2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
78 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
90 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
93 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
117 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
119 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 r_waterstate_t r_waterstate;
156 // shadow volume bsp struct with automatically growing nodes buffer
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
183 extern void R_DrawModelShadows(void);
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
188 for (i = 0;i < verts;i++)
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
202 for (i = 0;i < verts;i++)
212 // FIXME: move this to client?
215 if (gamemode == GAME_NEHAHRA)
217 Cvar_Set("gl_fogenable", "0");
218 Cvar_Set("gl_fogdensity", "0.2");
219 Cvar_Set("gl_fogred", "0.3");
220 Cvar_Set("gl_foggreen", "0.3");
221 Cvar_Set("gl_fogblue", "0.3");
223 r_refdef.fog_density = 0;
224 r_refdef.fog_red = 0;
225 r_refdef.fog_green = 0;
226 r_refdef.fog_blue = 0;
227 r_refdef.fog_alpha = 1;
228 r_refdef.fog_start = 0;
229 r_refdef.fog_end = 0;
232 float FogForDistance(vec_t dist)
234 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
238 float FogPoint_World(const vec3_t p)
240 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
243 float FogPoint_Model(const vec3_t p)
245 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
248 static void R_BuildBlankTextures(void)
250 unsigned char data[4];
251 data[2] = 128; // normal X
252 data[1] = 128; // normal Y
253 data[0] = 255; // normal Z
254 data[3] = 128; // height
255 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
260 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
265 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
270 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273 static void R_BuildNoTexture(void)
276 unsigned char pix[16][16][4];
277 // this makes a light grey/dark grey checkerboard texture
278 for (y = 0;y < 16;y++)
280 for (x = 0;x < 16;x++)
282 if ((y < 8) ^ (x < 8))
298 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
301 static void R_BuildWhiteCube(void)
303 unsigned char data[6*1*1*4];
304 memset(data, 255, sizeof(data));
305 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
308 static void R_BuildNormalizationCube(void)
312 vec_t s, t, intensity;
314 unsigned char data[6][NORMSIZE][NORMSIZE][4];
315 for (side = 0;side < 6;side++)
317 for (y = 0;y < NORMSIZE;y++)
319 for (x = 0;x < NORMSIZE;x++)
321 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
357 intensity = 127.0f / sqrt(DotProduct(v, v));
358 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361 data[side][y][x][3] = 255;
365 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
368 static void R_BuildFogTexture(void)
372 unsigned char data1[FOGWIDTH][4];
373 //unsigned char data2[FOGWIDTH][4];
376 r_refdef.fogmasktable_start = r_refdef.fog_start;
377 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378 r_refdef.fogmasktable_range = r_refdef.fogrange;
379 r_refdef.fogmasktable_density = r_refdef.fog_density;
381 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
384 d = (x * r - r_refdef.fogmasktable_start);
385 if(developer.integer >= 100)
386 Con_Printf("%f ", d);
388 if (r_fog_exp2.integer)
389 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
391 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392 if(developer.integer >= 100)
393 Con_Printf(" : %f ", alpha);
394 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395 if(developer.integer >= 100)
396 Con_Printf(" = %f\n", alpha);
397 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
400 for (x = 0;x < FOGWIDTH;x++)
402 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
407 //data2[x][0] = 255 - b;
408 //data2[x][1] = 255 - b;
409 //data2[x][2] = 255 - b;
412 if (r_texture_fogattenuation)
414 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
419 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
428 "// common definitions between vertex shader and fragment shader:\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
444 "# ifdef VERTEX_SHADER\n"
447 " gl_Position = ftransform();\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
457 " gl_FrontColor = gl_Color;\n"
458 " gl_Position = ftransform();\n"
459 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
461 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
465 "# ifdef FRAGMENT_SHADER\n"
467 "uniform sampler2D Texture_First;\n"
469 "uniform sampler2D Texture_Second;\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
480 "//uncomment these if you want to use them:\n"
481 "// uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "// uniform vec2 PixelSize;\n"
489 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
491 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// add your own postprocessing here or make your own ifdef for it\n"
501 "#ifdef USEGAMMARAMPS\n"
502 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
503 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
504 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
511 "#ifdef MODE_GENERIC\n"
512 "# ifdef VERTEX_SHADER\n"
515 " gl_FrontColor = gl_Color;\n"
516 "# ifdef USEDIFFUSE\n"
517 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
519 "# ifdef USESPECULAR\n"
520 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
522 " gl_Position = ftransform();\n"
525 "# ifdef FRAGMENT_SHADER\n"
527 "# ifdef USEDIFFUSE\n"
528 "uniform sampler2D Texture_First;\n"
530 "# ifdef USESPECULAR\n"
531 "uniform sampler2D Texture_Second;\n"
536 " gl_FragColor = gl_Color;\n"
537 "# ifdef USEDIFFUSE\n"
538 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
541 "# ifdef USESPECULAR\n"
542 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
544 "# ifdef USECOLORMAPPING\n"
545 " gl_FragColor *= tex2;\n"
548 " gl_FragColor += tex2;\n"
550 "# ifdef USEVERTEXTEXTUREBLEND\n"
551 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
556 "#else // !MODE_GENERIC\n"
558 "varying vec2 TexCoord;\n"
559 "varying vec2 TexCoordLightmap;\n"
561 "#ifdef MODE_LIGHTSOURCE\n"
562 "varying vec3 CubeVector;\n"
565 "#ifdef MODE_LIGHTSOURCE\n"
566 "varying vec3 LightVector;\n"
568 "#ifdef MODE_LIGHTDIRECTION\n"
569 "varying vec3 LightVector;\n"
572 "varying vec3 EyeVector;\n"
574 "varying vec3 EyeVectorModelSpace;\n"
577 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
578 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
579 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
581 "#ifdef MODE_WATER\n"
582 "varying vec4 ModelViewProjectionPosition;\n"
584 "#ifdef MODE_REFRACTION\n"
585 "varying vec4 ModelViewProjectionPosition;\n"
587 "#ifdef USEREFLECTION\n"
588 "varying vec4 ModelViewProjectionPosition;\n"
595 "// vertex shader specific:\n"
596 "#ifdef VERTEX_SHADER\n"
598 "uniform vec3 LightPosition;\n"
599 "uniform vec3 EyePosition;\n"
600 "uniform vec3 LightDir;\n"
602 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
606 " gl_FrontColor = gl_Color;\n"
607 " // copy the surface texcoord\n"
608 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
609 "#ifndef MODE_LIGHTSOURCE\n"
610 "# ifndef MODE_LIGHTDIRECTION\n"
611 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 " // transform vertex position into light attenuation/cubemap space\n"
617 " // (-1 to +1 across the light box)\n"
618 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
620 " // transform unnormalized light direction into tangent space\n"
621 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
622 " // normalize it per pixel)\n"
623 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
624 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
625 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
626 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
629 "#ifdef MODE_LIGHTDIRECTION\n"
630 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
631 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
632 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
635 " // transform unnormalized eye direction into tangent space\n"
637 " vec3 EyeVectorModelSpace;\n"
639 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
640 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
641 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
642 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
644 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
645 " VectorS = gl_MultiTexCoord1.xyz;\n"
646 " VectorT = gl_MultiTexCoord2.xyz;\n"
647 " VectorR = gl_MultiTexCoord3.xyz;\n"
650 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
651 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
652 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
653 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
656 "// transform vertex to camera space, using ftransform to match non-VS\n"
658 " gl_Position = ftransform();\n"
660 "#ifdef MODE_WATER\n"
661 " ModelViewProjectionPosition = gl_Position;\n"
663 "#ifdef MODE_REFRACTION\n"
664 " ModelViewProjectionPosition = gl_Position;\n"
666 "#ifdef USEREFLECTION\n"
667 " ModelViewProjectionPosition = gl_Position;\n"
671 "#endif // VERTEX_SHADER\n"
676 "// fragment shader specific:\n"
677 "#ifdef FRAGMENT_SHADER\n"
679 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
680 "uniform sampler2D Texture_Normal;\n"
681 "uniform sampler2D Texture_Color;\n"
682 "uniform sampler2D Texture_Gloss;\n"
683 "uniform sampler2D Texture_Glow;\n"
684 "uniform sampler2D Texture_SecondaryNormal;\n"
685 "uniform sampler2D Texture_SecondaryColor;\n"
686 "uniform sampler2D Texture_SecondaryGloss;\n"
687 "uniform sampler2D Texture_SecondaryGlow;\n"
688 "uniform sampler2D Texture_Pants;\n"
689 "uniform sampler2D Texture_Shirt;\n"
690 "uniform sampler2D Texture_FogMask;\n"
691 "uniform sampler2D Texture_Lightmap;\n"
692 "uniform sampler2D Texture_Deluxemap;\n"
693 "uniform sampler2D Texture_Refraction;\n"
694 "uniform sampler2D Texture_Reflection;\n"
695 "uniform sampler2D Texture_Attenuation;\n"
696 "uniform samplerCube Texture_Cube;\n"
698 "uniform myhalf3 LightColor;\n"
699 "uniform myhalf3 AmbientColor;\n"
700 "uniform myhalf3 DiffuseColor;\n"
701 "uniform myhalf3 SpecularColor;\n"
702 "uniform myhalf3 Color_Pants;\n"
703 "uniform myhalf3 Color_Shirt;\n"
704 "uniform myhalf3 FogColor;\n"
706 "uniform myhalf4 TintColor;\n"
709 "//#ifdef MODE_WATER\n"
710 "uniform vec4 DistortScaleRefractReflect;\n"
711 "uniform vec4 ScreenScaleRefractReflect;\n"
712 "uniform vec4 ScreenCenterRefractReflect;\n"
713 "uniform myhalf4 RefractColor;\n"
714 "uniform myhalf4 ReflectColor;\n"
715 "uniform myhalf ReflectFactor;\n"
716 "uniform myhalf ReflectOffset;\n"
718 "//# ifdef MODE_REFRACTION\n"
719 "//uniform vec4 DistortScaleRefractReflect;\n"
720 "//uniform vec4 ScreenScaleRefractReflect;\n"
721 "//uniform vec4 ScreenCenterRefractReflect;\n"
722 "//uniform myhalf4 RefractColor;\n"
723 "//# ifdef USEREFLECTION\n"
724 "//uniform myhalf4 ReflectColor;\n"
727 "//# ifdef USEREFLECTION\n"
728 "//uniform vec4 DistortScaleRefractReflect;\n"
729 "//uniform vec4 ScreenScaleRefractReflect;\n"
730 "//uniform vec4 ScreenCenterRefractReflect;\n"
731 "//uniform myhalf4 ReflectColor;\n"
736 "uniform myhalf GlowScale;\n"
737 "uniform myhalf SceneBrightness;\n"
738 "#ifdef USECONTRASTBOOST\n"
739 "uniform myhalf ContrastBoostCoeff;\n"
742 "uniform float OffsetMapping_Scale;\n"
743 "uniform float OffsetMapping_Bias;\n"
744 "uniform float FogRangeRecip;\n"
746 "uniform myhalf AmbientScale;\n"
747 "uniform myhalf DiffuseScale;\n"
748 "uniform myhalf SpecularScale;\n"
749 "uniform myhalf SpecularPower;\n"
751 "#ifdef USEOFFSETMAPPING\n"
752 "vec2 OffsetMapping(vec2 TexCoord)\n"
754 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
755 " // 14 sample relief mapping: linear search and then binary search\n"
756 " // this basically steps forward a small amount repeatedly until it finds\n"
757 " // itself inside solid, then jitters forward and back using decreasing\n"
758 " // amounts to find the impact\n"
759 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
760 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 " vec3 RT = vec3(TexCoord, 1);\n"
763 " OffsetVector *= 0.1;\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
776 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
777 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
780 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
781 " // this basically moves forward the full distance, and then backs up based\n"
782 " // on height of samples\n"
783 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
784 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
785 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
786 " TexCoord += OffsetVector;\n"
787 " OffsetVector *= 0.333;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 " return TexCoord;\n"
794 "#endif // USEOFFSETMAPPING\n"
796 "#ifdef MODE_WATER\n"
801 "#ifdef USEOFFSETMAPPING\n"
802 " // apply offsetmapping\n"
803 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
804 "#define TexCoord TexCoordOffset\n"
807 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
808 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
809 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
810 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
811 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
814 "#else // !MODE_WATER\n"
815 "#ifdef MODE_REFRACTION\n"
817 "// refraction pass\n"
820 "#ifdef USEOFFSETMAPPING\n"
821 " // apply offsetmapping\n"
822 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
823 "#define TexCoord TexCoordOffset\n"
826 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
827 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
828 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
829 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
832 "#else // !MODE_REFRACTION\n"
835 "#ifdef USEOFFSETMAPPING\n"
836 " // apply offsetmapping\n"
837 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
838 "#define TexCoord TexCoordOffset\n"
841 " // combine the diffuse textures (base, pants, shirt)\n"
842 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
843 "#ifdef USECOLORMAPPING\n"
844 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
846 "#ifdef USEVERTEXTEXTUREBLEND\n"
847 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
848 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
849 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
850 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
851 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
854 "#ifdef USEDIFFUSE\n"
855 " // get the surface normal and the gloss color\n"
856 "# ifdef USEVERTEXTEXTUREBLEND\n"
857 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
858 "# ifdef USESPECULAR\n"
859 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
862 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
863 "# ifdef USESPECULAR\n"
864 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
871 "#ifdef MODE_LIGHTSOURCE\n"
874 " // calculate surface normal, light normal, and specular normal\n"
875 " // compute color intensity for the two textures (colormap and glossmap)\n"
876 " // scale by light color and attenuation as efficiently as possible\n"
877 " // (do as much scalar math as possible rather than vector math)\n"
878 "# ifdef USEDIFFUSE\n"
879 " // get the light normal\n"
880 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
882 "# ifdef USESPECULAR\n"
883 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
885 " // calculate directional shading\n"
886 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
888 "# ifdef USEDIFFUSE\n"
889 " // calculate directional shading\n"
890 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
892 " // calculate directionless shading\n"
893 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
897 "# ifdef USECUBEFILTER\n"
898 " // apply light cubemap filter\n"
899 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
900 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
902 "#endif // MODE_LIGHTSOURCE\n"
907 "#ifdef MODE_LIGHTDIRECTION\n"
908 " // directional model lighting\n"
909 "# ifdef USEDIFFUSE\n"
910 " // get the light normal\n"
911 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
913 "# ifdef USESPECULAR\n"
914 " // calculate directional shading\n"
915 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
916 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
917 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
919 "# ifdef USEDIFFUSE\n"
921 " // calculate directional shading\n"
922 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
924 " color.rgb *= AmbientColor;\n"
927 "#endif // MODE_LIGHTDIRECTION\n"
932 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
933 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
935 " // get the light normal\n"
936 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
937 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
938 " // calculate directional shading\n"
939 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
940 "# ifdef USESPECULAR\n"
941 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
942 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
945 " // apply lightmap color\n"
946 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
947 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
952 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
953 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
955 " // get the light normal\n"
956 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
957 " // calculate directional shading\n"
958 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
959 "# ifdef USESPECULAR\n"
960 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
961 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
964 " // apply lightmap color\n"
965 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
966 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
971 "#ifdef MODE_LIGHTMAP\n"
972 " // apply lightmap color\n"
973 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
974 "#endif // MODE_LIGHTMAP\n"
979 "#ifdef MODE_VERTEXCOLOR\n"
980 " // apply lightmap color\n"
981 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
982 "#endif // MODE_VERTEXCOLOR\n"
987 "#ifdef MODE_FLATCOLOR\n"
988 "#endif // MODE_FLATCOLOR\n"
996 " color *= TintColor;\n"
999 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1002 "#ifdef USECONTRASTBOOST\n"
1003 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1006 " color.rgb *= SceneBrightness;\n"
1008 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1010 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1013 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1014 "#ifdef USEREFLECTION\n"
1015 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1016 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1017 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1018 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1021 " gl_FragColor = vec4(color);\n"
1023 "#endif // !MODE_REFRACTION\n"
1024 "#endif // !MODE_WATER\n"
1026 "#endif // FRAGMENT_SHADER\n"
1028 "#endif // !MODE_GENERIC\n"
1029 "#endif // !MODE_POSTPROCESS\n"
1030 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1033 typedef struct shaderpermutationinfo_s
1035 const char *pretext;
1038 shaderpermutationinfo_t;
1040 typedef struct shadermodeinfo_s
1042 const char *vertexfilename;
1043 const char *geometryfilename;
1044 const char *fragmentfilename;
1045 const char *pretext;
1050 typedef enum shaderpermutation_e
1052 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1053 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1054 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1055 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1056 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1057 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1058 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1059 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1060 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1061 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1062 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1063 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1064 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1065 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1066 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1068 shaderpermutation_t;
1070 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1071 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1073 {"#define USEDIFFUSE\n", " diffuse"},
1074 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1075 {"#define USECOLORMAPPING\n", " colormapping"},
1076 {"#define USECONTRASTBOOST\n", " contrastboost"},
1077 {"#define USEFOG\n", " fog"},
1078 {"#define USECUBEFILTER\n", " cubefilter"},
1079 {"#define USEGLOW\n", " glow"},
1080 {"#define USESPECULAR\n", " specular"},
1081 {"#define USEREFLECTION\n", " reflection"},
1082 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1083 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1084 {"#define USEGAMMARAMPS\n", " gammaramps"},
1085 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1088 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1089 typedef enum shadermode_e
1091 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1092 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1093 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1094 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1095 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1096 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1097 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1098 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1099 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1100 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1101 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1102 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1107 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1108 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1110 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1111 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1112 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1113 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1114 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1115 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1116 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1117 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1118 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1119 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1120 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1121 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1124 typedef struct r_glsl_permutation_s
1126 // indicates if we have tried compiling this permutation already
1128 // 0 if compilation failed
1130 // locations of detected uniforms in program object, or -1 if not found
1131 int loc_Texture_First;
1132 int loc_Texture_Second;
1133 int loc_Texture_GammaRamps;
1134 int loc_Texture_Normal;
1135 int loc_Texture_Color;
1136 int loc_Texture_Gloss;
1137 int loc_Texture_Glow;
1138 int loc_Texture_SecondaryNormal;
1139 int loc_Texture_SecondaryColor;
1140 int loc_Texture_SecondaryGloss;
1141 int loc_Texture_SecondaryGlow;
1142 int loc_Texture_Pants;
1143 int loc_Texture_Shirt;
1144 int loc_Texture_FogMask;
1145 int loc_Texture_Lightmap;
1146 int loc_Texture_Deluxemap;
1147 int loc_Texture_Attenuation;
1148 int loc_Texture_Cube;
1149 int loc_Texture_Refraction;
1150 int loc_Texture_Reflection;
1152 int loc_LightPosition;
1153 int loc_EyePosition;
1154 int loc_Color_Pants;
1155 int loc_Color_Shirt;
1156 int loc_FogRangeRecip;
1157 int loc_AmbientScale;
1158 int loc_DiffuseScale;
1159 int loc_SpecularScale;
1160 int loc_SpecularPower;
1162 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1163 int loc_OffsetMapping_Scale;
1165 int loc_AmbientColor;
1166 int loc_DiffuseColor;
1167 int loc_SpecularColor;
1169 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1170 int loc_GammaCoeff; // 1 / gamma
1171 int loc_DistortScaleRefractReflect;
1172 int loc_ScreenScaleRefractReflect;
1173 int loc_ScreenCenterRefractReflect;
1174 int loc_RefractColor;
1175 int loc_ReflectColor;
1176 int loc_ReflectFactor;
1177 int loc_ReflectOffset;
1185 r_glsl_permutation_t;
1187 // information about each possible shader permutation
1188 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1189 // currently selected permutation
1190 r_glsl_permutation_t *r_glsl_permutation;
1192 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1195 if (!filename || !filename[0])
1197 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1200 if (printfromdisknotice)
1201 Con_DPrint("from disk... ");
1202 return shaderstring;
1204 else if (!strcmp(filename, "glsl/default.glsl"))
1206 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1207 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1209 return shaderstring;
1212 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1215 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1216 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1217 int vertstrings_count = 0;
1218 int geomstrings_count = 0;
1219 int fragstrings_count = 0;
1220 char *vertexstring, *geometrystring, *fragmentstring;
1221 const char *vertstrings_list[32+3];
1222 const char *geomstrings_list[32+3];
1223 const char *fragstrings_list[32+3];
1224 char permutationname[256];
1231 permutationname[0] = 0;
1232 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1233 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1234 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1236 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1238 // the first pretext is which type of shader to compile as
1239 // (later these will all be bound together as a program object)
1240 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1241 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1242 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1244 // the second pretext is the mode (for example a light source)
1245 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1246 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1247 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1248 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1250 // now add all the permutation pretexts
1251 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1253 if (permutation & (1<<i))
1255 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1256 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1257 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1258 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1262 // keep line numbers correct
1263 vertstrings_list[vertstrings_count++] = "\n";
1264 geomstrings_list[geomstrings_count++] = "\n";
1265 fragstrings_list[fragstrings_count++] = "\n";
1269 // now append the shader text itself
1270 vertstrings_list[vertstrings_count++] = vertexstring;
1271 geomstrings_list[geomstrings_count++] = geometrystring;
1272 fragstrings_list[fragstrings_count++] = fragmentstring;
1274 // if any sources were NULL, clear the respective list
1276 vertstrings_count = 0;
1277 if (!geometrystring)
1278 geomstrings_count = 0;
1279 if (!fragmentstring)
1280 fragstrings_count = 0;
1282 // compile the shader program
1283 if (vertstrings_count + geomstrings_count + fragstrings_count)
1284 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1288 qglUseProgramObjectARB(p->program);CHECKGLERROR
1289 // look up all the uniform variable names we care about, so we don't
1290 // have to look them up every time we set them
1291 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1292 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1293 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1294 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1295 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1296 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1297 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1298 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1299 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1300 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1301 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1302 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1303 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1304 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1305 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1306 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1307 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1308 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1309 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1310 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1311 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1312 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1313 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1314 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1315 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1316 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1317 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1318 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1319 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1320 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1321 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1322 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1323 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1324 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1325 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1326 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1327 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1328 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1329 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1330 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1331 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1332 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1333 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1334 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1335 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1336 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1337 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1338 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1339 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1340 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1341 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1342 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1343 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1344 // initialize the samplers to refer to the texture units we use
1345 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1346 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1347 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1348 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1349 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1350 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1351 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1352 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1353 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1354 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1355 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1356 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1357 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1358 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1359 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1360 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1361 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1362 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1363 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1364 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1366 if (developer.integer)
1367 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1370 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1374 Mem_Free(vertexstring);
1376 Mem_Free(geometrystring);
1378 Mem_Free(fragmentstring);
1381 void R_GLSL_Restart_f(void)
1384 shaderpermutation_t permutation;
1385 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1386 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1387 if (r_glsl_permutations[mode][permutation].program)
1388 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1389 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1392 void R_GLSL_DumpShader_f(void)
1396 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1399 Con_Printf("failed to write to glsl/default.glsl\n");
1403 FS_Print(file, "// The engine may define the following macros:\n");
1404 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1405 for (i = 0;i < SHADERMODE_COUNT;i++)
1406 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1407 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1408 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1409 FS_Print(file, "\n");
1410 FS_Print(file, builtinshaderstring);
1413 Con_Printf("glsl/default.glsl written\n");
1416 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1418 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1419 if (r_glsl_permutation != perm)
1421 r_glsl_permutation = perm;
1422 if (!r_glsl_permutation->program)
1424 if (!r_glsl_permutation->compiled)
1425 R_GLSL_CompilePermutation(mode, permutation);
1426 if (!r_glsl_permutation->program)
1428 // remove features until we find a valid permutation
1430 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1432 // reduce i more quickly whenever it would not remove any bits
1433 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1434 if (!(permutation & j))
1437 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1438 if (!r_glsl_permutation->compiled)
1439 R_GLSL_CompilePermutation(mode, permutation);
1440 if (r_glsl_permutation->program)
1443 if (i >= SHADERPERMUTATION_COUNT)
1445 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1446 Cvar_SetValueQuick(&r_glsl, 0);
1447 R_GLSL_Restart_f(); // unload shaders
1448 return; // no bit left to clear
1453 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1457 void R_SetupGenericShader(qboolean usetexture)
1459 if (gl_support_fragment_shader)
1461 if (r_glsl.integer && r_glsl_usegeneric.integer)
1462 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1463 else if (r_glsl_permutation)
1465 r_glsl_permutation = NULL;
1466 qglUseProgramObjectARB(0);CHECKGLERROR
1471 void R_SetupGenericTwoTextureShader(int texturemode)
1473 if (gl_support_fragment_shader)
1475 if (r_glsl.integer && r_glsl_usegeneric.integer)
1476 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1477 else if (r_glsl_permutation)
1479 r_glsl_permutation = NULL;
1480 qglUseProgramObjectARB(0);CHECKGLERROR
1483 if (!r_glsl_permutation)
1485 if (texturemode == GL_DECAL && gl_combine.integer)
1486 texturemode = GL_INTERPOLATE_ARB;
1487 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1491 void R_SetupDepthOrShadowShader(void)
1493 if (gl_support_fragment_shader)
1495 if (r_glsl.integer && r_glsl_usegeneric.integer)
1496 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1497 else if (r_glsl_permutation)
1499 r_glsl_permutation = NULL;
1500 qglUseProgramObjectARB(0);CHECKGLERROR
1505 extern rtexture_t *r_shadow_attenuationgradienttexture;
1506 extern rtexture_t *r_shadow_attenuation2dtexture;
1507 extern rtexture_t *r_shadow_attenuation3dtexture;
1508 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1510 // select a permutation of the lighting shader appropriate to this
1511 // combination of texture, entity, light source, and fogging, only use the
1512 // minimum features necessary to avoid wasting rendering time in the
1513 // fragment shader on features that are not being used
1514 unsigned int permutation = 0;
1515 shadermode_t mode = 0;
1516 // TODO: implement geometry-shader based shadow volumes someday
1517 if (r_glsl_offsetmapping.integer)
1519 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1520 if (r_glsl_offsetmapping_reliefmapping.integer)
1521 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1523 if (rsurfacepass == RSURFPASS_BACKGROUND)
1525 // distorted background
1526 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1527 mode = SHADERMODE_WATER;
1529 mode = SHADERMODE_REFRACTION;
1531 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1534 mode = SHADERMODE_LIGHTSOURCE;
1535 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1536 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1537 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1538 permutation |= SHADERPERMUTATION_CUBEFILTER;
1539 if (diffusescale > 0)
1540 permutation |= SHADERPERMUTATION_DIFFUSE;
1541 if (specularscale > 0)
1542 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1543 if (r_refdef.fogenabled)
1544 permutation |= SHADERPERMUTATION_FOG;
1545 if (rsurface.texture->colormapping)
1546 permutation |= SHADERPERMUTATION_COLORMAPPING;
1547 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1548 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1550 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1552 // unshaded geometry (fullbright or ambient model lighting)
1553 mode = SHADERMODE_FLATCOLOR;
1554 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1555 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1556 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1557 permutation |= SHADERPERMUTATION_GLOW;
1558 if (r_refdef.fogenabled)
1559 permutation |= SHADERPERMUTATION_FOG;
1560 if (rsurface.texture->colormapping)
1561 permutation |= SHADERPERMUTATION_COLORMAPPING;
1562 if (r_glsl_offsetmapping.integer)
1564 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1565 if (r_glsl_offsetmapping_reliefmapping.integer)
1566 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1568 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1569 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1570 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1571 permutation |= SHADERPERMUTATION_REFLECTION;
1573 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1575 // directional model lighting
1576 mode = SHADERMODE_LIGHTDIRECTION;
1577 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1578 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1579 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1580 permutation |= SHADERPERMUTATION_GLOW;
1581 permutation |= SHADERPERMUTATION_DIFFUSE;
1582 if (specularscale > 0)
1583 permutation |= SHADERPERMUTATION_SPECULAR;
1584 if (r_refdef.fogenabled)
1585 permutation |= SHADERPERMUTATION_FOG;
1586 if (rsurface.texture->colormapping)
1587 permutation |= SHADERPERMUTATION_COLORMAPPING;
1588 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1589 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1590 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1591 permutation |= SHADERPERMUTATION_REFLECTION;
1593 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1595 // ambient model lighting
1596 mode = SHADERMODE_LIGHTDIRECTION;
1597 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1598 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1599 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1600 permutation |= SHADERPERMUTATION_GLOW;
1601 if (r_refdef.fogenabled)
1602 permutation |= SHADERPERMUTATION_FOG;
1603 if (rsurface.texture->colormapping)
1604 permutation |= SHADERPERMUTATION_COLORMAPPING;
1605 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1606 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1607 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1608 permutation |= SHADERPERMUTATION_REFLECTION;
1613 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1615 // deluxemapping (light direction texture)
1616 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1617 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1619 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1620 permutation |= SHADERPERMUTATION_DIFFUSE;
1621 if (specularscale > 0)
1622 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1624 else if (r_glsl_deluxemapping.integer >= 2)
1626 // fake deluxemapping (uniform light direction in tangentspace)
1627 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1628 permutation |= SHADERPERMUTATION_DIFFUSE;
1629 if (specularscale > 0)
1630 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1632 else if (rsurface.uselightmaptexture)
1634 // ordinary lightmapping (q1bsp, q3bsp)
1635 mode = SHADERMODE_LIGHTMAP;
1639 // ordinary vertex coloring (q3bsp)
1640 mode = SHADERMODE_VERTEXCOLOR;
1642 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1643 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1644 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1645 permutation |= SHADERPERMUTATION_GLOW;
1646 if (r_refdef.fogenabled)
1647 permutation |= SHADERPERMUTATION_FOG;
1648 if (rsurface.texture->colormapping)
1649 permutation |= SHADERPERMUTATION_COLORMAPPING;
1650 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1651 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1652 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1653 permutation |= SHADERPERMUTATION_REFLECTION;
1655 R_SetupShader_SetPermutation(mode, permutation);
1656 if (mode == SHADERMODE_LIGHTSOURCE)
1658 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1659 if (permutation & SHADERPERMUTATION_DIFFUSE)
1661 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1662 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1663 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1664 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1668 // ambient only is simpler
1669 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1670 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1671 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1672 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1674 // additive passes are only darkened by fog, not tinted
1675 if (r_glsl_permutation->loc_FogColor >= 0)
1676 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1680 if (mode == SHADERMODE_LIGHTDIRECTION)
1682 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1683 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1684 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1685 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1689 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1690 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1691 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1693 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1694 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1695 // additive passes are only darkened by fog, not tinted
1696 if (r_glsl_permutation->loc_FogColor >= 0)
1698 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1699 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1701 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1703 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1704 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1705 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1706 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1707 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1708 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1709 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1711 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1713 // The formula used is actually:
1714 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1715 // color.rgb *= SceneBrightness;
1717 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1718 // and do [[calculations]] here in the engine
1719 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1720 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1723 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1724 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1725 if (r_glsl_permutation->loc_Color_Pants >= 0)
1727 if (rsurface.texture->currentskinframe->pants)
1728 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1730 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1732 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1734 if (rsurface.texture->currentskinframe->shirt)
1735 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1737 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1739 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1740 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1741 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1745 #define SKINFRAME_HASH 1024
1749 int loadsequence; // incremented each level change
1750 memexpandablearray_t array;
1751 skinframe_t *hash[SKINFRAME_HASH];
1755 void R_SkinFrame_PrepareForPurge(void)
1757 r_skinframe.loadsequence++;
1758 // wrap it without hitting zero
1759 if (r_skinframe.loadsequence >= 200)
1760 r_skinframe.loadsequence = 1;
1763 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1767 // mark the skinframe as used for the purging code
1768 skinframe->loadsequence = r_skinframe.loadsequence;
1771 void R_SkinFrame_Purge(void)
1775 for (i = 0;i < SKINFRAME_HASH;i++)
1777 for (s = r_skinframe.hash[i];s;s = s->next)
1779 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1781 if (s->merged == s->base)
1783 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1784 R_PurgeTexture(s->stain );s->stain = NULL;
1785 R_PurgeTexture(s->merged);s->merged = NULL;
1786 R_PurgeTexture(s->base );s->base = NULL;
1787 R_PurgeTexture(s->pants );s->pants = NULL;
1788 R_PurgeTexture(s->shirt );s->shirt = NULL;
1789 R_PurgeTexture(s->nmap );s->nmap = NULL;
1790 R_PurgeTexture(s->gloss );s->gloss = NULL;
1791 R_PurgeTexture(s->glow );s->glow = NULL;
1792 R_PurgeTexture(s->fog );s->fog = NULL;
1793 s->loadsequence = 0;
1799 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1801 char basename[MAX_QPATH];
1803 Image_StripImageExtension(name, basename, sizeof(basename));
1805 if( last == NULL ) {
1807 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1808 item = r_skinframe.hash[hashindex];
1813 // linearly search through the hash bucket
1814 for( ; item ; item = item->next ) {
1815 if( !strcmp( item->basename, basename ) ) {
1822 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1826 char basename[MAX_QPATH];
1828 Image_StripImageExtension(name, basename, sizeof(basename));
1830 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1831 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1832 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1836 rtexture_t *dyntexture;
1837 // check whether its a dynamic texture
1838 dyntexture = CL_GetDynTexture( basename );
1839 if (!add && !dyntexture)
1841 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1842 memset(item, 0, sizeof(*item));
1843 strlcpy(item->basename, basename, sizeof(item->basename));
1844 item->base = dyntexture; // either NULL or dyntexture handle
1845 item->textureflags = textureflags;
1846 item->comparewidth = comparewidth;
1847 item->compareheight = compareheight;
1848 item->comparecrc = comparecrc;
1849 item->next = r_skinframe.hash[hashindex];
1850 r_skinframe.hash[hashindex] = item;
1852 else if( item->base == NULL )
1854 rtexture_t *dyntexture;
1855 // check whether its a dynamic texture
1856 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1857 dyntexture = CL_GetDynTexture( basename );
1858 item->base = dyntexture; // either NULL or dyntexture handle
1861 R_SkinFrame_MarkUsed(item);
1865 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1867 // FIXME: it should be possible to disable loading various layers using
1868 // cvars, to prevent wasted loading time and memory usage if the user does
1870 qboolean loadnormalmap = true;
1871 qboolean loadgloss = true;
1872 qboolean loadpantsandshirt = true;
1873 qboolean loadglow = true;
1875 unsigned char *pixels;
1876 unsigned char *bumppixels;
1877 unsigned char *basepixels = NULL;
1878 int basepixels_width;
1879 int basepixels_height;
1880 skinframe_t *skinframe;
1882 if (cls.state == ca_dedicated)
1885 // return an existing skinframe if already loaded
1886 // if loading of the first image fails, don't make a new skinframe as it
1887 // would cause all future lookups of this to be missing
1888 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1889 if (skinframe && skinframe->base)
1892 basepixels = loadimagepixelsbgra(name, complain, true);
1893 if (basepixels == NULL)
1896 if (developer_loading.integer)
1897 Con_Printf("loading skin \"%s\"\n", name);
1899 // we've got some pixels to store, so really allocate this new texture now
1901 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1902 skinframe->stain = NULL;
1903 skinframe->merged = NULL;
1904 skinframe->base = r_texture_notexture;
1905 skinframe->pants = NULL;
1906 skinframe->shirt = NULL;
1907 skinframe->nmap = r_texture_blanknormalmap;
1908 skinframe->gloss = NULL;
1909 skinframe->glow = NULL;
1910 skinframe->fog = NULL;
1912 basepixels_width = image_width;
1913 basepixels_height = image_height;
1914 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1916 if (textureflags & TEXF_ALPHA)
1918 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1919 if (basepixels[j] < 255)
1921 if (j < basepixels_width * basepixels_height * 4)
1923 // has transparent pixels
1924 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1925 for (j = 0;j < image_width * image_height * 4;j += 4)
1930 pixels[j+3] = basepixels[j+3];
1932 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1937 // _norm is the name used by tenebrae and has been adopted as standard
1940 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1942 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1946 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1948 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1949 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1950 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1952 Mem_Free(bumppixels);
1954 else if (r_shadow_bumpscale_basetexture.value > 0)
1956 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1957 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1958 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1962 // _luma is supported for tenebrae compatibility
1963 // (I think it's a very stupid name, but oh well)
1964 // _glow is the preferred name
1965 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1966 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1967 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1968 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1971 Mem_Free(basepixels);
1976 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)
1981 for (i = 0;i < width*height;i++)
1982 if (((unsigned char *)&palette[in[i]])[3] > 0)
1984 if (i == width*height)
1987 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1990 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1991 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1994 unsigned char *temp1, *temp2;
1995 skinframe_t *skinframe;
1997 if (cls.state == ca_dedicated)
2000 // if already loaded just return it, otherwise make a new skinframe
2001 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2002 if (skinframe && skinframe->base)
2005 skinframe->stain = NULL;
2006 skinframe->merged = NULL;
2007 skinframe->base = r_texture_notexture;
2008 skinframe->pants = NULL;
2009 skinframe->shirt = NULL;
2010 skinframe->nmap = r_texture_blanknormalmap;
2011 skinframe->gloss = NULL;
2012 skinframe->glow = NULL;
2013 skinframe->fog = NULL;
2015 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2019 if (developer_loading.integer)
2020 Con_Printf("loading 32bit skin \"%s\"\n", name);
2022 if (r_shadow_bumpscale_basetexture.value > 0)
2024 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2025 temp2 = temp1 + width * height * 4;
2026 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2027 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2030 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2031 if (textureflags & TEXF_ALPHA)
2033 for (i = 3;i < width * height * 4;i += 4)
2034 if (skindata[i] < 255)
2036 if (i < width * height * 4)
2038 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2039 memcpy(fogpixels, skindata, width * height * 4);
2040 for (i = 0;i < width * height * 4;i += 4)
2041 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2042 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2043 Mem_Free(fogpixels);
2050 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2053 unsigned char *temp1, *temp2;
2054 skinframe_t *skinframe;
2056 if (cls.state == ca_dedicated)
2059 // if already loaded just return it, otherwise make a new skinframe
2060 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2061 if (skinframe && skinframe->base)
2064 skinframe->stain = NULL;
2065 skinframe->merged = NULL;
2066 skinframe->base = r_texture_notexture;
2067 skinframe->pants = NULL;
2068 skinframe->shirt = NULL;
2069 skinframe->nmap = r_texture_blanknormalmap;
2070 skinframe->gloss = NULL;
2071 skinframe->glow = NULL;
2072 skinframe->fog = NULL;
2074 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2078 if (developer_loading.integer)
2079 Con_Printf("loading quake skin \"%s\"\n", name);
2081 if (r_shadow_bumpscale_basetexture.value > 0)
2083 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2084 temp2 = temp1 + width * height * 4;
2085 // use either a custom palette or the quake palette
2086 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2087 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2088 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2091 // use either a custom palette, or the quake palette
2092 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2093 if (loadglowtexture)
2094 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2095 if (loadpantsandshirt)
2097 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2098 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2100 if (skinframe->pants || skinframe->shirt)
2101 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2102 if (textureflags & TEXF_ALPHA)
2104 for (i = 0;i < width * height;i++)
2105 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2107 if (i < width * height)
2108 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2114 skinframe_t *R_SkinFrame_LoadMissing(void)
2116 skinframe_t *skinframe;
2118 if (cls.state == ca_dedicated)
2121 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2122 skinframe->stain = NULL;
2123 skinframe->merged = NULL;
2124 skinframe->base = r_texture_notexture;
2125 skinframe->pants = NULL;
2126 skinframe->shirt = NULL;
2127 skinframe->nmap = r_texture_blanknormalmap;
2128 skinframe->gloss = NULL;
2129 skinframe->glow = NULL;
2130 skinframe->fog = NULL;
2135 void gl_main_start(void)
2137 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2138 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2140 // set up r_skinframe loading system for textures
2141 memset(&r_skinframe, 0, sizeof(r_skinframe));
2142 r_skinframe.loadsequence = 1;
2143 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2145 r_main_texturepool = R_AllocTexturePool();
2146 R_BuildBlankTextures();
2148 if (gl_texturecubemap)
2151 R_BuildNormalizationCube();
2153 r_texture_fogattenuation = NULL;
2154 r_texture_gammaramps = NULL;
2155 //r_texture_fogintensity = NULL;
2156 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2157 memset(&r_waterstate, 0, sizeof(r_waterstate));
2158 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2159 memset(&r_svbsp, 0, sizeof (r_svbsp));
2161 r_refdef.fogmasktable_density = 0;
2164 void gl_main_shutdown(void)
2166 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2167 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2169 // clear out the r_skinframe state
2170 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2171 memset(&r_skinframe, 0, sizeof(r_skinframe));
2174 Mem_Free(r_svbsp.nodes);
2175 memset(&r_svbsp, 0, sizeof (r_svbsp));
2176 R_FreeTexturePool(&r_main_texturepool);
2177 r_texture_blanknormalmap = NULL;
2178 r_texture_white = NULL;
2179 r_texture_grey128 = NULL;
2180 r_texture_black = NULL;
2181 r_texture_whitecube = NULL;
2182 r_texture_normalizationcube = NULL;
2183 r_texture_fogattenuation = NULL;
2184 r_texture_gammaramps = NULL;
2185 //r_texture_fogintensity = NULL;
2186 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2187 memset(&r_waterstate, 0, sizeof(r_waterstate));
2191 extern void CL_ParseEntityLump(char *entitystring);
2192 void gl_main_newmap(void)
2194 // FIXME: move this code to client
2196 char *entities, entname[MAX_QPATH];
2199 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2200 l = (int)strlen(entname) - 4;
2201 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2203 memcpy(entname + l, ".ent", 5);
2204 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2206 CL_ParseEntityLump(entities);
2211 if (cl.worldmodel->brush.entities)
2212 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2216 void GL_Main_Init(void)
2218 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2220 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2221 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2222 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2223 if (gamemode == GAME_NEHAHRA)
2225 Cvar_RegisterVariable (&gl_fogenable);
2226 Cvar_RegisterVariable (&gl_fogdensity);
2227 Cvar_RegisterVariable (&gl_fogred);
2228 Cvar_RegisterVariable (&gl_foggreen);
2229 Cvar_RegisterVariable (&gl_fogblue);
2230 Cvar_RegisterVariable (&gl_fogstart);
2231 Cvar_RegisterVariable (&gl_fogend);
2232 Cvar_RegisterVariable (&gl_skyclip);
2234 Cvar_RegisterVariable(&r_depthfirst);
2235 Cvar_RegisterVariable(&r_useinfinitefarclip);
2236 Cvar_RegisterVariable(&r_nearclip);
2237 Cvar_RegisterVariable(&r_showbboxes);
2238 Cvar_RegisterVariable(&r_showsurfaces);
2239 Cvar_RegisterVariable(&r_showtris);
2240 Cvar_RegisterVariable(&r_shownormals);
2241 Cvar_RegisterVariable(&r_showlighting);
2242 Cvar_RegisterVariable(&r_showshadowvolumes);
2243 Cvar_RegisterVariable(&r_showcollisionbrushes);
2244 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2245 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2246 Cvar_RegisterVariable(&r_showdisabledepthtest);
2247 Cvar_RegisterVariable(&r_drawportals);
2248 Cvar_RegisterVariable(&r_drawentities);
2249 Cvar_RegisterVariable(&r_cullentities_trace);
2250 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2251 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2252 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2253 Cvar_RegisterVariable(&r_drawviewmodel);
2254 Cvar_RegisterVariable(&r_speeds);
2255 Cvar_RegisterVariable(&r_fullbrights);
2256 Cvar_RegisterVariable(&r_wateralpha);
2257 Cvar_RegisterVariable(&r_dynamic);
2258 Cvar_RegisterVariable(&r_fullbright);
2259 Cvar_RegisterVariable(&r_shadows);
2260 Cvar_RegisterVariable(&r_shadows_throwdistance);
2261 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2262 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2263 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2264 Cvar_RegisterVariable(&r_fog_exp2);
2265 Cvar_RegisterVariable(&r_drawfog);
2266 Cvar_RegisterVariable(&r_textureunits);
2267 Cvar_RegisterVariable(&r_glsl);
2268 Cvar_RegisterVariable(&r_glsl_contrastboost);
2269 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2270 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2271 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2272 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2273 Cvar_RegisterVariable(&r_glsl_postprocess);
2274 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2275 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2276 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2277 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2278 Cvar_RegisterVariable(&r_glsl_usegeneric);
2279 Cvar_RegisterVariable(&r_water);
2280 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2281 Cvar_RegisterVariable(&r_water_clippingplanebias);
2282 Cvar_RegisterVariable(&r_water_refractdistort);
2283 Cvar_RegisterVariable(&r_water_reflectdistort);
2284 Cvar_RegisterVariable(&r_lerpsprites);
2285 Cvar_RegisterVariable(&r_lerpmodels);
2286 Cvar_RegisterVariable(&r_lerplightstyles);
2287 Cvar_RegisterVariable(&r_waterscroll);
2288 Cvar_RegisterVariable(&r_bloom);
2289 Cvar_RegisterVariable(&r_bloom_colorscale);
2290 Cvar_RegisterVariable(&r_bloom_brighten);
2291 Cvar_RegisterVariable(&r_bloom_blur);
2292 Cvar_RegisterVariable(&r_bloom_resolution);
2293 Cvar_RegisterVariable(&r_bloom_colorexponent);
2294 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2295 Cvar_RegisterVariable(&r_hdr);
2296 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2297 Cvar_RegisterVariable(&r_hdr_glowintensity);
2298 Cvar_RegisterVariable(&r_hdr_range);
2299 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2300 Cvar_RegisterVariable(&developer_texturelogging);
2301 Cvar_RegisterVariable(&gl_lightmaps);
2302 Cvar_RegisterVariable(&r_test);
2303 Cvar_RegisterVariable(&r_batchmode);
2304 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2305 Cvar_SetValue("r_fullbrights", 0);
2306 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2308 Cvar_RegisterVariable(&r_track_sprites);
2309 Cvar_RegisterVariable(&r_track_sprites_flags);
2310 Cvar_RegisterVariable(&r_track_sprites_scalew);
2311 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2314 extern void R_Textures_Init(void);
2315 extern void GL_Draw_Init(void);
2316 extern void GL_Main_Init(void);
2317 extern void R_Shadow_Init(void);
2318 extern void R_Sky_Init(void);
2319 extern void GL_Surf_Init(void);
2320 extern void R_Particles_Init(void);
2321 extern void R_Explosion_Init(void);
2322 extern void gl_backend_init(void);
2323 extern void Sbar_Init(void);
2324 extern void R_LightningBeams_Init(void);
2325 extern void Mod_RenderInit(void);
2327 void Render_Init(void)
2339 R_LightningBeams_Init();
2348 extern char *ENGINE_EXTENSIONS;
2351 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2352 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2353 gl_version = (const char *)qglGetString(GL_VERSION);
2354 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2358 if (!gl_platformextensions)
2359 gl_platformextensions = "";
2361 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2362 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2363 Con_Printf("GL_VERSION: %s\n", gl_version);
2364 Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2365 Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2367 VID_CheckExtensions();
2369 // LordHavoc: report supported extensions
2370 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2372 // clear to black (loading plaque will be seen over this)
2374 qglClearColor(0,0,0,1);CHECKGLERROR
2375 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2378 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2382 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2384 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2387 p = r_refdef.view.frustum + i;
2392 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2396 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2400 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2404 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2408 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2412 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2416 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2420 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2428 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2432 for (i = 0;i < numplanes;i++)
2439 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2443 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2447 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2451 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2455 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2459 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2463 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2467 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2475 //==================================================================================
2477 static void R_View_UpdateEntityVisible (void)
2480 entity_render_t *ent;
2482 if (!r_drawentities.integer)
2485 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2486 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2488 // worldmodel can check visibility
2489 for (i = 0;i < r_refdef.scene.numentities;i++)
2491 ent = r_refdef.scene.entities[i];
2492 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2495 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2497 for (i = 0;i < r_refdef.scene.numentities;i++)
2499 ent = r_refdef.scene.entities[i];
2500 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2502 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2503 ent->last_trace_visibility = realtime;
2504 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2505 r_refdef.viewcache.entityvisible[i] = 0;
2512 // no worldmodel or it can't check visibility
2513 for (i = 0;i < r_refdef.scene.numentities;i++)
2515 ent = r_refdef.scene.entities[i];
2516 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2521 // only used if skyrendermasked, and normally returns false
2522 int R_DrawBrushModelsSky (void)
2525 entity_render_t *ent;
2527 if (!r_drawentities.integer)
2531 for (i = 0;i < r_refdef.scene.numentities;i++)
2533 if (!r_refdef.viewcache.entityvisible[i])
2535 ent = r_refdef.scene.entities[i];
2536 if (!ent->model || !ent->model->DrawSky)
2538 ent->model->DrawSky(ent);
2544 static void R_DrawNoModel(entity_render_t *ent);
2545 static void R_DrawModels(void)
2548 entity_render_t *ent;
2550 if (!r_drawentities.integer)
2553 for (i = 0;i < r_refdef.scene.numentities;i++)
2555 if (!r_refdef.viewcache.entityvisible[i])
2557 ent = r_refdef.scene.entities[i];
2558 r_refdef.stats.entities++;
2559 if (ent->model && ent->model->Draw != NULL)
2560 ent->model->Draw(ent);
2566 static void R_DrawModelsDepth(void)
2569 entity_render_t *ent;
2571 if (!r_drawentities.integer)
2574 for (i = 0;i < r_refdef.scene.numentities;i++)
2576 if (!r_refdef.viewcache.entityvisible[i])
2578 ent = r_refdef.scene.entities[i];
2579 if (ent->model && ent->model->DrawDepth != NULL)
2580 ent->model->DrawDepth(ent);
2584 static void R_DrawModelsDebug(void)
2587 entity_render_t *ent;
2589 if (!r_drawentities.integer)
2592 for (i = 0;i < r_refdef.scene.numentities;i++)
2594 if (!r_refdef.viewcache.entityvisible[i])
2596 ent = r_refdef.scene.entities[i];
2597 if (ent->model && ent->model->DrawDebug != NULL)
2598 ent->model->DrawDebug(ent);
2602 static void R_DrawModelsAddWaterPlanes(void)
2605 entity_render_t *ent;
2607 if (!r_drawentities.integer)
2610 for (i = 0;i < r_refdef.scene.numentities;i++)
2612 if (!r_refdef.viewcache.entityvisible[i])
2614 ent = r_refdef.scene.entities[i];
2615 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2616 ent->model->DrawAddWaterPlanes(ent);
2620 static void R_View_SetFrustum(void)
2623 double slopex, slopey;
2624 vec3_t forward, left, up, origin;
2626 // we can't trust r_refdef.view.forward and friends in reflected scenes
2627 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2630 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2631 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2632 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2633 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2634 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2635 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2636 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2637 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2638 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2639 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2640 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2641 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2645 zNear = r_refdef.nearclip;
2646 nudge = 1.0 - 1.0 / (1<<23);
2647 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2648 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2649 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2650 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2651 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2652 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2653 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2654 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2660 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2661 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2662 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2663 r_refdef.view.frustum[0].dist = m[15] - m[12];
2665 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2666 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2667 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2668 r_refdef.view.frustum[1].dist = m[15] + m[12];
2670 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2671 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2672 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2673 r_refdef.view.frustum[2].dist = m[15] - m[13];
2675 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2676 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2677 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2678 r_refdef.view.frustum[3].dist = m[15] + m[13];
2680 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2681 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2682 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2683 r_refdef.view.frustum[4].dist = m[15] - m[14];
2685 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2686 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2687 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2688 r_refdef.view.frustum[5].dist = m[15] + m[14];
2691 if (r_refdef.view.useperspective)
2693 slopex = 1.0 / r_refdef.view.frustum_x;
2694 slopey = 1.0 / r_refdef.view.frustum_y;
2695 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2696 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2697 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2698 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2699 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2701 // Leaving those out was a mistake, those were in the old code, and they
2702 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2703 // I couldn't reproduce it after adding those normalizations. --blub
2704 VectorNormalize(r_refdef.view.frustum[0].normal);
2705 VectorNormalize(r_refdef.view.frustum[1].normal);
2706 VectorNormalize(r_refdef.view.frustum[2].normal);
2707 VectorNormalize(r_refdef.view.frustum[3].normal);
2709 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2710 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2711 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2712 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2713 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2715 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2716 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2717 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2718 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2719 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2723 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2724 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2725 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2726 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2727 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2728 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2729 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2730 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2731 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2732 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2734 r_refdef.view.numfrustumplanes = 5;
2736 if (r_refdef.view.useclipplane)
2738 r_refdef.view.numfrustumplanes = 6;
2739 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2742 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2743 PlaneClassify(r_refdef.view.frustum + i);
2745 // LordHavoc: note to all quake engine coders, Quake had a special case
2746 // for 90 degrees which assumed a square view (wrong), so I removed it,
2747 // Quake2 has it disabled as well.
2749 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2750 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2751 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2752 //PlaneClassify(&frustum[0]);
2754 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2755 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2756 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2757 //PlaneClassify(&frustum[1]);
2759 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2760 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2761 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2762 //PlaneClassify(&frustum[2]);
2764 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2765 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2766 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2767 //PlaneClassify(&frustum[3]);
2770 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2771 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2772 //PlaneClassify(&frustum[4]);
2775 void R_View_Update(void)
2777 R_View_SetFrustum();
2778 R_View_WorldVisibility(r_refdef.view.useclipplane);
2779 R_View_UpdateEntityVisible();
2782 void R_SetupView(qboolean allowwaterclippingplane)
2784 if (!r_refdef.view.useperspective)
2785 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2786 else if (gl_stencil && r_useinfinitefarclip.integer)
2787 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2789 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2791 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2793 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2795 // LordHavoc: couldn't figure out how to make this approach the
2796 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2797 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2798 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2799 dist = r_refdef.view.clipplane.dist;
2800 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2804 void R_ResetViewRendering2D(void)
2808 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2809 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2810 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2811 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2812 GL_Color(1, 1, 1, 1);
2813 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2814 GL_BlendFunc(GL_ONE, GL_ZERO);
2815 GL_AlphaTest(false);
2816 GL_ScissorTest(false);
2817 GL_DepthMask(false);
2818 GL_DepthRange(0, 1);
2819 GL_DepthTest(false);
2820 R_Mesh_Matrix(&identitymatrix);
2821 R_Mesh_ResetTextureState();
2822 GL_PolygonOffset(0, 0);
2823 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2824 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2825 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2826 qglStencilMask(~0);CHECKGLERROR
2827 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2828 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2829 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2830 R_SetupGenericShader(true);
2833 void R_ResetViewRendering3D(void)
2837 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2838 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2840 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2841 GL_Color(1, 1, 1, 1);
2842 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2843 GL_BlendFunc(GL_ONE, GL_ZERO);
2844 GL_AlphaTest(false);
2845 GL_ScissorTest(true);
2847 GL_DepthRange(0, 1);
2849 R_Mesh_Matrix(&identitymatrix);
2850 R_Mesh_ResetTextureState();
2851 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2852 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2853 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2854 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2855 qglStencilMask(~0);CHECKGLERROR
2856 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2857 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2858 GL_CullFace(r_refdef.view.cullface_back);
2859 R_SetupGenericShader(true);
2862 void R_RenderScene(qboolean addwaterplanes);
2864 static void R_Water_StartFrame(void)
2867 int waterwidth, waterheight, texturewidth, textureheight;
2868 r_waterstate_waterplane_t *p;
2870 // set waterwidth and waterheight to the water resolution that will be
2871 // used (often less than the screen resolution for faster rendering)
2872 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2873 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2875 // calculate desired texture sizes
2876 // can't use water if the card does not support the texture size
2877 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2878 texturewidth = textureheight = waterwidth = waterheight = 0;
2879 else if (gl_support_arb_texture_non_power_of_two)
2881 texturewidth = waterwidth;
2882 textureheight = waterheight;
2886 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2887 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2890 // allocate textures as needed
2891 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2893 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2894 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2896 if (p->texture_refraction)
2897 R_FreeTexture(p->texture_refraction);
2898 p->texture_refraction = NULL;
2899 if (p->texture_reflection)
2900 R_FreeTexture(p->texture_reflection);
2901 p->texture_reflection = NULL;
2903 memset(&r_waterstate, 0, sizeof(r_waterstate));
2904 r_waterstate.waterwidth = waterwidth;
2905 r_waterstate.waterheight = waterheight;
2906 r_waterstate.texturewidth = texturewidth;
2907 r_waterstate.textureheight = textureheight;
2910 if (r_waterstate.waterwidth)
2912 r_waterstate.enabled = true;
2914 // set up variables that will be used in shader setup
2915 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2916 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2917 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2918 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2921 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2922 r_waterstate.numwaterplanes = 0;
2925 static void R_Water_AddWaterPlane(msurface_t *surface)
2927 int triangleindex, planeindex;
2933 r_waterstate_waterplane_t *p;
2934 // just use the first triangle with a valid normal for any decisions
2935 VectorClear(normal);
2936 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2938 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2939 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2940 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2941 TriangleNormal(vert[0], vert[1], vert[2], normal);
2942 if (VectorLength2(normal) >= 0.001)
2946 VectorCopy(normal, plane.normal);
2947 VectorNormalize(plane.normal);
2948 plane.dist = DotProduct(vert[0], plane.normal);
2949 PlaneClassify(&plane);
2950 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2952 // skip backfaces (except if nocullface is set)
2953 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2955 VectorNegate(plane.normal, plane.normal);
2957 PlaneClassify(&plane);
2961 // find a matching plane if there is one
2962 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2963 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2965 if (planeindex >= r_waterstate.maxwaterplanes)
2966 return; // nothing we can do, out of planes
2968 // if this triangle does not fit any known plane rendered this frame, add one
2969 if (planeindex >= r_waterstate.numwaterplanes)
2971 // store the new plane
2972 r_waterstate.numwaterplanes++;
2974 // clear materialflags and pvs
2975 p->materialflags = 0;
2976 p->pvsvalid = false;
2978 // merge this surface's materialflags into the waterplane
2979 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2980 // merge this surface's PVS into the waterplane
2981 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2982 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2983 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2985 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2990 static void R_Water_ProcessPlanes(void)
2992 r_refdef_view_t originalview;
2994 r_waterstate_waterplane_t *p;
2996 originalview = r_refdef.view;
2998 // make sure enough textures are allocated
2999 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3001 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3003 if (!p->texture_refraction)
3004 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3005 if (!p->texture_refraction)
3009 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3011 if (!p->texture_reflection)
3012 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3013 if (!p->texture_reflection)
3019 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3021 r_refdef.view.showdebug = false;
3022 r_refdef.view.width = r_waterstate.waterwidth;
3023 r_refdef.view.height = r_waterstate.waterheight;
3024 r_refdef.view.useclipplane = true;
3025 r_waterstate.renderingscene = true;
3027 // render the normal view scene and copy into texture
3028 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
3029 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3031 r_refdef.view.clipplane = p->plane;
3032 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3033 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3034 PlaneClassify(&r_refdef.view.clipplane);
3036 R_RenderScene(false);
3038 // copy view into the screen texture
3039 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3040 GL_ActiveTexture(0);
3042 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3045 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3047 // render reflected scene and copy into texture
3048 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3049 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3050 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3051 r_refdef.view.clipplane = p->plane;
3052 // reverse the cullface settings for this render
3053 r_refdef.view.cullface_front = GL_FRONT;
3054 r_refdef.view.cullface_back = GL_BACK;
3055 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3057 r_refdef.view.usecustompvs = true;
3059 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3061 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3064 R_ResetViewRendering3D();
3065 R_ClearScreen(r_refdef.fogenabled);
3066 if (r_timereport_active)
3067 R_TimeReport("viewclear");
3069 R_RenderScene(false);
3071 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3072 GL_ActiveTexture(0);
3074 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3076 R_ResetViewRendering3D();
3077 R_ClearScreen(r_refdef.fogenabled);
3078 if (r_timereport_active)
3079 R_TimeReport("viewclear");
3082 r_refdef.view = originalview;
3083 r_refdef.view.clear = true;
3084 r_waterstate.renderingscene = false;
3088 r_refdef.view = originalview;
3089 r_waterstate.renderingscene = false;
3090 Cvar_SetValueQuick(&r_water, 0);
3091 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3095 void R_Bloom_StartFrame(void)
3097 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3099 // set bloomwidth and bloomheight to the bloom resolution that will be
3100 // used (often less than the screen resolution for faster rendering)
3101 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3102 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3103 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3104 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3105 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3107 // calculate desired texture sizes
3108 if (gl_support_arb_texture_non_power_of_two)
3110 screentexturewidth = r_refdef.view.width;
3111 screentextureheight = r_refdef.view.height;
3112 bloomtexturewidth = r_bloomstate.bloomwidth;
3113 bloomtextureheight = r_bloomstate.bloomheight;
3117 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3118 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3119 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3120 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3123 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3125 Cvar_SetValueQuick(&r_hdr, 0);
3126 Cvar_SetValueQuick(&r_bloom, 0);
3129 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3130 screentexturewidth = screentextureheight = 0;
3131 if (!r_hdr.integer && !r_bloom.integer)
3132 bloomtexturewidth = bloomtextureheight = 0;
3134 // allocate textures as needed
3135 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3137 if (r_bloomstate.texture_screen)
3138 R_FreeTexture(r_bloomstate.texture_screen);
3139 r_bloomstate.texture_screen = NULL;
3140 r_bloomstate.screentexturewidth = screentexturewidth;
3141 r_bloomstate.screentextureheight = screentextureheight;
3142 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3143 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3145 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3147 if (r_bloomstate.texture_bloom)
3148 R_FreeTexture(r_bloomstate.texture_bloom);
3149 r_bloomstate.texture_bloom = NULL;
3150 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3151 r_bloomstate.bloomtextureheight = bloomtextureheight;
3152 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3153 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3156 // set up a texcoord array for the full resolution screen image
3157 // (we have to keep this around to copy back during final render)
3158 r_bloomstate.screentexcoord2f[0] = 0;
3159 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3160 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3161 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3162 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3163 r_bloomstate.screentexcoord2f[5] = 0;
3164 r_bloomstate.screentexcoord2f[6] = 0;
3165 r_bloomstate.screentexcoord2f[7] = 0;
3167 // set up a texcoord array for the reduced resolution bloom image
3168 // (which will be additive blended over the screen image)
3169 r_bloomstate.bloomtexcoord2f[0] = 0;
3170 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3171 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3172 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3173 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3174 r_bloomstate.bloomtexcoord2f[5] = 0;
3175 r_bloomstate.bloomtexcoord2f[6] = 0;
3176 r_bloomstate.bloomtexcoord2f[7] = 0;
3178 if (r_hdr.integer || r_bloom.integer)
3180 r_bloomstate.enabled = true;
3181 r_bloomstate.hdr = r_hdr.integer != 0;
3185 void R_Bloom_CopyBloomTexture(float colorscale)
3187 r_refdef.stats.bloom++;
3189 // scale down screen texture to the bloom texture size
3191 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3192 GL_BlendFunc(GL_ONE, GL_ZERO);
3193 GL_Color(colorscale, colorscale, colorscale, 1);
3194 // TODO: optimize with multitexture or GLSL
3195 R_SetupGenericShader(true);
3196 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3197 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3198 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3199 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3201 // we now have a bloom image in the framebuffer
3202 // copy it into the bloom image texture for later processing
3203 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3204 GL_ActiveTexture(0);
3206 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3207 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3210 void R_Bloom_CopyHDRTexture(void)
3212 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3213 GL_ActiveTexture(0);
3215 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3216 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3219 void R_Bloom_MakeTexture(void)
3222 float xoffset, yoffset, r, brighten;
3224 r_refdef.stats.bloom++;
3226 R_ResetViewRendering2D();
3227 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3228 R_Mesh_ColorPointer(NULL, 0, 0);
3229 R_SetupGenericShader(true);
3231 // we have a bloom image in the framebuffer
3233 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3235 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3238 r = bound(0, r_bloom_colorexponent.value / x, 1);
3239 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3240 GL_Color(r, r, r, 1);
3241 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3242 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3243 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3244 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3246 // copy the vertically blurred bloom view to a texture
3247 GL_ActiveTexture(0);
3249 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3250 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3253 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3254 brighten = r_bloom_brighten.value;
3256 brighten *= r_hdr_range.value;
3257 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3258 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3260 for (dir = 0;dir < 2;dir++)
3262 // blend on at multiple vertical offsets to achieve a vertical blur
3263 // TODO: do offset blends using GLSL
3264 GL_BlendFunc(GL_ONE, GL_ZERO);
3265 for (x = -range;x <= range;x++)
3267 if (!dir){xoffset = 0;yoffset = x;}
3268 else {xoffset = x;yoffset = 0;}
3269 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3270 yoffset /= (float)r_bloomstate.bloomtextureheight;
3271 // compute a texcoord array with the specified x and y offset
3272 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3273 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3274 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3275 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3276 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3277 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3278 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3279 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3280 // this r value looks like a 'dot' particle, fading sharply to
3281 // black at the edges
3282 // (probably not realistic but looks good enough)
3283 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3284 //r = (dir ? 1.0f : brighten)/(range*2+1);
3285 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3286 GL_Color(r, r, r, 1);
3287 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3288 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3289 GL_BlendFunc(GL_ONE, GL_ONE);
3292 // copy the vertically blurred bloom view to a texture
3293 GL_ActiveTexture(0);
3295 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3296 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3299 // apply subtract last
3300 // (just like it would be in a GLSL shader)
3301 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3303 GL_BlendFunc(GL_ONE, GL_ZERO);
3304 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3305 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3306 GL_Color(1, 1, 1, 1);
3307 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3308 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3310 GL_BlendFunc(GL_ONE, GL_ONE);
3311 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3312 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3313 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3314 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3315 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3316 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3317 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3319 // copy the darkened bloom view to a texture
3320 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3321 GL_ActiveTexture(0);
3323 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3324 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3328 void R_HDR_RenderBloomTexture(void)
3330 int oldwidth, oldheight;
3331 float oldcolorscale;
3333 oldcolorscale = r_refdef.view.colorscale;
3334 oldwidth = r_refdef.view.width;
3335 oldheight = r_refdef.view.height;
3336 r_refdef.view.width = r_bloomstate.bloomwidth;
3337 r_refdef.view.height = r_bloomstate.bloomheight;
3339 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3340 // TODO: add exposure compensation features
3341 // TODO: add fp16 framebuffer support
3343 r_refdef.view.showdebug = false;
3344 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3346 R_ClearScreen(r_refdef.fogenabled);
3347 if (r_timereport_active)
3348 R_TimeReport("HDRclear");
3350 r_waterstate.numwaterplanes = 0;
3351 R_RenderScene(r_waterstate.enabled);
3352 r_refdef.view.showdebug = true;
3354 R_ResetViewRendering2D();
3356 R_Bloom_CopyHDRTexture();
3357 R_Bloom_MakeTexture();
3359 // restore the view settings
3360 r_refdef.view.width = oldwidth;
3361 r_refdef.view.height = oldheight;
3362 r_refdef.view.colorscale = oldcolorscale;
3364 R_ResetViewRendering3D();
3366 R_ClearScreen(r_refdef.fogenabled);
3367 if (r_timereport_active)
3368 R_TimeReport("viewclear");
3371 static void R_BlendView(void)
3373 if (r_bloomstate.texture_screen)
3375 // copy view into the screen texture
3376 R_ResetViewRendering2D();
3377 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3378 R_Mesh_ColorPointer(NULL, 0, 0);
3379 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3380 GL_ActiveTexture(0);CHECKGLERROR
3381 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3382 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3385 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3387 unsigned int permutation =
3388 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3389 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3390 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3391 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3393 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3395 // render simple bloom effect
3396 // copy the screen and shrink it and darken it for the bloom process
3397 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3398 // make the bloom texture
3399 R_Bloom_MakeTexture();
3402 R_ResetViewRendering2D();
3403 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3404 R_Mesh_ColorPointer(NULL, 0, 0);
3405 GL_Color(1, 1, 1, 1);
3406 GL_BlendFunc(GL_ONE, GL_ZERO);
3407 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3408 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3409 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3410 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3411 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3412 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3413 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3414 if (r_glsl_permutation->loc_TintColor >= 0)
3415 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3416 if (r_glsl_permutation->loc_ClientTime >= 0)
3417 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3418 if (r_glsl_permutation->loc_PixelSize >= 0)
3419 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3420 if (r_glsl_permutation->loc_UserVec1 >= 0)
3422 float a=0, b=0, c=0, d=0;
3423 #if _MSC_VER >= 1400
3424 #define sscanf sscanf_s
3426 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3427 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3429 if (r_glsl_permutation->loc_UserVec2 >= 0)
3431 float a=0, b=0, c=0, d=0;
3432 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3433 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3435 if (r_glsl_permutation->loc_UserVec3 >= 0)
3437 float a=0, b=0, c=0, d=0;
3438 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3439 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3441 if (r_glsl_permutation->loc_UserVec4 >= 0)
3443 float a=0, b=0, c=0, d=0;
3444 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3445 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3447 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3448 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3454 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3456 // render high dynamic range bloom effect
3457 // the bloom texture was made earlier this render, so we just need to
3458 // blend it onto the screen...
3459 R_ResetViewRendering2D();
3460 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3461 R_Mesh_ColorPointer(NULL, 0, 0);
3462 R_SetupGenericShader(true);
3463 GL_Color(1, 1, 1, 1);
3464 GL_BlendFunc(GL_ONE, GL_ONE);
3465 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3466 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3467 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3468 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3470 else if (r_bloomstate.texture_bloom)
3472 // render simple bloom effect
3473 // copy the screen and shrink it and darken it for the bloom process
3474 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3475 // make the bloom texture
3476 R_Bloom_MakeTexture();
3477 // put the original screen image back in place and blend the bloom
3479 R_ResetViewRendering2D();
3480 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3481 R_Mesh_ColorPointer(NULL, 0, 0);
3482 GL_Color(1, 1, 1, 1);
3483 GL_BlendFunc(GL_ONE, GL_ZERO);
3484 // do both in one pass if possible
3485 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3486 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3487 if (r_textureunits.integer >= 2 && gl_combine.integer)
3489 R_SetupGenericTwoTextureShader(GL_ADD);
3490 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3491 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3495 R_SetupGenericShader(true);
3496 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3497 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3498 // now blend on the bloom texture
3499 GL_BlendFunc(GL_ONE, GL_ONE);
3500 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3501 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3503 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3504 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3506 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3508 // apply a color tint to the whole view
3509 R_ResetViewRendering2D();
3510 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3511 R_Mesh_ColorPointer(NULL, 0, 0);
3512 R_SetupGenericShader(false);
3513 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3514 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3515 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3519 void R_RenderScene(qboolean addwaterplanes);
3521 matrix4x4_t r_waterscrollmatrix;
3523 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3525 if (r_refdef.fog_density)
3527 r_refdef.fogcolor[0] = r_refdef.fog_red;
3528 r_refdef.fogcolor[1] = r_refdef.fog_green;
3529 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3533 VectorCopy(r_refdef.fogcolor, fogvec);
3534 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3536 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3537 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3538 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3539 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3541 // color.rgb *= ContrastBoost * SceneBrightness;
3542 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3543 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3544 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3545 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3550 void R_UpdateVariables(void)
3554 r_refdef.scene.ambient = r_ambient.value;
3556 r_refdef.farclip = 4096;
3557 if (r_refdef.scene.worldmodel)
3558 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3559 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3561 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3562 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3563 r_refdef.polygonfactor = 0;
3564 r_refdef.polygonoffset = 0;
3565 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3566 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3568 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3569 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3570 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3571 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3572 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3573 if (r_showsurfaces.integer)
3575 r_refdef.scene.rtworld = false;
3576 r_refdef.scene.rtworldshadows = false;
3577 r_refdef.scene.rtdlight = false;
3578 r_refdef.scene.rtdlightshadows = false;
3579 r_refdef.lightmapintensity = 0;
3582 if (gamemode == GAME_NEHAHRA)
3584 if (gl_fogenable.integer)
3586 r_refdef.oldgl_fogenable = true;
3587 r_refdef.fog_density = gl_fogdensity.value;
3588 r_refdef.fog_red = gl_fogred.value;
3589 r_refdef.fog_green = gl_foggreen.value;
3590 r_refdef.fog_blue = gl_fogblue.value;
3591 r_refdef.fog_alpha = 1;
3592 r_refdef.fog_start = 0;
3593 r_refdef.fog_end = gl_skyclip.value;
3595 else if (r_refdef.oldgl_fogenable)
3597 r_refdef.oldgl_fogenable = false;
3598 r_refdef.fog_density = 0;
3599 r_refdef.fog_red = 0;
3600 r_refdef.fog_green = 0;
3601 r_refdef.fog_blue = 0;
3602 r_refdef.fog_alpha = 0;
3603 r_refdef.fog_start = 0;
3604 r_refdef.fog_end = 0;
3608 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3609 r_refdef.fog_start = max(0, r_refdef.fog_start);
3610 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3612 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3614 if (r_refdef.fog_density && r_drawfog.integer)
3616 r_refdef.fogenabled = true;
3617 // this is the point where the fog reaches 0.9986 alpha, which we
3618 // consider a good enough cutoff point for the texture
3619 // (0.9986 * 256 == 255.6)
3620 if (r_fog_exp2.integer)
3621 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3623 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3624 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3625 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3626 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3627 // fog color was already set
3628 // update the fog texture
3629 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3630 R_BuildFogTexture();
3633 r_refdef.fogenabled = false;
3635 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3637 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3639 // build GLSL gamma texture
3640 #define RAMPWIDTH 256
3641 unsigned short ramp[RAMPWIDTH * 3];
3642 unsigned char ramprgb[RAMPWIDTH][4];
3645 r_texture_gammaramps_serial = vid_gammatables_serial;
3647 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3648 for(i = 0; i < RAMPWIDTH; ++i)
3650 ramprgb[i][0] = ramp[i] >> 8;
3651 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3652 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3655 if (r_texture_gammaramps)
3657 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3661 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3667 // remove GLSL gamma texture
3671 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3672 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3678 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3679 if( scenetype != r_currentscenetype ) {
3680 // store the old scenetype
3681 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3682 r_currentscenetype = scenetype;
3683 // move in the new scene
3684 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3693 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3695 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3696 if( scenetype == r_currentscenetype ) {
3697 return &r_refdef.scene;
3699 return &r_scenes_store[ scenetype ];
3708 void R_RenderView(void)
3710 if (r_refdef.view.isoverlay)
3712 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3713 GL_Clear( GL_DEPTH_BUFFER_BIT );
3714 R_TimeReport("depthclear");
3716 r_refdef.view.showdebug = false;
3718 r_waterstate.enabled = false;
3719 r_waterstate.numwaterplanes = 0;
3721 R_RenderScene(false);
3727 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3728 return; //Host_Error ("R_RenderView: NULL worldmodel");
3730 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3732 // break apart the view matrix into vectors for various purposes
3733 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3734 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3735 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3736 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3737 // make an inverted copy of the view matrix for tracking sprites
3738 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3740 R_Shadow_UpdateWorldLightSelection();
3742 R_Bloom_StartFrame();
3743 R_Water_StartFrame();
3746 if (r_timereport_active)
3747 R_TimeReport("viewsetup");
3749 R_ResetViewRendering3D();
3751 if (r_refdef.view.clear || r_refdef.fogenabled)
3753 R_ClearScreen(r_refdef.fogenabled);
3754 if (r_timereport_active)
3755 R_TimeReport("viewclear");
3757 r_refdef.view.clear = true;
3759 r_refdef.view.showdebug = true;
3761 // this produces a bloom texture to be used in R_BlendView() later
3763 R_HDR_RenderBloomTexture();
3765 r_waterstate.numwaterplanes = 0;
3766 R_RenderScene(r_waterstate.enabled);
3769 if (r_timereport_active)
3770 R_TimeReport("blendview");
3772 GL_Scissor(0, 0, vid.width, vid.height);
3773 GL_ScissorTest(false);
3777 extern void R_DrawLightningBeams (void);
3778 extern void VM_CL_AddPolygonsToMeshQueue (void);
3779 extern void R_DrawPortals (void);
3780 extern cvar_t cl_locs_show;
3781 static void R_DrawLocs(void);
3782 static void R_DrawEntityBBoxes(void);
3783 void R_RenderScene(qboolean addwaterplanes)
3785 r_refdef.stats.renders++;
3791 R_ResetViewRendering3D();
3794 if (r_timereport_active)
3795 R_TimeReport("watervis");
3797 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3799 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3800 if (r_timereport_active)
3801 R_TimeReport("waterworld");
3804 // don't let sound skip if going slow
3805 if (r_refdef.scene.extraupdate)
3808 R_DrawModelsAddWaterPlanes();
3809 if (r_timereport_active)
3810 R_TimeReport("watermodels");
3812 R_Water_ProcessPlanes();
3813 if (r_timereport_active)
3814 R_TimeReport("waterscenes");
3817 R_ResetViewRendering3D();
3819 // don't let sound skip if going slow
3820 if (r_refdef.scene.extraupdate)
3823 R_MeshQueue_BeginScene();
3828 if (r_timereport_active)
3829 R_TimeReport("visibility");
3831 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3833 if (cl.csqc_vidvars.drawworld)
3835 // don't let sound skip if going slow
3836 if (r_refdef.scene.extraupdate)
3839 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3841 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3842 if (r_timereport_active)
3843 R_TimeReport("worldsky");
3846 if (R_DrawBrushModelsSky() && r_timereport_active)
3847 R_TimeReport("bmodelsky");
3850 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3852 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3853 if (r_timereport_active)
3854 R_TimeReport("worlddepth");
3856 if (r_depthfirst.integer >= 2)
3858 R_DrawModelsDepth();
3859 if (r_timereport_active)
3860 R_TimeReport("modeldepth");
3863 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3865 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3866 if (r_timereport_active)
3867 R_TimeReport("world");
3870 // don't let sound skip if going slow
3871 if (r_refdef.scene.extraupdate)
3875 if (r_timereport_active)
3876 R_TimeReport("models");
3878 // don't let sound skip if going slow
3879 if (r_refdef.scene.extraupdate)
3882 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3884 R_DrawModelShadows();
3886 R_ResetViewRendering3D();
3888 // don't let sound skip if going slow
3889 if (r_refdef.scene.extraupdate)
3893 R_ShadowVolumeLighting(false);
3894 if (r_timereport_active)
3895 R_TimeReport("rtlights");
3897 // don't let sound skip if going slow
3898 if (r_refdef.scene.extraupdate)
3901 if (cl.csqc_vidvars.drawworld)
3903 R_DrawLightningBeams();
3904 if (r_timereport_active)
3905 R_TimeReport("lightning");
3908 if (r_timereport_active)
3909 R_TimeReport("decals");
3912 if (r_timereport_active)
3913 R_TimeReport("particles");
3916 if (r_timereport_active)
3917 R_TimeReport("explosions");
3920 R_SetupGenericShader(true);
3921 VM_CL_AddPolygonsToMeshQueue();
3923 if (r_refdef.view.showdebug)
3925 if (cl_locs_show.integer)
3928 if (r_timereport_active)
3929 R_TimeReport("showlocs");
3932 if (r_drawportals.integer)
3935 if (r_timereport_active)
3936 R_TimeReport("portals");
3939 if (r_showbboxes.value > 0)
3941 R_DrawEntityBBoxes();
3942 if (r_timereport_active)
3943 R_TimeReport("bboxes");
3947 R_SetupGenericShader(true);
3948 R_MeshQueue_RenderTransparent();
3949 if (r_timereport_active)
3950 R_TimeReport("drawtrans");
3952 R_SetupGenericShader(true);
3954 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
3956 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3957 if (r_timereport_active)
3958 R_TimeReport("worlddebug");
3959 R_DrawModelsDebug();
3960 if (r_timereport_active)
3961 R_TimeReport("modeldebug");
3964 R_SetupGenericShader(true);
3966 if (cl.csqc_vidvars.drawworld)
3969 if (r_timereport_active)
3970 R_TimeReport("coronas");
3973 // don't let sound skip if going slow
3974 if (r_refdef.scene.extraupdate)
3977 R_ResetViewRendering2D();
3980 static const unsigned short bboxelements[36] =
3990 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3993 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3994 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3995 GL_DepthMask(false);
3996 GL_DepthRange(0, 1);
3997 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3998 R_Mesh_Matrix(&identitymatrix);
3999 R_Mesh_ResetTextureState();
4001 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4002 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4003 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4004 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4005 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4006 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4007 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4008 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4009 R_FillColors(color4f, 8, cr, cg, cb, ca);
4010 if (r_refdef.fogenabled)
4012 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4014 f1 = FogPoint_World(v);
4016 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4017 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4018 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4021 R_Mesh_VertexPointer(vertex3f, 0, 0);
4022 R_Mesh_ColorPointer(color4f, 0, 0);
4023 R_Mesh_ResetTextureState();
4024 R_SetupGenericShader(false);
4025 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4028 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4032 prvm_edict_t *edict;
4033 prvm_prog_t *prog_save = prog;
4035 // this function draws bounding boxes of server entities
4039 GL_CullFace(GL_NONE);
4040 R_SetupGenericShader(false);
4044 for (i = 0;i < numsurfaces;i++)
4046 edict = PRVM_EDICT_NUM(surfacelist[i]);
4047 switch ((int)edict->fields.server->solid)
4049 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4050 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4051 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4052 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4053 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4054 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4056 color[3] *= r_showbboxes.value;
4057 color[3] = bound(0, color[3], 1);
4058 GL_DepthTest(!r_showdisabledepthtest.integer);
4059 GL_CullFace(r_refdef.view.cullface_front);
4060 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4066 static void R_DrawEntityBBoxes(void)
4069 prvm_edict_t *edict;
4071 prvm_prog_t *prog_save = prog;
4073 // this function draws bounding boxes of server entities
4079 for (i = 0;i < prog->num_edicts;i++)
4081 edict = PRVM_EDICT_NUM(i);
4082 if (edict->priv.server->free)
4084 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4085 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4087 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4089 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4090 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4096 unsigned short nomodelelements[24] =
4108 float nomodelvertex3f[6*3] =
4118 float nomodelcolor4f[6*4] =
4120 0.0f, 0.0f, 0.5f, 1.0f,
4121 0.0f, 0.0f, 0.5f, 1.0f,
4122 0.0f, 0.5f, 0.0f, 1.0f,
4123 0.0f, 0.5f, 0.0f, 1.0f,
4124 0.5f, 0.0f, 0.0f, 1.0f,
4125 0.5f, 0.0f, 0.0f, 1.0f
4128 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4133 // this is only called once per entity so numsurfaces is always 1, and
4134 // surfacelist is always {0}, so this code does not handle batches
4135 R_Mesh_Matrix(&ent->matrix);
4137 if (ent->flags & EF_ADDITIVE)
4139 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4140 GL_DepthMask(false);
4142 else if (ent->alpha < 1)
4144 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4145 GL_DepthMask(false);
4149 GL_BlendFunc(GL_ONE, GL_ZERO);
4152 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4153 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4154 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4155 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4156 R_SetupGenericShader(false);
4157 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4158 if (r_refdef.fogenabled)
4161 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4162 R_Mesh_ColorPointer(color4f, 0, 0);
4163 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4164 f1 = FogPoint_World(org);
4166 for (i = 0, c = color4f;i < 6;i++, c += 4)
4168 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4169 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4170 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4174 else if (ent->alpha != 1)
4176 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4177 R_Mesh_ColorPointer(color4f, 0, 0);
4178 for (i = 0, c = color4f;i < 6;i++, c += 4)
4182 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4183 R_Mesh_ResetTextureState();
4184 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4187 void R_DrawNoModel(entity_render_t *ent)
4190 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4191 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4192 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4194 // R_DrawNoModelCallback(ent, 0);
4197 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4199 vec3_t right1, right2, diff, normal;
4201 VectorSubtract (org2, org1, normal);
4203 // calculate 'right' vector for start
4204 VectorSubtract (r_refdef.view.origin, org1, diff);
4205 CrossProduct (normal, diff, right1);
4206 VectorNormalize (right1);
4208 // calculate 'right' vector for end
4209 VectorSubtract (r_refdef.view.origin, org2, diff);
4210 CrossProduct (normal, diff, right2);
4211 VectorNormalize (right2);
4213 vert[ 0] = org1[0] + width * right1[0];
4214 vert[ 1] = org1[1] + width * right1[1];
4215 vert[ 2] = org1[2] + width * right1[2];
4216 vert[ 3] = org1[0] - width * right1[0];
4217 vert[ 4] = org1[1] - width * right1[1];
4218 vert[ 5] = org1[2] - width * right1[2];
4219 vert[ 6] = org2[0] - width * right2[0];
4220 vert[ 7] = org2[1] - width * right2[1];
4221 vert[ 8] = org2[2] - width * right2[2];
4222 vert[ 9] = org2[0] + width * right2[0];
4223 vert[10] = org2[1] + width * right2[1];
4224 vert[11] = org2[2] + width * right2[2];
4227 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4229 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)
4234 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4235 fog = FogPoint_World(origin);
4237 R_Mesh_Matrix(&identitymatrix);
4238 GL_BlendFunc(blendfunc1, blendfunc2);
4244 GL_CullFace(r_refdef.view.cullface_front);
4247 GL_CullFace(r_refdef.view.cullface_back);
4248 GL_CullFace(GL_NONE);
4250 GL_DepthMask(false);
4251 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4252 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4253 GL_DepthTest(!depthdisable);
4255 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4256 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4257 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4258 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4259 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4260 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4261 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4262 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4263 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4264 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4265 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4266 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4268 R_Mesh_VertexPointer(vertex3f, 0, 0);
4269 R_Mesh_ColorPointer(NULL, 0, 0);
4270 R_Mesh_ResetTextureState();
4271 R_SetupGenericShader(true);
4272 R_Mesh_TexBind(0, R_GetTexture(texture));
4273 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4274 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4275 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4276 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4278 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4280 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4281 GL_BlendFunc(blendfunc1, GL_ONE);
4283 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4284 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4288 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4293 VectorSet(v, x, y, z);
4294 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4295 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4297 if (i == mesh->numvertices)
4299 if (mesh->numvertices < mesh->maxvertices)
4301 VectorCopy(v, vertex3f);
4302 mesh->numvertices++;
4304 return mesh->numvertices;
4310 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4314 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4315 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4316 e = mesh->element3i + mesh->numtriangles * 3;
4317 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4319 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4320 if (mesh->numtriangles < mesh->maxtriangles)
4325 mesh->numtriangles++;
4327 element[1] = element[2];
4331 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4335 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4336 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4337 e = mesh->element3i + mesh->numtriangles * 3;
4338 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4340 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4341 if (mesh->numtriangles < mesh->maxtriangles)
4346 mesh->numtriangles++;
4348 element[1] = element[2];
4352 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4353 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4355 int planenum, planenum2;
4358 mplane_t *plane, *plane2;
4360 double temppoints[2][256*3];
4361 // figure out how large a bounding box we need to properly compute this brush
4363 for (w = 0;w < numplanes;w++)
4364 maxdist = max(maxdist, planes[w].dist);
4365 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4366 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4367 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4371 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4372 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4374 if (planenum2 == planenum)
4376 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);
4379 if (tempnumpoints < 3)
4381 // generate elements forming a triangle fan for this polygon
4382 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4386 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)
4388 texturelayer_t *layer;
4389 layer = t->currentlayers + t->currentnumlayers++;
4391 layer->depthmask = depthmask;
4392 layer->blendfunc1 = blendfunc1;
4393 layer->blendfunc2 = blendfunc2;
4394 layer->texture = texture;
4395 layer->texmatrix = *matrix;
4396 layer->color[0] = r * r_refdef.view.colorscale;
4397 layer->color[1] = g * r_refdef.view.colorscale;
4398 layer->color[2] = b * r_refdef.view.colorscale;
4399 layer->color[3] = a;
4402 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4405 index = parms[2] + r_refdef.scene.time * parms[3];
4406 index -= floor(index);
4410 case Q3WAVEFUNC_NONE:
4411 case Q3WAVEFUNC_NOISE:
4412 case Q3WAVEFUNC_COUNT:
4415 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4416 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4417 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4418 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4419 case Q3WAVEFUNC_TRIANGLE:
4421 f = index - floor(index);
4432 return (float)(parms[0] + parms[1] * f);
4435 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4438 dp_model_t *model = ent->model;
4441 q3shaderinfo_layer_tcmod_t *tcmod;
4443 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4445 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4449 // switch to an alternate material if this is a q1bsp animated material
4451 texture_t *texture = t;
4452 int s = ent->skinnum;
4453 if ((unsigned int)s >= (unsigned int)model->numskins)
4455 if (model->skinscenes)
4457 if (model->skinscenes[s].framecount > 1)
4458 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4460 s = model->skinscenes[s].firstframe;
4463 t = t + s * model->num_surfaces;
4466 // use an alternate animation if the entity's frame is not 0,
4467 // and only if the texture has an alternate animation
4468 if (ent->frame2 != 0 && t->anim_total[1])
4469 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4471 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4473 texture->currentframe = t;
4476 // update currentskinframe to be a qw skin or animation frame
4477 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4479 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4481 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4482 if (developer_loading.integer)
4483 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4484 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4486 t->currentskinframe = r_qwskincache_skinframe[i];
4487 if (t->currentskinframe == NULL)
4488 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4490 else if (t->numskinframes >= 2)
4491 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4492 if (t->backgroundnumskinframes >= 2)
4493 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4495 t->currentmaterialflags = t->basematerialflags;
4496 t->currentalpha = ent->alpha;
4497 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4498 t->currentalpha *= r_wateralpha.value;
4499 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4500 t->currentalpha *= t->r_water_wateralpha;
4501 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4502 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4503 if (!(ent->flags & RENDER_LIGHT))
4504 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4505 else if (rsurface.modeltexcoordlightmap2f == NULL)
4507 // pick a model lighting mode
4508 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4509 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4511 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4513 if (ent->effects & EF_ADDITIVE)
4514 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4515 else if (t->currentalpha < 1)
4516 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4517 if (ent->effects & EF_DOUBLESIDED)
4518 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4519 if (ent->effects & EF_NODEPTHTEST)
4520 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4521 if (ent->flags & RENDER_VIEWMODEL)
4522 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4523 if (t->backgroundnumskinframes)
4524 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4525 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4527 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4528 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4531 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4533 // there is no tcmod
4534 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4535 t->currenttexmatrix = r_waterscrollmatrix;
4537 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4540 switch(tcmod->tcmod)
4544 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4545 matrix = r_waterscrollmatrix;
4547 matrix = identitymatrix;
4549 case Q3TCMOD_ENTITYTRANSLATE:
4550 // this is used in Q3 to allow the gamecode to control texcoord
4551 // scrolling on the entity, which is not supported in darkplaces yet.
4552 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4554 case Q3TCMOD_ROTATE:
4555 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4556 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4557 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4560 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4562 case Q3TCMOD_SCROLL:
4563 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4565 case Q3TCMOD_STRETCH:
4566 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4567 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4569 case Q3TCMOD_TRANSFORM:
4570 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4571 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4572 VectorSet(tcmat + 6, 0 , 0 , 1);
4573 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4574 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4576 case Q3TCMOD_TURBULENT:
4577 // this is handled in the RSurf_PrepareVertices function
4578 matrix = identitymatrix;
4581 // either replace or concatenate the transformation
4583 t->currenttexmatrix = matrix;
4586 matrix4x4_t temp = t->currenttexmatrix;
4587 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4591 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4592 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4593 t->glosstexture = r_texture_black;
4594 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4595 t->backgroundglosstexture = r_texture_black;
4596 t->specularpower = r_shadow_glossexponent.value;
4597 // TODO: store reference values for these in the texture?
4598 t->specularscale = 0;
4599 if (r_shadow_gloss.integer > 0)
4601 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4603 if (r_shadow_glossintensity.value > 0)
4605 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4606 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4607 t->specularscale = r_shadow_glossintensity.value;
4610 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4612 t->glosstexture = r_texture_white;
4613 t->backgroundglosstexture = r_texture_white;
4614 t->specularscale = r_shadow_gloss2intensity.value;
4618 // lightmaps mode looks bad with dlights using actual texturing, so turn
4619 // off the colormap and glossmap, but leave the normalmap on as it still
4620 // accurately represents the shading involved
4621 if (gl_lightmaps.integer)
4623 t->basetexture = r_texture_grey128;
4624 t->backgroundbasetexture = NULL;
4625 t->specularscale = 0;
4626 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4629 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4630 VectorClear(t->dlightcolor);
4631 t->currentnumlayers = 0;
4632 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4635 int blendfunc1, blendfunc2, depthmask;
4636 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4638 blendfunc1 = GL_SRC_ALPHA;
4639 blendfunc2 = GL_ONE;
4641 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4643 blendfunc1 = GL_SRC_ALPHA;
4644 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4646 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4648 blendfunc1 = t->customblendfunc[0];
4649 blendfunc2 = t->customblendfunc[1];
4653 blendfunc1 = GL_ONE;
4654 blendfunc2 = GL_ZERO;
4656 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4657 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4658 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4659 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4661 // fullbright is not affected by r_refdef.lightmapintensity
4662 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4663 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4664 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4665 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4666 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4670 vec3_t ambientcolor;
4672 // set the color tint used for lights affecting this surface
4673 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4675 // q3bsp has no lightmap updates, so the lightstylevalue that
4676 // would normally be baked into the lightmap must be
4677 // applied to the color
4678 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4679 if (ent->model->type == mod_brushq3)
4680 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4681 colorscale *= r_refdef.lightmapintensity;
4682 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4683 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4684 // basic lit geometry
4685 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4686 // add pants/shirt if needed
4687 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4688 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4689 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4690 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4691 // now add ambient passes if needed
4692 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4694 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4695 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4696 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4697 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4698 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4701 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4702 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4703 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4705 // if this is opaque use alpha blend which will darken the earlier
4708 // if this is an alpha blended material, all the earlier passes
4709 // were darkened by fog already, so we only need to add the fog
4710 // color ontop through the fog mask texture
4712 // if this is an additive blended material, all the earlier passes
4713 // were darkened by fog already, and we should not add fog color
4714 // (because the background was not darkened, there is no fog color
4715 // that was lost behind it).
4716 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4721 void R_UpdateAllTextureInfo(entity_render_t *ent)
4725 for (i = 0;i < ent->model->num_texturesperskin;i++)
4726 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4729 rsurfacestate_t rsurface;
4731 void R_Mesh_ResizeArrays(int newvertices)
4734 if (rsurface.array_size >= newvertices)
4736 if (rsurface.array_modelvertex3f)
4737 Mem_Free(rsurface.array_modelvertex3f);
4738 rsurface.array_size = (newvertices + 1023) & ~1023;
4739 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4740 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4741 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4742 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4743 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4744 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4745 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4746 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4747 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4748 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4749 rsurface.array_color4f = base + rsurface.array_size * 27;
4750 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4753 void RSurf_ActiveWorldEntity(void)
4755 dp_model_t *model = r_refdef.scene.worldmodel;
4756 if (rsurface.array_size < model->surfmesh.num_vertices)
4757 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4758 rsurface.matrix = identitymatrix;
4759 rsurface.inversematrix = identitymatrix;
4760 R_Mesh_Matrix(&identitymatrix);
4761 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4762 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4763 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4764 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4765 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4766 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4767 rsurface.frameblend[0].frame = 0;
4768 rsurface.frameblend[0].lerp = 1;
4769 rsurface.frameblend[1].frame = 0;
4770 rsurface.frameblend[1].lerp = 0;
4771 rsurface.frameblend[2].frame = 0;
4772 rsurface.frameblend[2].lerp = 0;
4773 rsurface.frameblend[3].frame = 0;
4774 rsurface.frameblend[3].lerp = 0;
4775 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4776 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4777 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4778 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4779 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4780 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4781 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4782 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4783 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4784 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4785 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4786 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4787 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4788 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4789 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4790 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4791 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4792 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4793 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4794 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4795 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4796 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4797 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4798 rsurface.modelelement3i = model->surfmesh.data_element3i;
4799 rsurface.modelelement3s = model->surfmesh.data_element3s;
4800 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4801 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4802 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4803 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4804 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4805 rsurface.modelsurfaces = model->data_surfaces;
4806 rsurface.generatedvertex = false;
4807 rsurface.vertex3f = rsurface.modelvertex3f;
4808 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4809 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4810 rsurface.svector3f = rsurface.modelsvector3f;
4811 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4812 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4813 rsurface.tvector3f = rsurface.modeltvector3f;
4814 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4815 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4816 rsurface.normal3f = rsurface.modelnormal3f;
4817 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4818 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4819 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4822 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4824 dp_model_t *model = ent->model;
4825 if (rsurface.array_size < model->surfmesh.num_vertices)
4826 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4827 rsurface.matrix = ent->matrix;
4828 rsurface.inversematrix = ent->inversematrix;
4829 R_Mesh_Matrix(&rsurface.matrix);
4830 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4831 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4832 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4833 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4834 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4835 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4836 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4837 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4838 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4839 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4840 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4841 rsurface.frameblend[0] = ent->frameblend[0];
4842 rsurface.frameblend[1] = ent->frameblend[1];
4843 rsurface.frameblend[2] = ent->frameblend[2];
4844 rsurface.frameblend[3] = ent->frameblend[3];
4845 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4846 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4847 if (ent->model->brush.submodel)
4849 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4850 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4852 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4856 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4857 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4858 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4859 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4860 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4862 else if (wantnormals)
4864 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4865 rsurface.modelsvector3f = NULL;
4866 rsurface.modeltvector3f = NULL;
4867 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4868 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4872 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4873 rsurface.modelsvector3f = NULL;
4874 rsurface.modeltvector3f = NULL;
4875 rsurface.modelnormal3f = NULL;
4876 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4878 rsurface.modelvertex3f_bufferobject = 0;
4879 rsurface.modelvertex3f_bufferoffset = 0;
4880 rsurface.modelsvector3f_bufferobject = 0;
4881 rsurface.modelsvector3f_bufferoffset = 0;
4882 rsurface.modeltvector3f_bufferobject = 0;
4883 rsurface.modeltvector3f_bufferoffset = 0;
4884 rsurface.modelnormal3f_bufferobject = 0;
4885 rsurface.modelnormal3f_bufferoffset = 0;
4886 rsurface.generatedvertex = true;
4890 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4891 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4892 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4893 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4894 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4895 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4896 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4897 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4898 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4899 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4900 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4901 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4902 rsurface.generatedvertex = false;
4904 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4905 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4906 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4907 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4908 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4909 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4910 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4911 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4912 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4913 rsurface.modelelement3i = model->surfmesh.data_element3i;
4914 rsurface.modelelement3s = model->surfmesh.data_element3s;
4915 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4916 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4917 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4918 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4919 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4920 rsurface.modelsurfaces = model->data_surfaces;
4921 rsurface.vertex3f = rsurface.modelvertex3f;
4922 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4923 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4924 rsurface.svector3f = rsurface.modelsvector3f;
4925 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4926 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4927 rsurface.tvector3f = rsurface.modeltvector3f;
4928 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4929 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4930 rsurface.normal3f = rsurface.modelnormal3f;
4931 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4932 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4933 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4936 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4937 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4940 int texturesurfaceindex;
4945 const float *v1, *in_tc;
4947 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4949 q3shaderinfo_deform_t *deform;
4950 // 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
4951 if (rsurface.generatedvertex)
4953 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4954 generatenormals = true;
4955 for (i = 0;i < Q3MAXDEFORMS;i++)
4957 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4959 generatetangents = true;
4960 generatenormals = true;
4962 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4963 generatenormals = true;
4965 if (generatenormals && !rsurface.modelnormal3f)
4967 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4968 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4969 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4970 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4972 if (generatetangents && !rsurface.modelsvector3f)
4974 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4975 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4976 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4977 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4978 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4979 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4980 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);
4983 rsurface.vertex3f = rsurface.modelvertex3f;
4984 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4985 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4986 rsurface.svector3f = rsurface.modelsvector3f;
4987 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4988 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4989 rsurface.tvector3f = rsurface.modeltvector3f;
4990 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4991 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4992 rsurface.normal3f = rsurface.modelnormal3f;
4993 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4994 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4995 // if vertices are deformed (sprite flares and things in maps, possibly
4996 // water waves, bulges and other deformations), generate them into
4997 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4998 // (may be static model data or generated data for an animated model, or
4999 // the previous deform pass)
5000 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5002 switch (deform->deform)
5005 case Q3DEFORM_PROJECTIONSHADOW:
5006 case Q3DEFORM_TEXT0:
5007 case Q3DEFORM_TEXT1:
5008 case Q3DEFORM_TEXT2:
5009 case Q3DEFORM_TEXT3:
5010 case Q3DEFORM_TEXT4:
5011 case Q3DEFORM_TEXT5:
5012 case Q3DEFORM_TEXT6:
5013 case Q3DEFORM_TEXT7:
5016 case Q3DEFORM_AUTOSPRITE:
5017 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5018 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5019 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5020 VectorNormalize(newforward);
5021 VectorNormalize(newright);
5022 VectorNormalize(newup);
5023 // make deformed versions of only the model vertices used by the specified surfaces
5024 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5026 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5027 // a single autosprite surface can contain multiple sprites...
5028 for (j = 0;j < surface->num_vertices - 3;j += 4)
5030 VectorClear(center);
5031 for (i = 0;i < 4;i++)
5032 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5033 VectorScale(center, 0.25f, center);
5034 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5035 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5036 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5037 for (i = 0;i < 4;i++)
5039 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5040 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5043 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);
5044 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);
5046 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5047 rsurface.vertex3f_bufferobject = 0;
5048 rsurface.vertex3f_bufferoffset = 0;
5049 rsurface.svector3f = rsurface.array_deformedsvector3f;
5050 rsurface.svector3f_bufferobject = 0;
5051 rsurface.svector3f_bufferoffset = 0;
5052 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5053 rsurface.tvector3f_bufferobject = 0;
5054 rsurface.tvector3f_bufferoffset = 0;
5055 rsurface.normal3f = rsurface.array_deformednormal3f;
5056 rsurface.normal3f_bufferobject = 0;
5057 rsurface.normal3f_bufferoffset = 0;
5059 case Q3DEFORM_AUTOSPRITE2:
5060 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5061 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5062 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5063 VectorNormalize(newforward);
5064 VectorNormalize(newright);
5065 VectorNormalize(newup);
5066 // make deformed versions of only the model vertices used by the specified surfaces
5067 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5069 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5070 const float *v1, *v2;
5080 memset(shortest, 0, sizeof(shortest));
5081 // a single autosprite surface can contain multiple sprites...
5082 for (j = 0;j < surface->num_vertices - 3;j += 4)
5084 VectorClear(center);
5085 for (i = 0;i < 4;i++)
5086 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5087 VectorScale(center, 0.25f, center);
5088 // find the two shortest edges, then use them to define the
5089 // axis vectors for rotating around the central axis
5090 for (i = 0;i < 6;i++)
5092 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5093 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5095 Debug_PolygonBegin(NULL, 0);
5096 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5097 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);
5098 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5101 l = VectorDistance2(v1, v2);
5102 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5104 l += (1.0f / 1024.0f);
5105 if (shortest[0].length2 > l || i == 0)
5107 shortest[1] = shortest[0];
5108 shortest[0].length2 = l;
5109 shortest[0].v1 = v1;
5110 shortest[0].v2 = v2;
5112 else if (shortest[1].length2 > l || i == 1)
5114 shortest[1].length2 = l;
5115 shortest[1].v1 = v1;
5116 shortest[1].v2 = v2;
5119 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5120 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5122 Debug_PolygonBegin(NULL, 0);
5123 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5124 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);
5125 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5128 // this calculates the right vector from the shortest edge
5129 // and the up vector from the edge midpoints
5130 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5131 VectorNormalize(right);
5132 VectorSubtract(end, start, up);
5133 VectorNormalize(up);
5134 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5135 //VectorSubtract(rsurface.modelorg, center, forward);
5136 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5137 VectorNegate(forward, forward);
5138 VectorReflect(forward, 0, up, forward);
5139 VectorNormalize(forward);
5140 CrossProduct(up, forward, newright);
5141 VectorNormalize(newright);
5143 Debug_PolygonBegin(NULL, 0);
5144 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);
5145 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5146 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5150 Debug_PolygonBegin(NULL, 0);
5151 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5152 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5153 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5156 // rotate the quad around the up axis vector, this is made
5157 // especially easy by the fact we know the quad is flat,
5158 // so we only have to subtract the center position and
5159 // measure distance along the right vector, and then
5160 // multiply that by the newright vector and add back the
5162 // we also need to subtract the old position to undo the
5163 // displacement from the center, which we do with a
5164 // DotProduct, the subtraction/addition of center is also
5165 // optimized into DotProducts here
5166 l = DotProduct(right, center);
5167 for (i = 0;i < 4;i++)
5169 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5170 f = DotProduct(right, v1) - l;
5171 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5174 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);
5175 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);
5177 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5178 rsurface.vertex3f_bufferobject = 0;
5179 rsurface.vertex3f_bufferoffset = 0;
5180 rsurface.svector3f = rsurface.array_deformedsvector3f;
5181 rsurface.svector3f_bufferobject = 0;
5182 rsurface.svector3f_bufferoffset = 0;
5183 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5184 rsurface.tvector3f_bufferobject = 0;
5185 rsurface.tvector3f_bufferoffset = 0;
5186 rsurface.normal3f = rsurface.array_deformednormal3f;
5187 rsurface.normal3f_bufferobject = 0;
5188 rsurface.normal3f_bufferoffset = 0;
5190 case Q3DEFORM_NORMAL:
5191 // deform the normals to make reflections wavey
5192 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5194 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5195 for (j = 0;j < surface->num_vertices;j++)
5198 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5199 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5200 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5201 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5202 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5203 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5204 VectorNormalize(normal);
5206 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);
5208 rsurface.svector3f = rsurface.array_deformedsvector3f;
5209 rsurface.svector3f_bufferobject = 0;
5210 rsurface.svector3f_bufferoffset = 0;
5211 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5212 rsurface.tvector3f_bufferobject = 0;
5213 rsurface.tvector3f_bufferoffset = 0;
5214 rsurface.normal3f = rsurface.array_deformednormal3f;
5215 rsurface.normal3f_bufferobject = 0;
5216 rsurface.normal3f_bufferoffset = 0;
5219 // deform vertex array to make wavey water and flags and such
5220 waveparms[0] = deform->waveparms[0];
5221 waveparms[1] = deform->waveparms[1];
5222 waveparms[2] = deform->waveparms[2];
5223 waveparms[3] = deform->waveparms[3];
5224 // this is how a divisor of vertex influence on deformation
5225 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5226 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5227 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5229 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5230 for (j = 0;j < surface->num_vertices;j++)
5232 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5233 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5234 // if the wavefunc depends on time, evaluate it per-vertex
5237 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5238 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5240 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5243 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5244 rsurface.vertex3f_bufferobject = 0;
5245 rsurface.vertex3f_bufferoffset = 0;
5247 case Q3DEFORM_BULGE:
5248 // deform vertex array to make the surface have moving bulges
5249 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5251 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5252 for (j = 0;j < surface->num_vertices;j++)
5254 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5255 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5258 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5259 rsurface.vertex3f_bufferobject = 0;
5260 rsurface.vertex3f_bufferoffset = 0;
5263 // deform vertex array
5264 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5265 VectorScale(deform->parms, scale, waveparms);
5266 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5268 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5269 for (j = 0;j < surface->num_vertices;j++)
5270 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5272 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5273 rsurface.vertex3f_bufferobject = 0;
5274 rsurface.vertex3f_bufferoffset = 0;
5278 // generate texcoords based on the chosen texcoord source
5279 switch(rsurface.texture->tcgen.tcgen)
5282 case Q3TCGEN_TEXTURE:
5283 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5284 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5285 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5287 case Q3TCGEN_LIGHTMAP:
5288 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5289 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5290 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5292 case Q3TCGEN_VECTOR:
5293 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5295 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5296 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)
5298 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5299 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5302 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5303 rsurface.texcoordtexture2f_bufferobject = 0;
5304 rsurface.texcoordtexture2f_bufferoffset = 0;
5306 case Q3TCGEN_ENVIRONMENT:
5307 // make environment reflections using a spheremap
5308 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5310 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5311 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5312 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5313 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5314 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5316 float l, d, eyedir[3];
5317 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5318 l = 0.5f / VectorLength(eyedir);
5319 d = DotProduct(normal, eyedir)*2;
5320 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5321 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5324 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5325 rsurface.texcoordtexture2f_bufferobject = 0;
5326 rsurface.texcoordtexture2f_bufferoffset = 0;
5329 // the only tcmod that needs software vertex processing is turbulent, so
5330 // check for it here and apply the changes if needed
5331 // and we only support that as the first one
5332 // (handling a mixture of turbulent and other tcmods would be problematic
5333 // without punting it entirely to a software path)
5334 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5336 amplitude = rsurface.texture->tcmods[0].parms[1];
5337 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5338 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5340 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5341 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)
5343 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5344 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5347 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5348 rsurface.texcoordtexture2f_bufferobject = 0;
5349 rsurface.texcoordtexture2f_bufferoffset = 0;
5351 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5352 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5353 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5354 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5357 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5360 const msurface_t *surface = texturesurfacelist[0];
5361 const msurface_t *surface2;
5366 // TODO: lock all array ranges before render, rather than on each surface
5367 if (texturenumsurfaces == 1)
5369 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5370 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5372 else if (r_batchmode.integer == 2)
5374 #define MAXBATCHTRIANGLES 4096
5375 int batchtriangles = 0;
5376 int batchelements[MAXBATCHTRIANGLES*3];
5377 for (i = 0;i < texturenumsurfaces;i = j)
5379 surface = texturesurfacelist[i];
5381 if (surface->num_triangles > MAXBATCHTRIANGLES)
5383 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5386 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5387 batchtriangles = surface->num_triangles;
5388 firstvertex = surface->num_firstvertex;
5389 endvertex = surface->num_firstvertex + surface->num_vertices;
5390 for (;j < texturenumsurfaces;j++)
5392 surface2 = texturesurfacelist[j];
5393 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5395 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5396 batchtriangles += surface2->num_triangles;
5397 firstvertex = min(firstvertex, surface2->num_firstvertex);
5398 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5400 surface2 = texturesurfacelist[j-1];
5401 numvertices = endvertex - firstvertex;
5402 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5405 else if (r_batchmode.integer == 1)
5407 for (i = 0;i < texturenumsurfaces;i = j)
5409 surface = texturesurfacelist[i];
5410 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5411 if (texturesurfacelist[j] != surface2)
5413 surface2 = texturesurfacelist[j-1];
5414 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5415 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5416 GL_LockArrays(surface->num_firstvertex, numvertices);
5417 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5422 for (i = 0;i < texturenumsurfaces;i++)
5424 surface = texturesurfacelist[i];
5425 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5426 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5431 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5433 int i, planeindex, vertexindex;
5437 r_waterstate_waterplane_t *p, *bestp;
5438 msurface_t *surface;
5439 if (r_waterstate.renderingscene)
5441 for (i = 0;i < texturenumsurfaces;i++)
5443 surface = texturesurfacelist[i];
5444 if (lightmaptexunit >= 0)
5445 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5446 if (deluxemaptexunit >= 0)
5447 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5448 // pick the closest matching water plane
5451 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5454 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5456 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5457 d += fabs(PlaneDiff(vert, &p->plane));
5459 if (bestd > d || !bestp)
5467 if (refractiontexunit >= 0)
5468 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5469 if (reflectiontexunit >= 0)
5470 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5474 if (refractiontexunit >= 0)
5475 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5476 if (reflectiontexunit >= 0)
5477 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5479 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5480 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5484 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5488 const msurface_t *surface = texturesurfacelist[0];
5489 const msurface_t *surface2;
5494 // TODO: lock all array ranges before render, rather than on each surface
5495 if (texturenumsurfaces == 1)
5497 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5498 if (deluxemaptexunit >= 0)
5499 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5500 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5501 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5503 else if (r_batchmode.integer == 2)
5505 #define MAXBATCHTRIANGLES 4096
5506 int batchtriangles = 0;
5507 int batchelements[MAXBATCHTRIANGLES*3];
5508 for (i = 0;i < texturenumsurfaces;i = j)
5510 surface = texturesurfacelist[i];
5511 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5512 if (deluxemaptexunit >= 0)
5513 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5515 if (surface->num_triangles > MAXBATCHTRIANGLES)
5517 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5520 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5521 batchtriangles = surface->num_triangles;
5522 firstvertex = surface->num_firstvertex;
5523 endvertex = surface->num_firstvertex + surface->num_vertices;
5524 for (;j < texturenumsurfaces;j++)
5526 surface2 = texturesurfacelist[j];
5527 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5529 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5530 batchtriangles += surface2->num_triangles;
5531 firstvertex = min(firstvertex, surface2->num_firstvertex);
5532 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5534 surface2 = texturesurfacelist[j-1];
5535 numvertices = endvertex - firstvertex;
5536 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5539 else if (r_batchmode.integer == 1)
5542 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5543 for (i = 0;i < texturenumsurfaces;i = j)
5545 surface = texturesurfacelist[i];
5546 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5547 if (texturesurfacelist[j] != surface2)
5549 Con_Printf(" %i", j - i);
5552 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5554 for (i = 0;i < texturenumsurfaces;i = j)
5556 surface = texturesurfacelist[i];
5557 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5558 if (deluxemaptexunit >= 0)
5559 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5560 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5561 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5564 Con_Printf(" %i", j - i);
5566 surface2 = texturesurfacelist[j-1];
5567 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5568 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5569 GL_LockArrays(surface->num_firstvertex, numvertices);
5570 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5578 for (i = 0;i < texturenumsurfaces;i++)
5580 surface = texturesurfacelist[i];
5581 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5582 if (deluxemaptexunit >= 0)
5583 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5584 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5585 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5590 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5593 int texturesurfaceindex;
5594 if (r_showsurfaces.integer == 2)
5596 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5598 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5599 for (j = 0;j < surface->num_triangles;j++)
5601 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5602 GL_Color(f, f, f, 1);
5603 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5609 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5611 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5612 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5613 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5614 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5615 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5620 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5622 int texturesurfaceindex;
5626 if (rsurface.lightmapcolor4f)
5628 // generate color arrays for the surfaces in this list
5629 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5631 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5632 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)
5634 f = FogPoint_Model(v);
5644 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5646 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5647 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)
5649 f = FogPoint_Model(v);
5657 rsurface.lightmapcolor4f = rsurface.array_color4f;
5658 rsurface.lightmapcolor4f_bufferobject = 0;
5659 rsurface.lightmapcolor4f_bufferoffset = 0;
5662 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5664 int texturesurfaceindex;
5667 if (!rsurface.lightmapcolor4f)
5669 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5671 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5672 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)
5680 rsurface.lightmapcolor4f = rsurface.array_color4f;
5681 rsurface.lightmapcolor4f_bufferobject = 0;
5682 rsurface.lightmapcolor4f_bufferoffset = 0;
5685 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5688 rsurface.lightmapcolor4f = NULL;
5689 rsurface.lightmapcolor4f_bufferobject = 0;
5690 rsurface.lightmapcolor4f_bufferoffset = 0;
5691 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5692 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5693 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5694 GL_Color(r, g, b, a);
5695 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5698 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5700 // TODO: optimize applyfog && applycolor case
5701 // just apply fog if necessary, and tint the fog color array if necessary
5702 rsurface.lightmapcolor4f = NULL;
5703 rsurface.lightmapcolor4f_bufferobject = 0;
5704 rsurface.lightmapcolor4f_bufferoffset = 0;
5705 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5706 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5707 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5708 GL_Color(r, g, b, a);
5709 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5712 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5714 int texturesurfaceindex;
5718 if (texturesurfacelist[0]->lightmapinfo)
5720 // generate color arrays for the surfaces in this list
5721 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5723 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5724 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5726 if (surface->lightmapinfo->samples)
5728 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5729 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5730 VectorScale(lm, scale, c);
5731 if (surface->lightmapinfo->styles[1] != 255)
5733 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5735 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5736 VectorMA(c, scale, lm, c);
5737 if (surface->lightmapinfo->styles[2] != 255)
5740 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5741 VectorMA(c, scale, lm, c);
5742 if (surface->lightmapinfo->styles[3] != 255)
5745 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5746 VectorMA(c, scale, lm, c);
5756 rsurface.lightmapcolor4f = rsurface.array_color4f;
5757 rsurface.lightmapcolor4f_bufferobject = 0;
5758 rsurface.lightmapcolor4f_bufferoffset = 0;
5762 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5763 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5764 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5766 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5767 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5768 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5769 GL_Color(r, g, b, a);
5770 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5773 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5775 int texturesurfaceindex;
5779 vec3_t ambientcolor;
5780 vec3_t diffusecolor;
5784 VectorCopy(rsurface.modellight_lightdir, lightdir);
5785 f = 0.5f * r_refdef.lightmapintensity;
5786 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5787 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5788 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5789 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5790 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5791 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5792 if (VectorLength2(diffusecolor) > 0)
5794 // generate color arrays for the surfaces in this list
5795 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5797 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5798 int numverts = surface->num_vertices;
5799 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5800 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5801 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5802 // q3-style directional shading
5803 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5805 if ((f = DotProduct(c2, lightdir)) > 0)
5806 VectorMA(ambientcolor, f, diffusecolor, c);
5808 VectorCopy(ambientcolor, c);
5817 rsurface.lightmapcolor4f = rsurface.array_color4f;
5818 rsurface.lightmapcolor4f_bufferobject = 0;
5819 rsurface.lightmapcolor4f_bufferoffset = 0;
5823 r = ambientcolor[0];
5824 g = ambientcolor[1];
5825 b = ambientcolor[2];
5826 rsurface.lightmapcolor4f = NULL;
5827 rsurface.lightmapcolor4f_bufferobject = 0;
5828 rsurface.lightmapcolor4f_bufferoffset = 0;
5830 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5831 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5832 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5833 GL_Color(r, g, b, a);
5834 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5837 void RSurf_SetupDepthAndCulling(void)
5839 // submodels are biased to avoid z-fighting with world surfaces that they
5840 // may be exactly overlapping (avoids z-fighting artifacts on certain
5841 // doors and things in Quake maps)
5842 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5843 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5844 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5845 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5848 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5850 // transparent sky would be ridiculous
5851 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5853 R_SetupGenericShader(false);
5856 skyrendernow = false;
5857 // we have to force off the water clipping plane while rendering sky
5861 // restore entity matrix
5862 R_Mesh_Matrix(&rsurface.matrix);
5864 RSurf_SetupDepthAndCulling();
5866 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5867 // skymasking on them, and Quake3 never did sky masking (unlike
5868 // software Quake and software Quake2), so disable the sky masking
5869 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5870 // and skymasking also looks very bad when noclipping outside the
5871 // level, so don't use it then either.
5872 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5874 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5875 R_Mesh_ColorPointer(NULL, 0, 0);
5876 R_Mesh_ResetTextureState();
5877 if (skyrendermasked)
5879 R_SetupDepthOrShadowShader();
5880 // depth-only (masking)
5881 GL_ColorMask(0,0,0,0);
5882 // just to make sure that braindead drivers don't draw
5883 // anything despite that colormask...
5884 GL_BlendFunc(GL_ZERO, GL_ONE);
5888 R_SetupGenericShader(false);
5890 GL_BlendFunc(GL_ONE, GL_ZERO);
5892 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5893 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5894 if (skyrendermasked)
5895 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5897 R_Mesh_ResetTextureState();
5898 GL_Color(1, 1, 1, 1);
5901 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5903 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5906 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5907 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5908 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5909 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5910 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5911 if (rsurface.texture->backgroundcurrentskinframe)
5913 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5914 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5915 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5916 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5918 if(rsurface.texture->colormapping)
5920 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5921 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5923 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5924 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5925 R_Mesh_ColorPointer(NULL, 0, 0);
5927 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5929 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5931 // render background
5932 GL_BlendFunc(GL_ONE, GL_ZERO);
5934 GL_AlphaTest(false);
5936 GL_Color(1, 1, 1, 1);
5937 R_Mesh_ColorPointer(NULL, 0, 0);
5939 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5940 if (r_glsl_permutation)
5942 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5943 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5944 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5945 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5946 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5947 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5948 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5950 GL_LockArrays(0, 0);
5952 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5953 GL_DepthMask(false);
5954 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5955 R_Mesh_ColorPointer(NULL, 0, 0);
5957 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5958 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5959 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5962 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5963 if (!r_glsl_permutation)
5966 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5967 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5968 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5969 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5970 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5971 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5973 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5975 GL_BlendFunc(GL_ONE, GL_ZERO);
5977 GL_AlphaTest(false);
5981 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5982 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5983 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5986 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5988 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5989 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5991 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5995 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5996 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5998 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6000 GL_LockArrays(0, 0);
6003 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6005 // OpenGL 1.3 path - anything not completely ancient
6006 int texturesurfaceindex;
6007 qboolean applycolor;
6011 const texturelayer_t *layer;
6012 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6014 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6017 int layertexrgbscale;
6018 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6020 if (layerindex == 0)
6024 GL_AlphaTest(false);
6025 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6028 GL_DepthMask(layer->depthmask && writedepth);
6029 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6030 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6032 layertexrgbscale = 4;
6033 VectorScale(layer->color, 0.25f, layercolor);
6035 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6037 layertexrgbscale = 2;
6038 VectorScale(layer->color, 0.5f, layercolor);
6042 layertexrgbscale = 1;
6043 VectorScale(layer->color, 1.0f, layercolor);
6045 layercolor[3] = layer->color[3];
6046 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6047 R_Mesh_ColorPointer(NULL, 0, 0);
6048 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6049 switch (layer->type)
6051 case TEXTURELAYERTYPE_LITTEXTURE:
6052 memset(&m, 0, sizeof(m));
6053 m.tex[0] = R_GetTexture(r_texture_white);
6054 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6055 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6056 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6057 m.tex[1] = R_GetTexture(layer->texture);
6058 m.texmatrix[1] = layer->texmatrix;
6059 m.texrgbscale[1] = layertexrgbscale;
6060 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6061 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6062 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6063 R_Mesh_TextureState(&m);
6064 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6065 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6066 else if (rsurface.uselightmaptexture)
6067 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6069 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6071 case TEXTURELAYERTYPE_TEXTURE:
6072 memset(&m, 0, sizeof(m));
6073 m.tex[0] = R_GetTexture(layer->texture);
6074 m.texmatrix[0] = layer->texmatrix;
6075 m.texrgbscale[0] = layertexrgbscale;
6076 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6077 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6078 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6079 R_Mesh_TextureState(&m);
6080 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6082 case TEXTURELAYERTYPE_FOG:
6083 memset(&m, 0, sizeof(m));
6084 m.texrgbscale[0] = layertexrgbscale;
6087 m.tex[0] = R_GetTexture(layer->texture);
6088 m.texmatrix[0] = layer->texmatrix;
6089 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6090 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6091 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6093 R_Mesh_TextureState(&m);
6094 // generate a color array for the fog pass
6095 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6096 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6100 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6101 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)
6103 f = 1 - FogPoint_Model(v);
6104 c[0] = layercolor[0];
6105 c[1] = layercolor[1];
6106 c[2] = layercolor[2];
6107 c[3] = f * layercolor[3];
6110 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6113 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6115 GL_LockArrays(0, 0);
6118 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6120 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6121 GL_AlphaTest(false);
6125 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6127 // OpenGL 1.1 - crusty old voodoo path
6128 int texturesurfaceindex;
6132 const texturelayer_t *layer;
6133 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6135 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6137 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6139 if (layerindex == 0)
6143 GL_AlphaTest(false);
6144 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6147 GL_DepthMask(layer->depthmask && writedepth);
6148 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6149 R_Mesh_ColorPointer(NULL, 0, 0);
6150 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6151 switch (layer->type)
6153 case TEXTURELAYERTYPE_LITTEXTURE:
6154 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6156 // two-pass lit texture with 2x rgbscale
6157 // first the lightmap pass
6158 memset(&m, 0, sizeof(m));
6159 m.tex[0] = R_GetTexture(r_texture_white);
6160 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6161 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6162 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6163 R_Mesh_TextureState(&m);
6164 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6165 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6166 else if (rsurface.uselightmaptexture)
6167 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6169 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6170 GL_LockArrays(0, 0);
6171 // then apply the texture to it
6172 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6173 memset(&m, 0, sizeof(m));
6174 m.tex[0] = R_GetTexture(layer->texture);
6175 m.texmatrix[0] = layer->texmatrix;
6176 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6177 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6178 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6179 R_Mesh_TextureState(&m);
6180 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);
6184 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6185 memset(&m, 0, sizeof(m));
6186 m.tex[0] = R_GetTexture(layer->texture);
6187 m.texmatrix[0] = layer->texmatrix;
6188 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6189 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6190 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6191 R_Mesh_TextureState(&m);
6192 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6193 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);
6195 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);
6198 case TEXTURELAYERTYPE_TEXTURE:
6199 // singletexture unlit texture with transparency support
6200 memset(&m, 0, sizeof(m));
6201 m.tex[0] = R_GetTexture(layer->texture);
6202 m.texmatrix[0] = layer->texmatrix;
6203 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6204 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6205 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6206 R_Mesh_TextureState(&m);
6207 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);
6209 case TEXTURELAYERTYPE_FOG:
6210 // singletexture fogging
6211 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6214 memset(&m, 0, sizeof(m));
6215 m.tex[0] = R_GetTexture(layer->texture);
6216 m.texmatrix[0] = layer->texmatrix;
6217 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6218 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6219 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6220 R_Mesh_TextureState(&m);
6223 R_Mesh_ResetTextureState();
6224 // generate a color array for the fog pass
6225 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6229 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6230 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)
6232 f = 1 - FogPoint_Model(v);
6233 c[0] = layer->color[0];
6234 c[1] = layer->color[1];
6235 c[2] = layer->color[2];
6236 c[3] = f * layer->color[3];
6239 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6242 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6244 GL_LockArrays(0, 0);
6247 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6249 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6250 GL_AlphaTest(false);
6254 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6257 RSurf_SetupDepthAndCulling();
6258 if (r_glsl.integer && gl_support_fragment_shader)
6259 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6260 else if (gl_combine.integer && r_textureunits.integer >= 2)
6261 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6263 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6267 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6270 int texturenumsurfaces, endsurface;
6272 msurface_t *surface;
6273 msurface_t *texturesurfacelist[1024];
6275 // if the model is static it doesn't matter what value we give for
6276 // wantnormals and wanttangents, so this logic uses only rules applicable
6277 // to a model, knowing that they are meaningless otherwise
6278 if (ent == r_refdef.scene.worldentity)
6279 RSurf_ActiveWorldEntity();
6280 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6281 RSurf_ActiveModelEntity(ent, false, false);
6283 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6285 for (i = 0;i < numsurfaces;i = j)
6288 surface = rsurface.modelsurfaces + surfacelist[i];
6289 texture = surface->texture;
6290 R_UpdateTextureInfo(ent, texture);
6291 rsurface.texture = texture->currentframe;
6292 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6293 // scan ahead until we find a different texture
6294 endsurface = min(i + 1024, numsurfaces);
6295 texturenumsurfaces = 0;
6296 texturesurfacelist[texturenumsurfaces++] = surface;
6297 for (;j < endsurface;j++)
6299 surface = rsurface.modelsurfaces + surfacelist[j];
6300 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6302 texturesurfacelist[texturenumsurfaces++] = surface;
6304 // render the range of surfaces
6305 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6307 GL_AlphaTest(false);
6310 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6315 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6317 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6319 RSurf_SetupDepthAndCulling();
6320 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6321 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6323 else if (r_showsurfaces.integer)
6325 RSurf_SetupDepthAndCulling();
6327 GL_BlendFunc(GL_ONE, GL_ZERO);
6329 GL_AlphaTest(false);
6330 R_Mesh_ColorPointer(NULL, 0, 0);
6331 R_Mesh_ResetTextureState();
6332 R_SetupGenericShader(false);
6333 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6334 if (!r_refdef.view.showdebug)
6336 GL_Color(0, 0, 0, 1);
6337 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6340 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6342 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6343 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6344 else if (!rsurface.texture->currentnumlayers)
6346 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6348 // transparent surfaces get pushed off into the transparent queue
6349 int surfacelistindex;
6350 const msurface_t *surface;
6351 vec3_t tempcenter, center;
6352 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6354 surface = texturesurfacelist[surfacelistindex];
6355 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6356 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6357 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6358 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6359 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6364 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6365 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6370 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6374 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6377 for (i = 0;i < numsurfaces;i++)
6378 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6379 R_Water_AddWaterPlane(surfacelist[i]);
6382 // break the surface list down into batches by texture and use of lightmapping
6383 for (i = 0;i < numsurfaces;i = j)
6386 // texture is the base texture pointer, rsurface.texture is the
6387 // current frame/skin the texture is directing us to use (for example
6388 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6389 // use skin 1 instead)
6390 texture = surfacelist[i]->texture;
6391 rsurface.texture = texture->currentframe;
6392 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6393 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6395 // if this texture is not the kind we want, skip ahead to the next one
6396 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6400 // simply scan ahead until we find a different texture or lightmap state
6401 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6403 // render the range of surfaces
6404 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6408 float locboxvertex3f[6*4*3] =
6410 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6411 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6412 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6413 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6414 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6415 1,0,0, 0,0,0, 0,1,0, 1,1,0
6418 unsigned short locboxelements[6*2*3] =
6428 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6431 cl_locnode_t *loc = (cl_locnode_t *)ent;
6433 float vertex3f[6*4*3];
6435 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6436 GL_DepthMask(false);
6437 GL_DepthRange(0, 1);
6438 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6440 GL_CullFace(GL_NONE);
6441 R_Mesh_Matrix(&identitymatrix);
6443 R_Mesh_VertexPointer(vertex3f, 0, 0);
6444 R_Mesh_ColorPointer(NULL, 0, 0);
6445 R_Mesh_ResetTextureState();
6446 R_SetupGenericShader(false);
6449 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6450 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6451 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6452 surfacelist[0] < 0 ? 0.5f : 0.125f);
6454 if (VectorCompare(loc->mins, loc->maxs))
6456 VectorSet(size, 2, 2, 2);
6457 VectorMA(loc->mins, -0.5f, size, mins);
6461 VectorCopy(loc->mins, mins);
6462 VectorSubtract(loc->maxs, loc->mins, size);
6465 for (i = 0;i < 6*4*3;)
6466 for (j = 0;j < 3;j++, i++)
6467 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6469 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6472 void R_DrawLocs(void)
6475 cl_locnode_t *loc, *nearestloc;
6477 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6478 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6480 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6481 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6485 void R_DrawDebugModel(entity_render_t *ent)
6487 int i, j, k, l, flagsmask;
6488 const int *elements;
6490 msurface_t *surface;
6491 dp_model_t *model = ent->model;
6494 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6496 R_Mesh_ColorPointer(NULL, 0, 0);
6497 R_Mesh_ResetTextureState();
6498 R_SetupGenericShader(false);
6499 GL_DepthRange(0, 1);
6500 GL_DepthTest(!r_showdisabledepthtest.integer);
6501 GL_DepthMask(false);
6502 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6504 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6506 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6507 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6509 if (brush->colbrushf && brush->colbrushf->numtriangles)
6511 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6512 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6513 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6516 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6518 if (surface->num_collisiontriangles)
6520 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6521 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6522 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6527 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6529 if (r_showtris.integer || r_shownormals.integer)
6531 if (r_showdisabledepthtest.integer)
6533 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6534 GL_DepthMask(false);
6538 GL_BlendFunc(GL_ONE, GL_ZERO);
6541 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6543 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6545 rsurface.texture = surface->texture->currentframe;
6546 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6548 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6549 if (r_showtris.value > 0)
6551 if (!rsurface.texture->currentlayers->depthmask)
6552 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6553 else if (ent == r_refdef.scene.worldentity)
6554 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6556 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6557 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6560 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6562 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6563 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6564 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6565 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6570 if (r_shownormals.value > 0)
6573 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6575 VectorCopy(rsurface.vertex3f + l * 3, v);
6576 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6577 qglVertex3f(v[0], v[1], v[2]);
6578 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6579 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6580 qglVertex3f(v[0], v[1], v[2]);
6585 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6587 VectorCopy(rsurface.vertex3f + l * 3, v);
6588 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6589 qglVertex3f(v[0], v[1], v[2]);
6590 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6591 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6592 qglVertex3f(v[0], v[1], v[2]);
6597 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6599 VectorCopy(rsurface.vertex3f + l * 3, v);
6600 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6601 qglVertex3f(v[0], v[1], v[2]);
6602 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6603 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6604 qglVertex3f(v[0], v[1], v[2]);
6611 rsurface.texture = NULL;
6615 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6616 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6618 int i, j, endj, f, flagsmask;
6619 msurface_t *surface;
6621 dp_model_t *model = r_refdef.scene.worldmodel;
6622 const int maxsurfacelist = 1024;
6623 int numsurfacelist = 0;
6624 msurface_t *surfacelist[1024];
6628 RSurf_ActiveWorldEntity();
6630 // update light styles on this submodel
6631 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6633 model_brush_lightstyleinfo_t *style;
6634 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6636 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6638 msurface_t *surfaces = model->data_surfaces;
6639 int *list = style->surfacelist;
6640 style->value = r_refdef.scene.lightstylevalue[style->style];
6641 for (j = 0;j < style->numsurfaces;j++)
6642 surfaces[list[j]].cached_dlight = true;
6647 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6648 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6652 R_DrawDebugModel(r_refdef.scene.worldentity);
6658 rsurface.uselightmaptexture = false;
6659 rsurface.texture = NULL;
6660 rsurface.rtlight = NULL;
6662 j = model->firstmodelsurface;
6663 endj = j + model->nummodelsurfaces;
6666 // quickly skip over non-visible surfaces
6667 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6669 // quickly iterate over visible surfaces
6670 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6672 // process this surface
6673 surface = model->data_surfaces + j;
6674 // if this surface fits the criteria, add it to the list
6675 if (surface->num_triangles)
6677 // if lightmap parameters changed, rebuild lightmap texture
6678 if (surface->cached_dlight)
6679 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6680 // add face to draw list
6681 surfacelist[numsurfacelist++] = surface;
6682 r_refdef.stats.world_triangles += surface->num_triangles;
6683 if (numsurfacelist >= maxsurfacelist)
6685 r_refdef.stats.world_surfaces += numsurfacelist;
6686 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6692 r_refdef.stats.world_surfaces += numsurfacelist;
6694 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6695 GL_AlphaTest(false);
6698 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6700 int i, j, f, flagsmask;
6701 msurface_t *surface, *endsurface;
6703 dp_model_t *model = ent->model;
6704 const int maxsurfacelist = 1024;
6705 int numsurfacelist = 0;
6706 msurface_t *surfacelist[1024];
6710 // if the model is static it doesn't matter what value we give for
6711 // wantnormals and wanttangents, so this logic uses only rules applicable
6712 // to a model, knowing that they are meaningless otherwise
6713 if (ent == r_refdef.scene.worldentity)
6714 RSurf_ActiveWorldEntity();
6715 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6716 RSurf_ActiveModelEntity(ent, false, false);
6718 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6720 // update light styles
6721 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6723 model_brush_lightstyleinfo_t *style;
6724 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6726 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6728 msurface_t *surfaces = model->data_surfaces;
6729 int *list = style->surfacelist;
6730 style->value = r_refdef.scene.lightstylevalue[style->style];
6731 for (j = 0;j < style->numsurfaces;j++)
6732 surfaces[list[j]].cached_dlight = true;
6737 R_UpdateAllTextureInfo(ent);
6738 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6742 R_DrawDebugModel(ent);
6748 rsurface.uselightmaptexture = false;
6749 rsurface.texture = NULL;
6750 rsurface.rtlight = NULL;
6752 surface = model->data_surfaces + model->firstmodelsurface;
6753 endsurface = surface + model->nummodelsurfaces;
6754 for (;surface < endsurface;surface++)
6756 // if this surface fits the criteria, add it to the list
6757 if (surface->num_triangles)
6759 // if lightmap parameters changed, rebuild lightmap texture
6760 if (surface->cached_dlight)
6761 R_BuildLightMap(ent, surface);
6762 // add face to draw list
6763 surfacelist[numsurfacelist++] = surface;
6764 r_refdef.stats.entities_triangles += surface->num_triangles;
6765 if (numsurfacelist >= maxsurfacelist)
6767 r_refdef.stats.entities_surfaces += numsurfacelist;
6768 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6773 r_refdef.stats.entities_surfaces += numsurfacelist;
6775 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6776 GL_AlphaTest(false);