
5346 rsurface.texture = NULL;
5348 j = model->firstmodelsurface;
5349 endj = j + model->nummodelsurfaces;
5352 // quickly skip over non-visible surfaces
5353 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
5355 // quickly iterate over visible surfaces
5356 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
5358 // process this surface
5359 surface = model->data_surfaces + j;
5360 // if this surface fits the criteria, add it to the list
5361 if (surface->num_triangles)
5363 // if lightmap parameters changed, rebuild lightmap texture
5364 if (surface->cached_dlight)
5365 R_BuildLightMap(r_refdef.worldentity, surface);
5366 // add face to draw list
5367 surfacelist[numsurfacelist++] = surface;
5368 counttriangles += surface->num_triangles;
5369 if (numsurfacelist >= maxsurfacelist)
5371 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5378 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5379 r_refdef.stats.entities_triangles += counttriangles;
5382 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5383 R_DrawCollisionBrushes(r_refdef.worldentity);
5385 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5386 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
5389 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5391 int i, f, flagsmask;
5392 int counttriangles = 0;
5393 msurface_t *surface, *endsurface, **surfacechain;
5395 model_t *model = ent->model;
5396 const int maxsurfacelist = 1024;
5397 int numsurfacelist = 0;
5398 msurface_t *surfacelist[1024];
5402 // if the model is static it doesn't matter what value we give for
5403 // wantnormals and wanttangents, so this logic uses only rules applicable
5404 // to a model, knowing that they are meaningless otherwise
5405 if (ent == r_refdef.worldentity)
5406 RSurf_ActiveWorldEntity();
5407 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5408 RSurf_ActiveModelEntity(ent, false, false);
5410 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
5412 // update light styles
5413 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5415 for (i = 0;i < model->brushq1.light_styles;i++)
5417 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5419 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5420 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5421 for (;(surface = *surfacechain);surfacechain++)
5422 surface->cached_dlight = true;
5427 R_UpdateAllTextureInfo(ent);
5428 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5431 rsurface.uselightmaptexture = false;
5432 rsurface.texture = NULL;
5434 surface = model->data_surfaces + model->firstmodelsurface;
5435 endsurface = surface + model->nummodelsurfaces;
5436 for (;surface < endsurface;surface++)
5438 // if this surface fits the criteria, add it to the list
5439 if (surface->num_triangles)
5441 // if lightmap parameters changed, rebuild lightmap texture
5442 if (surface->cached_dlight)
5443 R_BuildLightMap(ent, surface);
5444 // add face to draw list
5445 surfacelist[numsurfacelist++] = surface;
5446 counttriangles += surface->num_triangles;
5447 if (numsurfacelist >= maxsurfacelist)
5449 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5455 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5456 r_refdef.stats.entities_triangles += counttriangles;
5459 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5460 R_DrawCollisionBrushes(ent);
5462 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5463 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);