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;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
47 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
49 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
50 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
51 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
52 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
53 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)"};
54 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
55 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
56 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"};
57 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"};
58 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
59 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"};
60 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"};
61 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"};
62 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
63 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
64 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
65 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
66 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
67 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
68 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
69 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
70 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
71 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
72 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
73 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
74 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
75 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
78 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
79 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
80 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
81 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"};
82 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"};
83 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
84 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
86 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
87 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
88 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
89 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
90 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
91 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
92 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
93 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
95 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)"};
97 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
98 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)"};
99 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
100 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
101 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
102 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
103 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)"};
104 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)"};
105 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)"};
106 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)"};
107 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)"};
109 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)"};
110 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
111 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"};
112 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
113 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
115 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
116 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
117 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
118 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
120 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
121 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
122 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
123 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
124 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
125 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
126 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
128 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
129 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
130 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
131 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)"};
133 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"};
135 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"};
137 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
139 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
140 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
141 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"};
142 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
143 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
144 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
145 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
147 extern cvar_t v_glslgamma;
149 extern qboolean v_flipped_state;
151 static struct r_bloomstate_s
156 int bloomwidth, bloomheight;
158 int screentexturewidth, screentextureheight;
159 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
161 int bloomtexturewidth, bloomtextureheight;
162 rtexture_t *texture_bloom;
164 // arrays for rendering the screen passes
165 float screentexcoord2f[8];
166 float bloomtexcoord2f[8];
167 float offsettexcoord2f[8];
169 r_viewport_t viewport;
173 r_waterstate_t r_waterstate;
175 /// shadow volume bsp struct with automatically growing nodes buffer
178 rtexture_t *r_texture_blanknormalmap;
179 rtexture_t *r_texture_white;
180 rtexture_t *r_texture_grey128;
181 rtexture_t *r_texture_black;
182 rtexture_t *r_texture_notexture;
183 rtexture_t *r_texture_whitecube;
184 rtexture_t *r_texture_normalizationcube;
185 rtexture_t *r_texture_fogattenuation;
186 rtexture_t *r_texture_gammaramps;
187 unsigned int r_texture_gammaramps_serial;
188 //rtexture_t *r_texture_fogintensity;
190 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
191 unsigned int r_numqueries;
192 unsigned int r_maxqueries;
194 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
195 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
197 /// vertex coordinates for a quad that covers the screen exactly
198 const float r_screenvertex3f[12] =
206 extern void R_DrawModelShadows(void);
208 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
211 for (i = 0;i < verts;i++)
222 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
225 for (i = 0;i < verts;i++)
235 // FIXME: move this to client?
238 if (gamemode == GAME_NEHAHRA)
240 Cvar_Set("gl_fogenable", "0");
241 Cvar_Set("gl_fogdensity", "0.2");
242 Cvar_Set("gl_fogred", "0.3");
243 Cvar_Set("gl_foggreen", "0.3");
244 Cvar_Set("gl_fogblue", "0.3");
246 r_refdef.fog_density = 0;
247 r_refdef.fog_red = 0;
248 r_refdef.fog_green = 0;
249 r_refdef.fog_blue = 0;
250 r_refdef.fog_alpha = 1;
251 r_refdef.fog_start = 0;
252 r_refdef.fog_end = 0;
255 float FogForDistance(vec_t dist)
257 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
258 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
261 float FogPoint_World(const vec3_t p)
263 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
266 float FogPoint_Model(const vec3_t p)
268 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
271 static void R_BuildBlankTextures(void)
273 unsigned char data[4];
274 data[2] = 128; // normal X
275 data[1] = 128; // normal Y
276 data[0] = 255; // normal Z
277 data[3] = 128; // height
278 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 static void R_BuildNoTexture(void)
299 unsigned char pix[16][16][4];
300 // this makes a light grey/dark grey checkerboard texture
301 for (y = 0;y < 16;y++)
303 for (x = 0;x < 16;x++)
305 if ((y < 8) ^ (x < 8))
321 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
324 static void R_BuildWhiteCube(void)
326 unsigned char data[6*1*1*4];
327 memset(data, 255, sizeof(data));
328 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
331 static void R_BuildNormalizationCube(void)
335 vec_t s, t, intensity;
337 unsigned char data[6][NORMSIZE][NORMSIZE][4];
338 for (side = 0;side < 6;side++)
340 for (y = 0;y < NORMSIZE;y++)
342 for (x = 0;x < NORMSIZE;x++)
344 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
345 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
380 intensity = 127.0f / sqrt(DotProduct(v, v));
381 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
382 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
383 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
384 data[side][y][x][3] = 255;
388 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
391 static void R_BuildFogTexture(void)
395 unsigned char data1[FOGWIDTH][4];
396 //unsigned char data2[FOGWIDTH][4];
399 r_refdef.fogmasktable_start = r_refdef.fog_start;
400 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
401 r_refdef.fogmasktable_range = r_refdef.fogrange;
402 r_refdef.fogmasktable_density = r_refdef.fog_density;
404 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
405 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
407 d = (x * r - r_refdef.fogmasktable_start);
408 if(developer.integer >= 100)
409 Con_Printf("%f ", d);
411 if (r_fog_exp2.integer)
412 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
414 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
415 if(developer.integer >= 100)
416 Con_Printf(" : %f ", alpha);
417 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
418 if(developer.integer >= 100)
419 Con_Printf(" = %f\n", alpha);
420 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
423 for (x = 0;x < FOGWIDTH;x++)
425 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
430 //data2[x][0] = 255 - b;
431 //data2[x][1] = 255 - b;
432 //data2[x][2] = 255 - b;
435 if (r_texture_fogattenuation)
437 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
438 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
442 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);
443 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
447 static const char *builtinshaderstring =
448 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
449 "// written by Forest 'LordHavoc' Hale\n"
450 "#ifdef USESHADOWMAPRECT\n"
451 "# extension GL_ARB_texture_rectangle : enable\n"
454 "#ifdef USESHADOWMAP2D\n"
455 "# ifdef GL_EXT_gpu_shader4\n"
456 "# extension GL_EXT_gpu_shader4 : enable\n"
458 "# ifdef GL_ARB_texture_gather\n"
459 "# extension GL_ARB_texture_gather : enable\n"
460 "# define USETEXTUREGATHER\n"
462 "# ifdef GL_AMD_texture_texture4\n"
463 "# extension GL_AMD_texture_texture4 : enable\n"
464 "# define USETEXTUREGATHER\n"
465 "# define textureGather texture4\n"
470 "#ifdef USESHADOWMAPCUBE\n"
471 "# extension GL_EXT_gpu_shader4 : enable\n"
474 "// common definitions between vertex shader and fragment shader:\n"
476 "//#ifdef __GLSL_CG_DATA_TYPES\n"
477 "//# define myhalf half\n"
478 "//# define myhalf2 half2\n"
479 "//# define myhalf3half3\n"
480 "//# define myhalf4 half4\n"
482 "# define myhalf float\n"
483 "# define myhalf2 vec2\n"
484 "# define myhalf3 vec3\n"
485 "# define myhalf4 vec4\n"
488 "#ifdef MODE_DEPTH_OR_SHADOW\n"
490 "# ifdef VERTEX_SHADER\n"
493 " gl_Position = ftransform();\n"
498 "#ifdef MODE_SHOWDEPTH\n"
499 "# ifdef VERTEX_SHADER\n"
502 " gl_Position = ftransform();\n"
503 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
506 "# ifdef FRAGMENT_SHADER\n"
509 " gl_FragColor = gl_Color;\n"
513 "#else // !MODE_SHOWDEPTH\n"
515 "#ifdef MODE_POSTPROCESS\n"
516 "# ifdef VERTEX_SHADER\n"
519 " gl_FrontColor = gl_Color;\n"
520 " gl_Position = ftransform();\n"
521 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
523 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
527 "# ifdef FRAGMENT_SHADER\n"
529 "uniform sampler2D Texture_First;\n"
531 "uniform sampler2D Texture_Second;\n"
533 "#ifdef USEGAMMARAMPS\n"
534 "uniform sampler2D Texture_GammaRamps;\n"
536 "#ifdef USESATURATION\n"
537 "uniform float Saturation;\n"
539 "#ifdef USEVIEWTINT\n"
540 "uniform vec4 TintColor;\n"
542 "//uncomment these if you want to use them:\n"
543 "uniform vec4 UserVec1;\n"
544 "// uniform vec4 UserVec2;\n"
545 "// uniform vec4 UserVec3;\n"
546 "// uniform vec4 UserVec4;\n"
547 "// uniform float ClientTime;\n"
548 "uniform vec2 PixelSize;\n"
551 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
553 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
555 "#ifdef USEVIEWTINT\n"
556 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
559 "#ifdef USEPOSTPROCESSING\n"
560 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
561 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
562 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
563 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
564 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
565 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
566 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
567 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
570 "#ifdef USESATURATION\n"
571 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
572 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
573 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
574 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
577 "#ifdef USEGAMMARAMPS\n"
578 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
579 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
580 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
587 "#ifdef MODE_GENERIC\n"
588 "# ifdef VERTEX_SHADER\n"
591 " gl_FrontColor = gl_Color;\n"
592 "# ifdef USEDIFFUSE\n"
593 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
595 "# ifdef USESPECULAR\n"
596 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
598 " gl_Position = ftransform();\n"
601 "# ifdef FRAGMENT_SHADER\n"
603 "# ifdef USEDIFFUSE\n"
604 "uniform sampler2D Texture_First;\n"
606 "# ifdef USESPECULAR\n"
607 "uniform sampler2D Texture_Second;\n"
612 " gl_FragColor = gl_Color;\n"
613 "# ifdef USEDIFFUSE\n"
614 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
617 "# ifdef USESPECULAR\n"
618 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
620 "# ifdef USECOLORMAPPING\n"
621 " gl_FragColor *= tex2;\n"
624 " gl_FragColor += tex2;\n"
626 "# ifdef USEVERTEXTEXTUREBLEND\n"
627 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
632 "#else // !MODE_GENERIC\n"
634 "varying vec2 TexCoord;\n"
635 "#ifdef USEVERTEXTEXTUREBLEND\n"
636 "varying vec2 TexCoord2;\n"
638 "varying vec2 TexCoordLightmap;\n"
640 "#ifdef MODE_LIGHTSOURCE\n"
641 "varying vec3 CubeVector;\n"
644 "#ifdef MODE_LIGHTSOURCE\n"
645 "varying vec3 LightVector;\n"
647 "#ifdef MODE_LIGHTDIRECTION\n"
648 "varying vec3 LightVector;\n"
651 "varying vec3 EyeVector;\n"
653 "varying vec3 EyeVectorModelSpace;\n"
656 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
657 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
658 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
660 "#ifdef MODE_WATER\n"
661 "varying vec4 ModelViewProjectionPosition;\n"
663 "#ifdef MODE_REFRACTION\n"
664 "varying vec4 ModelViewProjectionPosition;\n"
666 "#ifdef USEREFLECTION\n"
667 "varying vec4 ModelViewProjectionPosition;\n"
674 "// vertex shader specific:\n"
675 "#ifdef VERTEX_SHADER\n"
677 "uniform vec3 LightPosition;\n"
678 "uniform vec3 EyePosition;\n"
679 "uniform vec3 LightDir;\n"
681 "// 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"
685 " gl_FrontColor = gl_Color;\n"
686 " // copy the surface texcoord\n"
687 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
688 "#ifdef USEVERTEXTEXTUREBLEND\n"
689 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
691 "#ifndef MODE_LIGHTSOURCE\n"
692 "# ifndef MODE_LIGHTDIRECTION\n"
693 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
697 "#ifdef MODE_LIGHTSOURCE\n"
698 " // transform vertex position into light attenuation/cubemap space\n"
699 " // (-1 to +1 across the light box)\n"
700 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
702 " // transform unnormalized light direction into tangent space\n"
703 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
704 " // normalize it per pixel)\n"
705 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
706 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
707 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
708 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
711 "#ifdef MODE_LIGHTDIRECTION\n"
712 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
713 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
714 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
717 " // transform unnormalized eye direction into tangent space\n"
719 " vec3 EyeVectorModelSpace;\n"
721 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
722 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
723 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
724 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
726 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
727 " VectorS = gl_MultiTexCoord1.xyz;\n"
728 " VectorT = gl_MultiTexCoord2.xyz;\n"
729 " VectorR = gl_MultiTexCoord3.xyz;\n"
732 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
733 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
734 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
735 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
738 "// transform vertex to camera space, using ftransform to match non-VS\n"
740 " gl_Position = ftransform();\n"
742 "#ifdef MODE_WATER\n"
743 " ModelViewProjectionPosition = gl_Position;\n"
745 "#ifdef MODE_REFRACTION\n"
746 " ModelViewProjectionPosition = gl_Position;\n"
748 "#ifdef USEREFLECTION\n"
749 " ModelViewProjectionPosition = gl_Position;\n"
753 "#endif // VERTEX_SHADER\n"
758 "// fragment shader specific:\n"
759 "#ifdef FRAGMENT_SHADER\n"
761 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
762 "uniform sampler2D Texture_Normal;\n"
763 "uniform sampler2D Texture_Color;\n"
764 "uniform sampler2D Texture_Gloss;\n"
765 "uniform sampler2D Texture_Glow;\n"
766 "uniform sampler2D Texture_SecondaryNormal;\n"
767 "uniform sampler2D Texture_SecondaryColor;\n"
768 "uniform sampler2D Texture_SecondaryGloss;\n"
769 "uniform sampler2D Texture_SecondaryGlow;\n"
770 "uniform sampler2D Texture_Pants;\n"
771 "uniform sampler2D Texture_Shirt;\n"
772 "uniform sampler2D Texture_FogMask;\n"
773 "uniform sampler2D Texture_Lightmap;\n"
774 "uniform sampler2D Texture_Deluxemap;\n"
775 "uniform sampler2D Texture_Refraction;\n"
776 "uniform sampler2D Texture_Reflection;\n"
777 "uniform sampler2D Texture_Attenuation;\n"
778 "uniform samplerCube Texture_Cube;\n"
780 "#define showshadowmap 0\n"
782 "#ifdef USESHADOWMAPRECT\n"
783 "# ifdef USESHADOWSAMPLER\n"
784 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
786 "uniform sampler2DRect Texture_ShadowMapRect;\n"
790 "#ifdef USESHADOWMAP2D\n"
791 "# ifdef USESHADOWSAMPLER\n"
792 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
794 "uniform sampler2D Texture_ShadowMap2D;\n"
798 "#ifdef USESHADOWMAPVSDCT\n"
799 "uniform samplerCube Texture_CubeProjection;\n"
802 "#ifdef USESHADOWMAPCUBE\n"
803 "# ifdef USESHADOWSAMPLER\n"
804 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
806 "uniform samplerCube Texture_ShadowMapCube;\n"
810 "uniform myhalf3 LightColor;\n"
811 "uniform myhalf3 AmbientColor;\n"
812 "uniform myhalf3 DiffuseColor;\n"
813 "uniform myhalf3 SpecularColor;\n"
814 "uniform myhalf3 Color_Pants;\n"
815 "uniform myhalf3 Color_Shirt;\n"
816 "uniform myhalf3 FogColor;\n"
818 "uniform myhalf4 TintColor;\n"
821 "//#ifdef MODE_WATER\n"
822 "uniform vec4 DistortScaleRefractReflect;\n"
823 "uniform vec4 ScreenScaleRefractReflect;\n"
824 "uniform vec4 ScreenCenterRefractReflect;\n"
825 "uniform myhalf4 RefractColor;\n"
826 "uniform myhalf4 ReflectColor;\n"
827 "uniform myhalf ReflectFactor;\n"
828 "uniform myhalf ReflectOffset;\n"
830 "//# ifdef MODE_REFRACTION\n"
831 "//uniform vec4 DistortScaleRefractReflect;\n"
832 "//uniform vec4 ScreenScaleRefractReflect;\n"
833 "//uniform vec4 ScreenCenterRefractReflect;\n"
834 "//uniform myhalf4 RefractColor;\n"
835 "//# ifdef USEREFLECTION\n"
836 "//uniform myhalf4 ReflectColor;\n"
839 "//# ifdef USEREFLECTION\n"
840 "//uniform vec4 DistortScaleRefractReflect;\n"
841 "//uniform vec4 ScreenScaleRefractReflect;\n"
842 "//uniform vec4 ScreenCenterRefractReflect;\n"
843 "//uniform myhalf4 ReflectColor;\n"
848 "uniform myhalf GlowScale;\n"
849 "uniform myhalf SceneBrightness;\n"
851 "uniform float OffsetMapping_Scale;\n"
852 "uniform float OffsetMapping_Bias;\n"
853 "uniform float FogRangeRecip;\n"
855 "uniform myhalf AmbientScale;\n"
856 "uniform myhalf DiffuseScale;\n"
857 "uniform myhalf SpecularScale;\n"
858 "uniform myhalf SpecularPower;\n"
860 "#ifdef USEOFFSETMAPPING\n"
861 "vec2 OffsetMapping(vec2 TexCoord)\n"
863 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
864 " // 14 sample relief mapping: linear search and then binary search\n"
865 " // this basically steps forward a small amount repeatedly until it finds\n"
866 " // itself inside solid, then jitters forward and back using decreasing\n"
867 " // amounts to find the impact\n"
868 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
869 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
870 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
871 " vec3 RT = vec3(TexCoord, 1);\n"
872 " OffsetVector *= 0.1;\n"
873 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
874 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
875 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
876 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
877 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
878 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
879 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
880 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
881 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
882 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
883 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
884 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
885 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
886 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
889 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
890 " // this basically moves forward the full distance, and then backs up based\n"
891 " // on height of samples\n"
892 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
893 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
894 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
895 " TexCoord += OffsetVector;\n"
896 " OffsetVector *= 0.333;\n"
897 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
898 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
899 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
900 " return TexCoord;\n"
903 "#endif // USEOFFSETMAPPING\n"
905 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
906 "uniform vec4 ShadowMap_TextureScale;\n"
907 "uniform vec4 ShadowMap_Parameters;\n"
910 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
911 "vec3 GetShadowMapTC2D(vec3 dir)\n"
913 " vec3 adir = abs(dir);\n"
914 "# ifndef USESHADOWMAPVSDCT\n"
915 "# ifdef USESHADOWMAPRECT\n"
916 "# define cubedir(dx, dy, ox, oy) { tc = vec2(dx, dy); offset = vec2(ox, oy); }\n"
918 "# define cubedir(dx, dy, ox, oy) { tc = vec2(dx, dy); offset = vec2(ox/2.0, oy/4.0); }\n"
923 " if (adir.x > adir.y)\n"
925 " if (adir.x > adir.z)\n"
928 " if (dir.x >= 0.0) cubedir(-dir.z, -dir.y, 0.5, 0.5) // +X\n"
929 " else cubedir( dir.z, -dir.y, 1.5, 0.5) // -X\n"
934 " if (dir.z >= 0.0) cubedir( dir.x, -dir.y, 0.5, 2.5) // +Z\n"
935 " else cubedir(-dir.x, -dir.y, 1.5, 2.5) // -Z\n"
940 " if (adir.y > adir.z)\n"
943 " if (dir.y >= 0.0) cubedir( dir.x, dir.z, 0.5, 1.5) // +Y\n"
944 " else cubedir( dir.x, -dir.z, 1.5, 1.5) // -Y\n"
949 " if (dir.z >= 0.0) cubedir( dir.x, -dir.y, 0.5, 2.5) // +Z\n"
950 " else cubedir(-dir.x, -dir.y, 1.5, 2.5) // -Z\n"
954 "# ifdef USESHADOWMAPRECT\n"
955 " return vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma + vec3(offset * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
957 " return vec3(tc * ShadowMap_Parameters.xy, ShadowMap_Parameters.w) / ma + vec3(offset, ShadowMap_Parameters.z);\n"
960 "# ifdef USESHADOWMAPRECT \n"
961 " return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra * ShadowMap_TextureScale.xy, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
963 " return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
967 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
969 "#ifdef USESHADOWMAPCUBE\n"
970 "vec4 GetShadowMapTCCube(vec3 dir)\n"
972 " vec3 adir = abs(dir);\n"
973 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
977 "#if !showshadowmap\n"
978 "# ifdef USESHADOWMAPRECT\n"
979 "float ShadowMapCompare(vec3 dir)\n"
981 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
983 "# ifdef USESHADOWSAMPLER\n"
985 "# ifdef USESHADOWMAPPCF\n"
986 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
987 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
989 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
994 "# ifdef USESHADOWMAPPCF\n"
995 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
997 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
998 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))),\n"
999 " row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))),\n"
1000 " row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))),\n"
1001 " row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))),\n"
1002 " cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1003 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1005 " vec2 offset = fract(shadowmaptc.xy);\n"
1006 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0))),\n"
1007 " row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)))\n"
1008 " row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0))),\n"
1009 " cols = row2 + mix(row1, row3, offset.y);\n"
1010 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1013 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1021 "# ifdef USESHADOWMAP2D\n"
1022 "float ShadowMapCompare(vec3 dir)\n"
1024 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1027 "# ifdef USESHADOWSAMPLER\n"
1028 "# ifdef USESHADOWMAPPCF\n"
1029 "# ifdef GL_EXT_gpu_shader4\n"
1030 "# define texval(x, y) shadow2DOffset(Texture_ShadowMap2D, shadowmaptc, ivec2(x, y)).r\n"
1032 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy, shadowmaptc.z)).r \n"
1034 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1036 " f = shadow2D(Texture_ShadowMap2D, shadowmaptc).r;\n"
1039 "# ifdef USESHADOWMAPPCF\n"
1040 "# ifdef USETEXTUREGATHER\n"
1041 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
1042 " vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
1043 " group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, -1.0))*ShadowMap_TextureScale.xy)),\n"
1044 " group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, 1.0))*ShadowMap_TextureScale.xy)),\n"
1045 " group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, 1.0))*ShadowMap_TextureScale.xy)),\n"
1046 " cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1047 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1048 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1050 "# ifdef GL_EXT_gpu_shader4\n"
1051 " vec2 center = shadowmaptc.xy - 0.5*ShadowMap_TextureScale.xy, offset = fract(center*ShadowMap_TextureScale.zw);\n"
1052 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1054 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
1055 "# define texval(x, y) texture2D(Texture_ShadowMap2D, (center + vec2(x, y))*ShadowMap_TextureScale.xy).r \n"
1057 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0))),\n"
1058 " row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0))),\n"
1059 " row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0))),\n"
1060 " row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0))),\n"
1061 " cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1062 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1065 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
1072 "# ifdef USESHADOWMAPCUBE\n"
1073 "float ShadowMapCompare(vec3 dir)\n"
1075 " // apply depth texture cubemap as light filter\n"
1076 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1078 "# ifdef USESHADOWSAMPLER\n"
1079 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1081 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1088 "#ifdef MODE_WATER\n"
1093 "#ifdef USEOFFSETMAPPING\n"
1094 " // apply offsetmapping\n"
1095 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1096 "#define TexCoord TexCoordOffset\n"
1099 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1100 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1101 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1102 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1103 " // FIXME temporary hack to detect the case that the reflection\n"
1104 " // gets blackened at edges due to leaving the area that contains actual\n"
1106 " // Remove this 'ack once we have a better way to stop this thing from\n"
1108 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1109 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1110 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1111 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1112 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1113 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1114 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1115 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1116 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1117 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1118 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1119 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1122 "#else // !MODE_WATER\n"
1123 "#ifdef MODE_REFRACTION\n"
1125 "// refraction pass\n"
1128 "#ifdef USEOFFSETMAPPING\n"
1129 " // apply offsetmapping\n"
1130 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1131 "#define TexCoord TexCoordOffset\n"
1134 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1135 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1136 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1137 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1138 " // FIXME temporary hack to detect the case that the reflection\n"
1139 " // gets blackened at edges due to leaving the area that contains actual\n"
1141 " // Remove this 'ack once we have a better way to stop this thing from\n"
1143 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1144 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1145 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1146 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1147 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1148 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1151 "#else // !MODE_REFRACTION\n"
1154 "#ifdef USEOFFSETMAPPING\n"
1155 " // apply offsetmapping\n"
1156 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1157 "#define TexCoord TexCoordOffset\n"
1160 " // combine the diffuse textures (base, pants, shirt)\n"
1161 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1162 "#ifdef USECOLORMAPPING\n"
1163 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1165 "#ifdef USEVERTEXTEXTUREBLEND\n"
1166 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1167 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1168 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1169 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1171 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1174 "#ifdef USEDIFFUSE\n"
1175 " // get the surface normal and the gloss color\n"
1176 "# ifdef USEVERTEXTEXTUREBLEND\n"
1177 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1178 "# ifdef USESPECULAR\n"
1179 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1182 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1183 "# ifdef USESPECULAR\n"
1184 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1191 "#ifdef MODE_LIGHTSOURCE\n"
1192 " // light source\n"
1194 " // calculate surface normal, light normal, and specular normal\n"
1195 " // compute color intensity for the two textures (colormap and glossmap)\n"
1196 " // scale by light color and attenuation as efficiently as possible\n"
1197 " // (do as much scalar math as possible rather than vector math)\n"
1198 "# ifdef USEDIFFUSE\n"
1199 " // get the light normal\n"
1200 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1202 "# ifdef USESPECULAR\n"
1203 "# ifndef USEEXACTSPECULARMATH\n"
1204 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1207 " // calculate directional shading\n"
1208 "# ifdef USEEXACTSPECULARMATH\n"
1209 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1211 " 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"
1214 "# ifdef USEDIFFUSE\n"
1215 " // calculate directional shading\n"
1216 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1218 " // calculate directionless shading\n"
1219 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1223 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1224 "#if !showshadowmap\n"
1225 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1229 "# ifdef USECUBEFILTER\n"
1230 " // apply light cubemap filter\n"
1231 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1232 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1234 "#endif // MODE_LIGHTSOURCE\n"
1239 "#ifdef MODE_LIGHTDIRECTION\n"
1240 " // directional model lighting\n"
1241 "# ifdef USEDIFFUSE\n"
1242 " // get the light normal\n"
1243 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1245 "# ifdef USESPECULAR\n"
1246 " // calculate directional shading\n"
1247 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1248 "# ifdef USEEXACTSPECULARMATH\n"
1249 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1251 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1252 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1255 "# ifdef USEDIFFUSE\n"
1257 " // calculate directional shading\n"
1258 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1260 " color.rgb *= AmbientColor;\n"
1263 "#endif // MODE_LIGHTDIRECTION\n"
1268 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1269 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1271 " // get the light normal\n"
1272 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1273 " myhalf3 diffusenormal;\n"
1274 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1275 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1276 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1277 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1278 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1279 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1280 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1281 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1282 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1283 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1284 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1285 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1286 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1287 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1288 "# ifdef USESPECULAR\n"
1289 "# ifdef USEEXACTSPECULARMATH\n"
1290 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1292 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1293 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1297 " // apply lightmap color\n"
1298 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1299 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1304 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1305 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1307 " // get the light normal\n"
1308 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1309 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1310 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1311 "# ifdef USESPECULAR\n"
1312 "# ifdef USEEXACTSPECULARMATH\n"
1313 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1315 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1316 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1320 " // apply lightmap color\n"
1321 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1322 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1327 "#ifdef MODE_LIGHTMAP\n"
1328 " // apply lightmap color\n"
1329 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1330 "#endif // MODE_LIGHTMAP\n"
1335 "#ifdef MODE_VERTEXCOLOR\n"
1336 " // apply lightmap color\n"
1337 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1338 "#endif // MODE_VERTEXCOLOR\n"
1343 "#ifdef MODE_FLATCOLOR\n"
1344 "#endif // MODE_FLATCOLOR\n"
1352 " color *= TintColor;\n"
1355 "#ifdef USEVERTEXTEXTUREBLEND\n"
1356 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1358 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1362 " color.rgb *= SceneBrightness;\n"
1364 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1366 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1369 " // 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"
1370 "#ifdef USEREFLECTION\n"
1371 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1372 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1373 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1374 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1375 " // FIXME temporary hack to detect the case that the reflection\n"
1376 " // gets blackened at edges due to leaving the area that contains actual\n"
1378 " // Remove this 'ack once we have a better way to stop this thing from\n"
1380 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1381 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1382 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1383 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1384 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1385 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1388 " gl_FragColor = vec4(color);\n"
1390 "#if showshadowmap\n"
1391 "# ifdef USESHADOWMAPRECT\n"
1392 "# ifdef USESHADOWSAMPLER\n"
1393 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1395 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1398 "# ifdef USESHADOWMAP2D\n"
1399 "# ifdef USESHADOWSAMPLER\n"
1400 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1402 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1406 "# ifdef USESHADOWMAPCUBE\n"
1407 "# ifdef USESHADOWSAMPLER\n"
1408 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1410 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1415 "#endif // !MODE_REFRACTION\n"
1416 "#endif // !MODE_WATER\n"
1418 "#endif // FRAGMENT_SHADER\n"
1420 "#endif // !MODE_GENERIC\n"
1421 "#endif // !MODE_POSTPROCESS\n"
1422 "#endif // !MODE_SHOWDEPTH\n"
1423 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1426 typedef struct shaderpermutationinfo_s
1428 const char *pretext;
1431 shaderpermutationinfo_t;
1433 typedef struct shadermodeinfo_s
1435 const char *vertexfilename;
1436 const char *geometryfilename;
1437 const char *fragmentfilename;
1438 const char *pretext;
1443 typedef enum shaderpermutation_e
1445 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1446 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1447 SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1448 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1449 SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1450 SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1451 SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1452 SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1453 SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1454 SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1455 SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1456 SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1457 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1458 SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1459 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1460 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1461 SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1462 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1463 SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1464 SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1465 SHADERPERMUTATION_SHADOWSAMPLER = 1<<15, //< (lightsource) use hardware shadowmap test
1466 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<16, //< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1467 SHADERPERMUTATION_LIMIT = 1<<17, ///< size of permutations array
1468 SHADERPERMUTATION_COUNT = 17 ///< size of shaderpermutationinfo array
1470 shaderpermutation_t;
1472 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1473 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1475 {"#define USEDIFFUSE\n", " diffuse"},
1476 {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1477 {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1478 {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1479 {"#define USECUBEFILTER\n", " cubefilter"},
1480 {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1481 {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1482 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1483 {"#define USEREFLECTION\n", " reflection"},
1484 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1485 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1486 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1487 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1488 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1489 {"#define USESHADOWMAPPCF\n", " shadowmappcf"},
1490 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1491 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1494 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1495 typedef enum shadermode_e
1497 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1498 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1499 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1500 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1501 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1502 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1503 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1504 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1505 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1506 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1507 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1508 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1509 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1514 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1515 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1517 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1518 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1519 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1520 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1521 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1522 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1523 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1524 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1525 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1526 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1527 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1528 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1529 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1532 struct r_glsl_permutation_s;
1533 typedef struct r_glsl_permutation_s
1535 /// hash lookup data
1536 struct r_glsl_permutation_s *hashnext;
1538 unsigned int permutation;
1540 /// indicates if we have tried compiling this permutation already
1542 /// 0 if compilation failed
1544 /// locations of detected uniforms in program object, or -1 if not found
1545 int loc_Texture_First;
1546 int loc_Texture_Second;
1547 int loc_Texture_GammaRamps;
1548 int loc_Texture_Normal;
1549 int loc_Texture_Color;
1550 int loc_Texture_Gloss;
1551 int loc_Texture_Glow;
1552 int loc_Texture_SecondaryNormal;
1553 int loc_Texture_SecondaryColor;
1554 int loc_Texture_SecondaryGloss;
1555 int loc_Texture_SecondaryGlow;
1556 int loc_Texture_Pants;
1557 int loc_Texture_Shirt;
1558 int loc_Texture_FogMask;
1559 int loc_Texture_Lightmap;
1560 int loc_Texture_Deluxemap;
1561 int loc_Texture_Attenuation;
1562 int loc_Texture_Cube;
1563 int loc_Texture_Refraction;
1564 int loc_Texture_Reflection;
1565 int loc_Texture_ShadowMapRect;
1566 int loc_Texture_ShadowMapCube;
1567 int loc_Texture_ShadowMap2D;
1568 int loc_Texture_CubeProjection;
1570 int loc_LightPosition;
1571 int loc_EyePosition;
1572 int loc_Color_Pants;
1573 int loc_Color_Shirt;
1574 int loc_FogRangeRecip;
1575 int loc_AmbientScale;
1576 int loc_DiffuseScale;
1577 int loc_SpecularScale;
1578 int loc_SpecularPower;
1580 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1581 int loc_OffsetMapping_Scale;
1583 int loc_AmbientColor;
1584 int loc_DiffuseColor;
1585 int loc_SpecularColor;
1587 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1588 int loc_GammaCoeff; ///< 1 / gamma
1589 int loc_DistortScaleRefractReflect;
1590 int loc_ScreenScaleRefractReflect;
1591 int loc_ScreenCenterRefractReflect;
1592 int loc_RefractColor;
1593 int loc_ReflectColor;
1594 int loc_ReflectFactor;
1595 int loc_ReflectOffset;
1603 int loc_ShadowMap_TextureScale;
1604 int loc_ShadowMap_Parameters;
1606 r_glsl_permutation_t;
1608 #define SHADERPERMUTATION_HASHSIZE 4096
1610 /// information about each possible shader permutation
1611 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1612 /// currently selected permutation
1613 r_glsl_permutation_t *r_glsl_permutation;
1614 /// storage for permutations linked in the hash table
1615 memexpandablearray_t r_glsl_permutationarray;
1617 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1619 //unsigned int hashdepth = 0;
1620 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1621 r_glsl_permutation_t *p;
1622 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1624 if (p->mode == mode && p->permutation == permutation)
1626 //if (hashdepth > 10)
1627 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1632 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1634 p->permutation = permutation;
1635 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1636 r_glsl_permutationhash[mode][hashindex] = p;
1637 //if (hashdepth > 10)
1638 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1642 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1645 if (!filename || !filename[0])
1647 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1650 if (printfromdisknotice)
1651 Con_DPrint("from disk... ");
1652 return shaderstring;
1654 else if (!strcmp(filename, "glsl/default.glsl"))
1656 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1657 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1659 return shaderstring;
1662 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1665 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1666 int vertstrings_count = 0;
1667 int geomstrings_count = 0;
1668 int fragstrings_count = 0;
1669 char *vertexstring, *geometrystring, *fragmentstring;
1670 const char *vertstrings_list[32+3];
1671 const char *geomstrings_list[32+3];
1672 const char *fragstrings_list[32+3];
1673 char permutationname[256];
1680 permutationname[0] = 0;
1681 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1682 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1683 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1685 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1687 // the first pretext is which type of shader to compile as
1688 // (later these will all be bound together as a program object)
1689 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1690 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1691 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1693 // the second pretext is the mode (for example a light source)
1694 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1695 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1696 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1697 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1699 // now add all the permutation pretexts
1700 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1702 if (permutation & (1<<i))
1704 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1705 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1706 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1707 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1711 // keep line numbers correct
1712 vertstrings_list[vertstrings_count++] = "\n";
1713 geomstrings_list[geomstrings_count++] = "\n";
1714 fragstrings_list[fragstrings_count++] = "\n";
1718 // now append the shader text itself
1719 vertstrings_list[vertstrings_count++] = vertexstring;
1720 geomstrings_list[geomstrings_count++] = geometrystring;
1721 fragstrings_list[fragstrings_count++] = fragmentstring;
1723 // if any sources were NULL, clear the respective list
1725 vertstrings_count = 0;
1726 if (!geometrystring)
1727 geomstrings_count = 0;
1728 if (!fragmentstring)
1729 fragstrings_count = 0;
1731 // compile the shader program
1732 if (vertstrings_count + geomstrings_count + fragstrings_count)
1733 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1737 qglUseProgramObjectARB(p->program);CHECKGLERROR
1738 // look up all the uniform variable names we care about, so we don't
1739 // have to look them up every time we set them
1740 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1741 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1742 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1743 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1744 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1745 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1746 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1747 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1748 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1749 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1750 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1751 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1752 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1753 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1754 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1755 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1756 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1757 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1758 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1759 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1760 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1761 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1762 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1763 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1764 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1765 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1766 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1767 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1768 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1769 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1770 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1771 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1772 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1773 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1774 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1775 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1776 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1777 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1778 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1779 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1780 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1781 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1782 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1783 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1784 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1785 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1786 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1787 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1788 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1789 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1790 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1791 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1792 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1793 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1794 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1795 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1796 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1797 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1798 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1799 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1800 // initialize the samplers to refer to the texture units we use
1801 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1802 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1803 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1804 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1805 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1806 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1807 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1808 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1809 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1810 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1811 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1812 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1813 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1814 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1815 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1816 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1817 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1818 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1819 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1820 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1821 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1822 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1823 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1824 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1826 if (developer.integer)
1827 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1830 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1834 Mem_Free(vertexstring);
1836 Mem_Free(geometrystring);
1838 Mem_Free(fragmentstring);
1841 void R_GLSL_Restart_f(void)
1843 unsigned int i, limit;
1844 r_glsl_permutation_t *p;
1845 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1846 for (i = 0;i < limit;i++)
1848 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1850 GL_Backend_FreeProgram(p->program);
1851 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1854 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1857 void R_GLSL_DumpShader_f(void)
1861 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1864 Con_Printf("failed to write to glsl/default.glsl\n");
1868 FS_Print(file, "/* The engine may define the following macros:\n");
1869 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1870 for (i = 0;i < SHADERMODE_COUNT;i++)
1871 FS_Print(file, shadermodeinfo[i].pretext);
1872 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1873 FS_Print(file, shaderpermutationinfo[i].pretext);
1874 FS_Print(file, "*/\n");
1875 FS_Print(file, builtinshaderstring);
1878 Con_Printf("glsl/default.glsl written\n");
1881 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1883 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1884 if (r_glsl_permutation != perm)
1886 r_glsl_permutation = perm;
1887 if (!r_glsl_permutation->program)
1889 if (!r_glsl_permutation->compiled)
1890 R_GLSL_CompilePermutation(perm, mode, permutation);
1891 if (!r_glsl_permutation->program)
1893 // remove features until we find a valid permutation
1895 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1897 // reduce i more quickly whenever it would not remove any bits
1898 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1899 if (!(permutation & j))
1902 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1903 if (!r_glsl_permutation->compiled)
1904 R_GLSL_CompilePermutation(perm, mode, permutation);
1905 if (r_glsl_permutation->program)
1908 if (i >= SHADERPERMUTATION_COUNT)
1910 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");
1911 Cvar_SetValueQuick(&r_glsl, 0);
1912 R_GLSL_Restart_f(); // unload shaders
1913 return; // no bit left to clear
1918 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1922 void R_SetupGenericShader(qboolean usetexture)
1924 if (gl_support_fragment_shader)
1926 if (r_glsl.integer && r_glsl_usegeneric.integer)
1927 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1928 else if (r_glsl_permutation)
1930 r_glsl_permutation = NULL;
1931 qglUseProgramObjectARB(0);CHECKGLERROR
1936 void R_SetupGenericTwoTextureShader(int texturemode)
1938 if (gl_support_fragment_shader)
1940 if (r_glsl.integer && r_glsl_usegeneric.integer)
1941 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1942 else if (r_glsl_permutation)
1944 r_glsl_permutation = NULL;
1945 qglUseProgramObjectARB(0);CHECKGLERROR
1948 if (!r_glsl_permutation)
1950 if (texturemode == GL_DECAL && gl_combine.integer)
1951 texturemode = GL_INTERPOLATE_ARB;
1952 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1956 void R_SetupDepthOrShadowShader(void)
1958 if (gl_support_fragment_shader)
1960 if (r_glsl.integer && r_glsl_usegeneric.integer)
1961 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1962 else if (r_glsl_permutation)
1964 r_glsl_permutation = NULL;
1965 qglUseProgramObjectARB(0);CHECKGLERROR
1970 void R_SetupShowDepthShader(void)
1972 if (gl_support_fragment_shader)
1974 if (r_glsl.integer && r_glsl_usegeneric.integer)
1975 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1976 else if (r_glsl_permutation)
1978 r_glsl_permutation = NULL;
1979 qglUseProgramObjectARB(0);CHECKGLERROR
1984 extern rtexture_t *r_shadow_attenuationgradienttexture;
1985 extern rtexture_t *r_shadow_attenuation2dtexture;
1986 extern rtexture_t *r_shadow_attenuation3dtexture;
1987 extern qboolean r_shadow_usingshadowmaprect;
1988 extern qboolean r_shadow_usingshadowmapcube;
1989 extern qboolean r_shadow_usingshadowmap2d;
1990 extern float r_shadow_shadowmap_texturescale[4];
1991 extern float r_shadow_shadowmap_parameters[4];
1992 extern int r_shadow_shadowmapvsdct;
1993 extern int r_shadow_shadowmapfilter;
1994 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1996 // select a permutation of the lighting shader appropriate to this
1997 // combination of texture, entity, light source, and fogging, only use the
1998 // minimum features necessary to avoid wasting rendering time in the
1999 // fragment shader on features that are not being used
2000 unsigned int permutation = 0;
2001 unsigned int mode = 0;
2002 // TODO: implement geometry-shader based shadow volumes someday
2003 if (r_glsl_offsetmapping.integer)
2005 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2006 if (r_glsl_offsetmapping_reliefmapping.integer)
2007 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2009 if (rsurfacepass == RSURFPASS_BACKGROUND)
2011 // distorted background
2012 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2013 mode = SHADERMODE_WATER;
2015 mode = SHADERMODE_REFRACTION;
2017 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2020 mode = SHADERMODE_LIGHTSOURCE;
2021 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2022 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2023 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2024 permutation |= SHADERPERMUTATION_CUBEFILTER;
2025 if (diffusescale > 0)
2026 permutation |= SHADERPERMUTATION_DIFFUSE;
2027 if (specularscale > 0)
2028 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2029 if (r_refdef.fogenabled)
2030 permutation |= SHADERPERMUTATION_FOG;
2031 if (rsurface.texture->colormapping)
2032 permutation |= SHADERPERMUTATION_COLORMAPPING;
2033 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2035 if (r_shadow_usingshadowmaprect)
2036 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2037 if (r_shadow_usingshadowmap2d)
2038 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2039 if (r_shadow_usingshadowmapcube)
2040 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2041 else if(r_shadow_shadowmapvsdct)
2042 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2044 if (r_shadow_shadowmapfilter == 3)
2045 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2046 else if (r_shadow_shadowmapfilter == 2)
2047 permutation |= SHADERPERMUTATION_SHADOWMAPPCF | SHADERPERMUTATION_SHADOWSAMPLER;
2048 else if (r_shadow_shadowmapfilter == 1)
2049 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2052 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2054 // unshaded geometry (fullbright or ambient model lighting)
2055 mode = SHADERMODE_FLATCOLOR;
2056 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2057 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2058 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2059 permutation |= SHADERPERMUTATION_GLOW;
2060 if (r_refdef.fogenabled)
2061 permutation |= SHADERPERMUTATION_FOG;
2062 if (rsurface.texture->colormapping)
2063 permutation |= SHADERPERMUTATION_COLORMAPPING;
2064 if (r_glsl_offsetmapping.integer)
2066 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2067 if (r_glsl_offsetmapping_reliefmapping.integer)
2068 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2070 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2071 permutation |= SHADERPERMUTATION_REFLECTION;
2073 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2075 // directional model lighting
2076 mode = SHADERMODE_LIGHTDIRECTION;
2077 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2078 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2079 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2080 permutation |= SHADERPERMUTATION_GLOW;
2081 permutation |= SHADERPERMUTATION_DIFFUSE;
2082 if (specularscale > 0)
2083 permutation |= SHADERPERMUTATION_SPECULAR;
2084 if (r_refdef.fogenabled)
2085 permutation |= SHADERPERMUTATION_FOG;
2086 if (rsurface.texture->colormapping)
2087 permutation |= SHADERPERMUTATION_COLORMAPPING;
2088 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2089 permutation |= SHADERPERMUTATION_REFLECTION;
2091 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2093 // ambient model lighting
2094 mode = SHADERMODE_LIGHTDIRECTION;
2095 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2096 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2097 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2098 permutation |= SHADERPERMUTATION_GLOW;
2099 if (r_refdef.fogenabled)
2100 permutation |= SHADERPERMUTATION_FOG;
2101 if (rsurface.texture->colormapping)
2102 permutation |= SHADERPERMUTATION_COLORMAPPING;
2103 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2104 permutation |= SHADERPERMUTATION_REFLECTION;
2109 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2111 // deluxemapping (light direction texture)
2112 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2113 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2115 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2116 permutation |= SHADERPERMUTATION_DIFFUSE;
2117 if (specularscale > 0)
2118 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2120 else if (r_glsl_deluxemapping.integer >= 2)
2122 // fake deluxemapping (uniform light direction in tangentspace)
2123 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2124 permutation |= SHADERPERMUTATION_DIFFUSE;
2125 if (specularscale > 0)
2126 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2128 else if (rsurface.uselightmaptexture)
2130 // ordinary lightmapping (q1bsp, q3bsp)
2131 mode = SHADERMODE_LIGHTMAP;
2135 // ordinary vertex coloring (q3bsp)
2136 mode = SHADERMODE_VERTEXCOLOR;
2138 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2139 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2140 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2141 permutation |= SHADERPERMUTATION_GLOW;
2142 if (r_refdef.fogenabled)
2143 permutation |= SHADERPERMUTATION_FOG;
2144 if (rsurface.texture->colormapping)
2145 permutation |= SHADERPERMUTATION_COLORMAPPING;
2146 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2147 permutation |= SHADERPERMUTATION_REFLECTION;
2149 if(permutation & SHADERPERMUTATION_SPECULAR)
2150 if(r_shadow_glossexact.integer)
2151 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2152 R_SetupShader_SetPermutation(mode, permutation);
2153 if (mode == SHADERMODE_LIGHTSOURCE)
2155 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2156 if (permutation & SHADERPERMUTATION_DIFFUSE)
2158 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2159 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2160 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2161 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2165 // ambient only is simpler
2166 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]);
2167 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2168 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2169 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2171 // additive passes are only darkened by fog, not tinted
2172 if (r_glsl_permutation->loc_FogColor >= 0)
2173 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2174 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1], r_shadow_shadowmap_texturescale[2], r_shadow_shadowmap_texturescale[3]);
2175 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2179 if (mode == SHADERMODE_LIGHTDIRECTION)
2181 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);
2182 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);
2183 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);
2184 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]);
2188 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2189 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2190 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2192 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]);
2193 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
2194 // additive passes are only darkened by fog, not tinted
2195 if (r_glsl_permutation->loc_FogColor >= 0)
2197 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2198 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2200 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2202 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);
2203 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]);
2204 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]);
2205 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2206 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2207 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2208 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2210 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2211 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2212 if (r_glsl_permutation->loc_Color_Pants >= 0)
2214 if (rsurface.texture->currentskinframe->pants)
2215 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2217 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2219 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2221 if (rsurface.texture->currentskinframe->shirt)
2222 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2224 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2226 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2227 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2229 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2233 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2235 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2239 #define SKINFRAME_HASH 1024
2243 int loadsequence; // incremented each level change
2244 memexpandablearray_t array;
2245 skinframe_t *hash[SKINFRAME_HASH];
2248 r_skinframe_t r_skinframe;
2250 void R_SkinFrame_PrepareForPurge(void)
2252 r_skinframe.loadsequence++;
2253 // wrap it without hitting zero
2254 if (r_skinframe.loadsequence >= 200)
2255 r_skinframe.loadsequence = 1;
2258 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2262 // mark the skinframe as used for the purging code
2263 skinframe->loadsequence = r_skinframe.loadsequence;
2266 void R_SkinFrame_Purge(void)
2270 for (i = 0;i < SKINFRAME_HASH;i++)
2272 for (s = r_skinframe.hash[i];s;s = s->next)
2274 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2276 if (s->merged == s->base)
2278 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2279 R_PurgeTexture(s->stain );s->stain = NULL;
2280 R_PurgeTexture(s->merged);s->merged = NULL;
2281 R_PurgeTexture(s->base );s->base = NULL;
2282 R_PurgeTexture(s->pants );s->pants = NULL;
2283 R_PurgeTexture(s->shirt );s->shirt = NULL;
2284 R_PurgeTexture(s->nmap );s->nmap = NULL;
2285 R_PurgeTexture(s->gloss );s->gloss = NULL;
2286 R_PurgeTexture(s->glow );s->glow = NULL;
2287 R_PurgeTexture(s->fog );s->fog = NULL;
2288 s->loadsequence = 0;
2294 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2296 char basename[MAX_QPATH];
2298 Image_StripImageExtension(name, basename, sizeof(basename));
2300 if( last == NULL ) {
2302 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2303 item = r_skinframe.hash[hashindex];
2308 // linearly search through the hash bucket
2309 for( ; item ; item = item->next ) {
2310 if( !strcmp( item->basename, basename ) ) {
2317 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2321 char basename[MAX_QPATH];
2323 Image_StripImageExtension(name, basename, sizeof(basename));
2325 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2326 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2327 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2331 rtexture_t *dyntexture;
2332 // check whether its a dynamic texture
2333 dyntexture = CL_GetDynTexture( basename );
2334 if (!add && !dyntexture)
2336 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2337 memset(item, 0, sizeof(*item));
2338 strlcpy(item->basename, basename, sizeof(item->basename));
2339 item->base = dyntexture; // either NULL or dyntexture handle
2340 item->textureflags = textureflags;
2341 item->comparewidth = comparewidth;
2342 item->compareheight = compareheight;
2343 item->comparecrc = comparecrc;
2344 item->next = r_skinframe.hash[hashindex];
2345 r_skinframe.hash[hashindex] = item;
2347 else if( item->base == NULL )
2349 rtexture_t *dyntexture;
2350 // check whether its a dynamic texture
2351 // 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]
2352 dyntexture = CL_GetDynTexture( basename );
2353 item->base = dyntexture; // either NULL or dyntexture handle
2356 R_SkinFrame_MarkUsed(item);
2360 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2362 unsigned long long avgcolor[5], wsum; \
2370 for(pix = 0; pix < cnt; ++pix) \
2373 for(comp = 0; comp < 3; ++comp) \
2375 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2378 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2380 for(comp = 0; comp < 3; ++comp) \
2381 avgcolor[comp] += getpixel * w; \
2384 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2385 avgcolor[4] += getpixel; \
2387 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2389 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2390 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2391 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2392 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2395 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2397 // FIXME: it should be possible to disable loading various layers using
2398 // cvars, to prevent wasted loading time and memory usage if the user does
2400 qboolean loadnormalmap = true;
2401 qboolean loadgloss = true;
2402 qboolean loadpantsandshirt = true;
2403 qboolean loadglow = true;
2405 unsigned char *pixels;
2406 unsigned char *bumppixels;
2407 unsigned char *basepixels = NULL;
2408 int basepixels_width;
2409 int basepixels_height;
2410 skinframe_t *skinframe;
2414 if (cls.state == ca_dedicated)
2417 // return an existing skinframe if already loaded
2418 // if loading of the first image fails, don't make a new skinframe as it
2419 // would cause all future lookups of this to be missing
2420 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2421 if (skinframe && skinframe->base)
2424 basepixels = loadimagepixelsbgra(name, complain, true);
2425 if (basepixels == NULL)
2428 if (developer_loading.integer)
2429 Con_Printf("loading skin \"%s\"\n", name);
2431 // we've got some pixels to store, so really allocate this new texture now
2433 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2434 skinframe->stain = NULL;
2435 skinframe->merged = NULL;
2436 skinframe->base = r_texture_notexture;
2437 skinframe->pants = NULL;
2438 skinframe->shirt = NULL;
2439 skinframe->nmap = r_texture_blanknormalmap;
2440 skinframe->gloss = NULL;
2441 skinframe->glow = NULL;
2442 skinframe->fog = NULL;
2444 basepixels_width = image_width;
2445 basepixels_height = image_height;
2446 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);
2448 if (textureflags & TEXF_ALPHA)
2450 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2451 if (basepixels[j] < 255)
2453 if (j < basepixels_width * basepixels_height * 4)
2455 // has transparent pixels
2457 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2458 for (j = 0;j < image_width * image_height * 4;j += 4)
2463 pixels[j+3] = basepixels[j+3];
2465 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);
2470 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2471 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2473 // _norm is the name used by tenebrae and has been adopted as standard
2476 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2478 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2482 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2484 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2485 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2486 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2488 Mem_Free(bumppixels);
2490 else if (r_shadow_bumpscale_basetexture.value > 0)
2492 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2493 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2494 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2498 // _luma is supported for tenebrae compatibility
2499 // (I think it's a very stupid name, but oh well)
2500 // _glow is the preferred name
2501 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;}
2502 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;}
2503 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;}
2504 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;}
2507 Mem_Free(basepixels);
2512 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2515 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2518 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)
2523 for (i = 0;i < width*height;i++)
2524 if (((unsigned char *)&palette[in[i]])[3] > 0)
2526 if (i == width*height)
2529 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2532 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2533 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2536 unsigned char *temp1, *temp2;
2537 skinframe_t *skinframe;
2539 if (cls.state == ca_dedicated)
2542 // if already loaded just return it, otherwise make a new skinframe
2543 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2544 if (skinframe && skinframe->base)
2547 skinframe->stain = NULL;
2548 skinframe->merged = NULL;
2549 skinframe->base = r_texture_notexture;
2550 skinframe->pants = NULL;
2551 skinframe->shirt = NULL;
2552 skinframe->nmap = r_texture_blanknormalmap;
2553 skinframe->gloss = NULL;
2554 skinframe->glow = NULL;
2555 skinframe->fog = NULL;
2557 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2561 if (developer_loading.integer)
2562 Con_Printf("loading 32bit skin \"%s\"\n", name);
2564 if (r_shadow_bumpscale_basetexture.value > 0)
2566 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2567 temp2 = temp1 + width * height * 4;
2568 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2569 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2572 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2573 if (textureflags & TEXF_ALPHA)
2575 for (i = 3;i < width * height * 4;i += 4)
2576 if (skindata[i] < 255)
2578 if (i < width * height * 4)
2580 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2581 memcpy(fogpixels, skindata, width * height * 4);
2582 for (i = 0;i < width * height * 4;i += 4)
2583 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2584 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2585 Mem_Free(fogpixels);
2589 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2590 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2595 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2598 unsigned char *temp1, *temp2;
2599 unsigned int *palette;
2600 skinframe_t *skinframe;
2602 if (cls.state == ca_dedicated)
2605 // if already loaded just return it, otherwise make a new skinframe
2606 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2607 if (skinframe && skinframe->base)
2610 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2612 skinframe->stain = NULL;
2613 skinframe->merged = NULL;
2614 skinframe->base = r_texture_notexture;
2615 skinframe->pants = NULL;
2616 skinframe->shirt = NULL;
2617 skinframe->nmap = r_texture_blanknormalmap;
2618 skinframe->gloss = NULL;
2619 skinframe->glow = NULL;
2620 skinframe->fog = NULL;
2622 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2626 if (developer_loading.integer)
2627 Con_Printf("loading quake skin \"%s\"\n", name);
2629 if (r_shadow_bumpscale_basetexture.value > 0)
2631 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2632 temp2 = temp1 + width * height * 4;
2633 // use either a custom palette or the quake palette
2634 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2635 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2636 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2639 // use either a custom palette, or the quake palette
2640 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2641 if (loadglowtexture)
2642 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2643 if (loadpantsandshirt)
2645 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2646 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2648 if (skinframe->pants || skinframe->shirt)
2649 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
2650 if (textureflags & TEXF_ALPHA)
2652 for (i = 0;i < width * height;i++)
2653 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2655 if (i < width * height)
2656 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2659 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2660 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2665 skinframe_t *R_SkinFrame_LoadMissing(void)
2667 skinframe_t *skinframe;
2669 if (cls.state == ca_dedicated)
2672 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2673 skinframe->stain = NULL;
2674 skinframe->merged = NULL;
2675 skinframe->base = r_texture_notexture;
2676 skinframe->pants = NULL;
2677 skinframe->shirt = NULL;
2678 skinframe->nmap = r_texture_blanknormalmap;
2679 skinframe->gloss = NULL;
2680 skinframe->glow = NULL;
2681 skinframe->fog = NULL;
2683 skinframe->avgcolor[0] = rand() / RAND_MAX;
2684 skinframe->avgcolor[1] = rand() / RAND_MAX;
2685 skinframe->avgcolor[2] = rand() / RAND_MAX;
2686 skinframe->avgcolor[3] = 1;
2691 void gl_main_start(void)
2695 memset(r_queries, 0, sizeof(r_queries));
2697 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2698 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2700 // set up r_skinframe loading system for textures
2701 memset(&r_skinframe, 0, sizeof(r_skinframe));
2702 r_skinframe.loadsequence = 1;
2703 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2705 r_main_texturepool = R_AllocTexturePool();
2706 R_BuildBlankTextures();
2708 if (gl_texturecubemap)
2711 R_BuildNormalizationCube();
2713 r_texture_fogattenuation = NULL;
2714 r_texture_gammaramps = NULL;
2715 //r_texture_fogintensity = NULL;
2716 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2717 memset(&r_waterstate, 0, sizeof(r_waterstate));
2718 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2719 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2720 memset(&r_svbsp, 0, sizeof (r_svbsp));
2722 r_refdef.fogmasktable_density = 0;
2725 extern rtexture_t *loadingscreentexture;
2726 void gl_main_shutdown(void)
2729 qglDeleteQueriesARB(r_maxqueries, r_queries);
2733 memset(r_queries, 0, sizeof(r_queries));
2735 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2736 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2738 // clear out the r_skinframe state
2739 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2740 memset(&r_skinframe, 0, sizeof(r_skinframe));
2743 Mem_Free(r_svbsp.nodes);
2744 memset(&r_svbsp, 0, sizeof (r_svbsp));
2745 R_FreeTexturePool(&r_main_texturepool);
2746 loadingscreentexture = NULL;
2747 r_texture_blanknormalmap = NULL;
2748 r_texture_white = NULL;
2749 r_texture_grey128 = NULL;
2750 r_texture_black = NULL;
2751 r_texture_whitecube = NULL;
2752 r_texture_normalizationcube = NULL;
2753 r_texture_fogattenuation = NULL;
2754 r_texture_gammaramps = NULL;
2755 //r_texture_fogintensity = NULL;
2756 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2757 memset(&r_waterstate, 0, sizeof(r_waterstate));
2761 extern void CL_ParseEntityLump(char *entitystring);
2762 void gl_main_newmap(void)
2764 // FIXME: move this code to client
2766 char *entities, entname[MAX_QPATH];
2769 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2770 l = (int)strlen(entname) - 4;
2771 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2773 memcpy(entname + l, ".ent", 5);
2774 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2776 CL_ParseEntityLump(entities);
2781 if (cl.worldmodel->brush.entities)
2782 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2786 void GL_Main_Init(void)
2788 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2790 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2791 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2792 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2793 if (gamemode == GAME_NEHAHRA)
2795 Cvar_RegisterVariable (&gl_fogenable);
2796 Cvar_RegisterVariable (&gl_fogdensity);
2797 Cvar_RegisterVariable (&gl_fogred);
2798 Cvar_RegisterVariable (&gl_foggreen);
2799 Cvar_RegisterVariable (&gl_fogblue);
2800 Cvar_RegisterVariable (&gl_fogstart);
2801 Cvar_RegisterVariable (&gl_fogend);
2802 Cvar_RegisterVariable (&gl_skyclip);
2804 Cvar_RegisterVariable(&r_motionblur);
2805 Cvar_RegisterVariable(&r_motionblur_maxblur);
2806 Cvar_RegisterVariable(&r_motionblur_bmin);
2807 Cvar_RegisterVariable(&r_motionblur_vmin);
2808 Cvar_RegisterVariable(&r_motionblur_vmax);
2809 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2810 Cvar_RegisterVariable(&r_motionblur_randomize);
2811 Cvar_RegisterVariable(&r_damageblur);
2812 Cvar_RegisterVariable(&r_animcache);
2813 Cvar_RegisterVariable(&r_depthfirst);
2814 Cvar_RegisterVariable(&r_useinfinitefarclip);
2815 Cvar_RegisterVariable(&r_nearclip);
2816 Cvar_RegisterVariable(&r_showbboxes);
2817 Cvar_RegisterVariable(&r_showsurfaces);
2818 Cvar_RegisterVariable(&r_showtris);
2819 Cvar_RegisterVariable(&r_shownormals);
2820 Cvar_RegisterVariable(&r_showlighting);
2821 Cvar_RegisterVariable(&r_showshadowvolumes);
2822 Cvar_RegisterVariable(&r_showcollisionbrushes);
2823 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2824 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2825 Cvar_RegisterVariable(&r_showdisabledepthtest);
2826 Cvar_RegisterVariable(&r_drawportals);
2827 Cvar_RegisterVariable(&r_drawentities);
2828 Cvar_RegisterVariable(&r_cullentities_trace);
2829 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2830 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2831 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2832 Cvar_RegisterVariable(&r_drawviewmodel);
2833 Cvar_RegisterVariable(&r_speeds);
2834 Cvar_RegisterVariable(&r_fullbrights);
2835 Cvar_RegisterVariable(&r_wateralpha);
2836 Cvar_RegisterVariable(&r_dynamic);
2837 Cvar_RegisterVariable(&r_fullbright);
2838 Cvar_RegisterVariable(&r_shadows);
2839 Cvar_RegisterVariable(&r_shadows_darken);
2840 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2841 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2842 Cvar_RegisterVariable(&r_shadows_throwdistance);
2843 Cvar_RegisterVariable(&r_shadows_throwdirection);
2844 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2845 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2846 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2847 Cvar_RegisterVariable(&r_fog_exp2);
2848 Cvar_RegisterVariable(&r_drawfog);
2849 Cvar_RegisterVariable(&r_textureunits);
2850 Cvar_RegisterVariable(&r_glsl);
2851 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2852 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2853 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2854 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2855 Cvar_RegisterVariable(&r_glsl_postprocess);
2856 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2857 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2858 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2859 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2860 Cvar_RegisterVariable(&r_glsl_usegeneric);
2861 Cvar_RegisterVariable(&r_water);
2862 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2863 Cvar_RegisterVariable(&r_water_clippingplanebias);
2864 Cvar_RegisterVariable(&r_water_refractdistort);
2865 Cvar_RegisterVariable(&r_water_reflectdistort);
2866 Cvar_RegisterVariable(&r_lerpsprites);
2867 Cvar_RegisterVariable(&r_lerpmodels);
2868 Cvar_RegisterVariable(&r_lerplightstyles);
2869 Cvar_RegisterVariable(&r_waterscroll);
2870 Cvar_RegisterVariable(&r_bloom);
2871 Cvar_RegisterVariable(&r_bloom_colorscale);
2872 Cvar_RegisterVariable(&r_bloom_brighten);
2873 Cvar_RegisterVariable(&r_bloom_blur);
2874 Cvar_RegisterVariable(&r_bloom_resolution);
2875 Cvar_RegisterVariable(&r_bloom_colorexponent);
2876 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2877 Cvar_RegisterVariable(&r_hdr);
2878 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2879 Cvar_RegisterVariable(&r_hdr_glowintensity);
2880 Cvar_RegisterVariable(&r_hdr_range);
2881 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2882 Cvar_RegisterVariable(&developer_texturelogging);
2883 Cvar_RegisterVariable(&gl_lightmaps);
2884 Cvar_RegisterVariable(&r_test);
2885 Cvar_RegisterVariable(&r_batchmode);
2886 Cvar_RegisterVariable(&r_glsl_saturation);
2887 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2888 Cvar_SetValue("r_fullbrights", 0);
2889 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2891 Cvar_RegisterVariable(&r_track_sprites);
2892 Cvar_RegisterVariable(&r_track_sprites_flags);
2893 Cvar_RegisterVariable(&r_track_sprites_scalew);
2894 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2897 extern void R_Textures_Init(void);
2898 extern void GL_Draw_Init(void);
2899 extern void GL_Main_Init(void);
2900 extern void R_Shadow_Init(void);
2901 extern void R_Sky_Init(void);
2902 extern void GL_Surf_Init(void);
2903 extern void R_Particles_Init(void);
2904 extern void R_Explosion_Init(void);
2905 extern void gl_backend_init(void);
2906 extern void Sbar_Init(void);
2907 extern void R_LightningBeams_Init(void);
2908 extern void Mod_RenderInit(void);
2910 void Render_Init(void)
2922 R_LightningBeams_Init();
2931 extern char *ENGINE_EXTENSIONS;
2934 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2935 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2936 gl_version = (const char *)qglGetString(GL_VERSION);
2937 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2941 if (!gl_platformextensions)
2942 gl_platformextensions = "";
2944 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2945 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2946 Con_Printf("GL_VERSION: %s\n", gl_version);
2947 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2948 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2950 VID_CheckExtensions();
2952 // LordHavoc: report supported extensions
2953 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2955 // clear to black (loading plaque will be seen over this)
2957 qglClearColor(0,0,0,1);CHECKGLERROR
2958 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2961 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2965 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2967 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2970 p = r_refdef.view.frustum + i;
2975 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2979 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2983 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2987 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2991 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2995 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2999 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3003 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3011 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3015 for (i = 0;i < numplanes;i++)
3022 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3026 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3030 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3034 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3038 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3042 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3046 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3050 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3058 //==================================================================================
3060 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3063 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3064 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3065 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3068 typedef struct r_animcache_entity_s
3075 qboolean wantnormals;
3076 qboolean wanttangents;
3078 r_animcache_entity_t;
3080 typedef struct r_animcache_s
3082 r_animcache_entity_t entity[MAX_EDICTS*2];
3088 static r_animcache_t r_animcachestate;
3090 void R_AnimCache_Free(void)
3093 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3095 r_animcachestate.entity[idx].maxvertices = 0;
3096 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3097 r_animcachestate.entity[idx].vertex3f = NULL;
3098 r_animcachestate.entity[idx].normal3f = NULL;
3099 r_animcachestate.entity[idx].svector3f = NULL;
3100 r_animcachestate.entity[idx].tvector3f = NULL;
3102 r_animcachestate.currentindex = 0;
3103 r_animcachestate.maxindex = 0;
3106 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3110 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3112 if (cache->maxvertices >= numvertices)
3115 // Release existing memory
3116 if (cache->vertex3f)
3117 Mem_Free(cache->vertex3f);
3119 // Pad by 1024 verts
3120 cache->maxvertices = (numvertices + 1023) & ~1023;
3121 arraySize = cache->maxvertices * 3;
3123 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3124 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3125 r_animcachestate.entity[cacheIdx].vertex3f = base;
3126 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3127 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3128 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3130 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3133 void R_AnimCache_NewFrame(void)
3137 if (r_animcache.integer && r_drawentities.integer)
3138 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3139 else if (r_animcachestate.maxindex)
3142 r_animcachestate.currentindex = 0;
3144 for (i = 0;i < r_refdef.scene.numentities;i++)
3145 r_refdef.scene.entities[i]->animcacheindex = -1;
3148 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3150 dp_model_t *model = ent->model;
3151 r_animcache_entity_t *c;
3152 // see if it's already cached this frame
3153 if (ent->animcacheindex >= 0)
3155 // add normals/tangents if needed
3156 c = r_animcachestate.entity + ent->animcacheindex;
3158 wantnormals = false;
3159 if (c->wanttangents)
3160 wanttangents = false;
3161 if (wantnormals || wanttangents)
3162 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3166 // see if this ent is worth caching
3167 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3169 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3171 // assign it a cache entry and make sure the arrays are big enough
3172 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3173 ent->animcacheindex = r_animcachestate.currentindex++;
3174 c = r_animcachestate.entity + ent->animcacheindex;
3175 c->wantnormals = wantnormals;
3176 c->wanttangents = wanttangents;
3177 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3182 void R_AnimCache_CacheVisibleEntities(void)
3185 qboolean wantnormals;
3186 qboolean wanttangents;
3188 if (!r_animcachestate.maxindex)
3191 wantnormals = !r_showsurfaces.integer;
3192 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3194 // TODO: thread this?
3196 for (i = 0;i < r_refdef.scene.numentities;i++)
3198 if (!r_refdef.viewcache.entityvisible[i])
3200 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3204 //==================================================================================
3206 static void R_View_UpdateEntityLighting (void)
3209 entity_render_t *ent;
3210 vec3_t tempdiffusenormal;
3212 for (i = 0;i < r_refdef.scene.numentities;i++)
3214 ent = r_refdef.scene.entities[i];
3216 // skip unseen models
3217 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3221 if (ent->model && ent->model->brush.num_leafs)
3223 // TODO: use modellight for r_ambient settings on world?
3224 VectorSet(ent->modellight_ambient, 0, 0, 0);
3225 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3226 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3230 // fetch the lighting from the worldmodel data
3231 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3232 VectorClear(ent->modellight_diffuse);
3233 VectorClear(tempdiffusenormal);
3234 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3237 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3238 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3241 VectorSet(ent->modellight_ambient, 1, 1, 1);
3243 // move the light direction into modelspace coordinates for lighting code
3244 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3245 if(VectorLength2(ent->modellight_lightdir) == 0)
3246 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3247 VectorNormalize(ent->modellight_lightdir);
3251 static void R_View_UpdateEntityVisible (void)
3254 entity_render_t *ent;
3256 if (!r_drawentities.integer)
3259 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3260 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3262 // worldmodel can check visibility
3263 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3264 for (i = 0;i < r_refdef.scene.numentities;i++)
3266 ent = r_refdef.scene.entities[i];
3267 if (!(ent->flags & renderimask))
3268 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3269 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3270 r_refdef.viewcache.entityvisible[i] = true;
3272 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3274 for (i = 0;i < r_refdef.scene.numentities;i++)
3276 ent = r_refdef.scene.entities[i];
3277 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
3279 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))
3280 ent->last_trace_visibility = realtime;
3281 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3282 r_refdef.viewcache.entityvisible[i] = 0;
3289 // no worldmodel or it can't check visibility
3290 for (i = 0;i < r_refdef.scene.numentities;i++)
3292 ent = r_refdef.scene.entities[i];
3293 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));
3298 /// only used if skyrendermasked, and normally returns false
3299 int R_DrawBrushModelsSky (void)
3302 entity_render_t *ent;
3304 if (!r_drawentities.integer)
3308 for (i = 0;i < r_refdef.scene.numentities;i++)
3310 if (!r_refdef.viewcache.entityvisible[i])
3312 ent = r_refdef.scene.entities[i];
3313 if (!ent->model || !ent->model->DrawSky)
3315 ent->model->DrawSky(ent);
3321 static void R_DrawNoModel(entity_render_t *ent);
3322 static void R_DrawModels(void)
3325 entity_render_t *ent;
3327 if (!r_drawentities.integer)
3330 for (i = 0;i < r_refdef.scene.numentities;i++)
3332 if (!r_refdef.viewcache.entityvisible[i])
3334 ent = r_refdef.scene.entities[i];
3335 r_refdef.stats.entities++;
3336 if (ent->model && ent->model->Draw != NULL)
3337 ent->model->Draw(ent);
3343 static void R_DrawModelsDepth(void)
3346 entity_render_t *ent;
3348 if (!r_drawentities.integer)
3351 for (i = 0;i < r_refdef.scene.numentities;i++)
3353 if (!r_refdef.viewcache.entityvisible[i])
3355 ent = r_refdef.scene.entities[i];
3356 if (ent->model && ent->model->DrawDepth != NULL)
3357 ent->model->DrawDepth(ent);
3361 static void R_DrawModelsDebug(void)
3364 entity_render_t *ent;
3366 if (!r_drawentities.integer)
3369 for (i = 0;i < r_refdef.scene.numentities;i++)
3371 if (!r_refdef.viewcache.entityvisible[i])
3373 ent = r_refdef.scene.entities[i];
3374 if (ent->model && ent->model->DrawDebug != NULL)
3375 ent->model->DrawDebug(ent);
3379 static void R_DrawModelsAddWaterPlanes(void)
3382 entity_render_t *ent;
3384 if (!r_drawentities.integer)
3387 for (i = 0;i < r_refdef.scene.numentities;i++)
3389 if (!r_refdef.viewcache.entityvisible[i])
3391 ent = r_refdef.scene.entities[i];
3392 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3393 ent->model->DrawAddWaterPlanes(ent);
3397 static void R_View_SetFrustum(void)
3400 double slopex, slopey;
3401 vec3_t forward, left, up, origin;
3403 // we can't trust r_refdef.view.forward and friends in reflected scenes
3404 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3407 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3408 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3409 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3410 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3411 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3412 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3413 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3414 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3415 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3416 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3417 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3418 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3422 zNear = r_refdef.nearclip;
3423 nudge = 1.0 - 1.0 / (1<<23);
3424 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3425 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3426 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3427 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3428 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3429 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3430 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3431 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3437 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3438 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3439 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3440 r_refdef.view.frustum[0].dist = m[15] - m[12];
3442 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3443 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3444 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3445 r_refdef.view.frustum[1].dist = m[15] + m[12];
3447 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3448 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3449 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3450 r_refdef.view.frustum[2].dist = m[15] - m[13];
3452 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3453 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3454 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3455 r_refdef.view.frustum[3].dist = m[15] + m[13];
3457 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3458 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3459 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3460 r_refdef.view.frustum[4].dist = m[15] - m[14];
3462 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3463 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3464 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3465 r_refdef.view.frustum[5].dist = m[15] + m[14];
3468 if (r_refdef.view.useperspective)
3470 slopex = 1.0 / r_refdef.view.frustum_x;
3471 slopey = 1.0 / r_refdef.view.frustum_y;
3472 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3473 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3474 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3475 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3476 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3478 // Leaving those out was a mistake, those were in the old code, and they
3479 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3480 // I couldn't reproduce it after adding those normalizations. --blub
3481 VectorNormalize(r_refdef.view.frustum[0].normal);
3482 VectorNormalize(r_refdef.view.frustum[1].normal);
3483 VectorNormalize(r_refdef.view.frustum[2].normal);
3484 VectorNormalize(r_refdef.view.frustum[3].normal);
3486 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3487 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3488 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3489 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3490 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3492 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3493 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3494 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3495 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3496 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3500 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3501 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3502 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3503 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3504 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3505 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3506 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3507 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3508 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3509 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3511 r_refdef.view.numfrustumplanes = 5;
3513 if (r_refdef.view.useclipplane)
3515 r_refdef.view.numfrustumplanes = 6;
3516 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3519 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3520 PlaneClassify(r_refdef.view.frustum + i);
3522 // LordHavoc: note to all quake engine coders, Quake had a special case
3523 // for 90 degrees which assumed a square view (wrong), so I removed it,
3524 // Quake2 has it disabled as well.
3526 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3527 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3528 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3529 //PlaneClassify(&frustum[0]);
3531 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3532 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3533 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3534 //PlaneClassify(&frustum[1]);
3536 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3537 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3538 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3539 //PlaneClassify(&frustum[2]);
3541 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3542 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3543 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3544 //PlaneClassify(&frustum[3]);
3547 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3548 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3549 //PlaneClassify(&frustum[4]);
3552 void R_View_Update(void)
3554 R_View_SetFrustum();
3555 R_View_WorldVisibility(r_refdef.view.useclipplane);
3556 R_View_UpdateEntityVisible();
3557 R_View_UpdateEntityLighting();
3560 void R_SetupView(qboolean allowwaterclippingplane)
3562 const double *customclipplane = NULL;
3564 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3566 // LordHavoc: couldn't figure out how to make this approach the
3567 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3568 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3569 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3570 dist = r_refdef.view.clipplane.dist;
3571 plane[0] = r_refdef.view.clipplane.normal[0];
3572 plane[1] = r_refdef.view.clipplane.normal[1];
3573 plane[2] = r_refdef.view.clipplane.normal[2];
3575 customclipplane = plane;
3578 if (!r_refdef.view.useperspective)
3579 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -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, customclipplane);
3580 else if (gl_stencil && r_useinfinitefarclip.integer)
3581 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3583 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3584 R_SetViewport(&r_refdef.view.viewport);
3587 void R_ResetViewRendering2D(void)
3589 r_viewport_t viewport;
3592 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3593 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3594 R_SetViewport(&viewport);
3595 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3596 GL_Color(1, 1, 1, 1);
3597 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3598 GL_BlendFunc(GL_ONE, GL_ZERO);
3599 GL_AlphaTest(false);
3600 GL_ScissorTest(false);
3601 GL_DepthMask(false);
3602 GL_DepthRange(0, 1);
3603 GL_DepthTest(false);
3604 R_Mesh_Matrix(&identitymatrix);
3605 R_Mesh_ResetTextureState();
3606 GL_PolygonOffset(0, 0);
3607 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3608 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3609 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3610 qglStencilMask(~0);CHECKGLERROR
3611 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3612 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3613 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3614 R_SetupGenericShader(true);
3617 void R_ResetViewRendering3D(void)
3622 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3623 GL_Color(1, 1, 1, 1);
3624 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3625 GL_BlendFunc(GL_ONE, GL_ZERO);
3626 GL_AlphaTest(false);
3627 GL_ScissorTest(true);
3629 GL_DepthRange(0, 1);
3631 R_Mesh_Matrix(&identitymatrix);
3632 R_Mesh_ResetTextureState();
3633 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3634 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3635 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3636 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3637 qglStencilMask(~0);CHECKGLERROR
3638 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3639 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3640 GL_CullFace(r_refdef.view.cullface_back);
3641 R_SetupGenericShader(true);
3644 void R_RenderScene(void);
3645 void R_RenderWaterPlanes(void);
3647 static void R_Water_StartFrame(void)
3650 int waterwidth, waterheight, texturewidth, textureheight;
3651 r_waterstate_waterplane_t *p;
3653 // set waterwidth and waterheight to the water resolution that will be
3654 // used (often less than the screen resolution for faster rendering)
3655 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3656 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3658 // calculate desired texture sizes
3659 // can't use water if the card does not support the texture size
3660 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3661 texturewidth = textureheight = waterwidth = waterheight = 0;
3662 else if (gl_support_arb_texture_non_power_of_two)
3664 texturewidth = waterwidth;
3665 textureheight = waterheight;
3669 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3670 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3673 // allocate textures as needed
3674 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3676 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3677 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3679 if (p->texture_refraction)
3680 R_FreeTexture(p->texture_refraction);
3681 p->texture_refraction = NULL;
3682 if (p->texture_reflection)
3683 R_FreeTexture(p->texture_reflection);
3684 p->texture_reflection = NULL;
3686 memset(&r_waterstate, 0, sizeof(r_waterstate));
3687 r_waterstate.waterwidth = waterwidth;
3688 r_waterstate.waterheight = waterheight;
3689 r_waterstate.texturewidth = texturewidth;
3690 r_waterstate.textureheight = textureheight;
3693 // when doing a reduced render (HDR) we want to use a smaller area
3694 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3695 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3697 if (r_waterstate.waterwidth)
3699 r_waterstate.enabled = true;
3701 // set up variables that will be used in shader setup
3702 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3703 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3704 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3705 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3708 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3709 r_waterstate.numwaterplanes = 0;
3712 void R_Water_AddWaterPlane(msurface_t *surface)
3714 int triangleindex, planeindex;
3720 r_waterstate_waterplane_t *p;
3721 texture_t *t = R_GetCurrentTexture(surface->texture);
3722 // just use the first triangle with a valid normal for any decisions
3723 VectorClear(normal);
3724 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3726 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3727 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3728 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3729 TriangleNormal(vert[0], vert[1], vert[2], normal);
3730 if (VectorLength2(normal) >= 0.001)
3734 VectorCopy(normal, plane.normal);
3735 VectorNormalize(plane.normal);
3736 plane.dist = DotProduct(vert[0], plane.normal);
3737 PlaneClassify(&plane);
3738 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3740 // skip backfaces (except if nocullface is set)
3741 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3743 VectorNegate(plane.normal, plane.normal);
3745 PlaneClassify(&plane);
3749 // find a matching plane if there is one
3750 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3751 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3753 if (planeindex >= r_waterstate.maxwaterplanes)
3754 return; // nothing we can do, out of planes
3756 // if this triangle does not fit any known plane rendered this frame, add one
3757 if (planeindex >= r_waterstate.numwaterplanes)
3759 // store the new plane
3760 r_waterstate.numwaterplanes++;
3762 // clear materialflags and pvs
3763 p->materialflags = 0;
3764 p->pvsvalid = false;
3766 // merge this surface's materialflags into the waterplane
3767 p->materialflags |= t->currentmaterialflags;
3768 // merge this surface's PVS into the waterplane
3769 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3770 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3771 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3773 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3778 static void R_Water_ProcessPlanes(void)
3780 r_refdef_view_t originalview;
3781 r_refdef_view_t myview;
3783 r_waterstate_waterplane_t *p;
3785 originalview = r_refdef.view;
3787 // make sure enough textures are allocated
3788 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3790 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3792 if (!p->texture_refraction)
3793 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);
3794 if (!p->texture_refraction)
3798 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3800 if (!p->texture_reflection)
3801 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);
3802 if (!p->texture_reflection)
3808 r_refdef.view = originalview;
3809 r_refdef.view.showdebug = false;
3810 r_refdef.view.width = r_waterstate.waterwidth;
3811 r_refdef.view.height = r_waterstate.waterheight;
3812 r_refdef.view.useclipplane = true;
3813 myview = r_refdef.view;
3814 r_waterstate.renderingscene = true;
3815 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3817 // render the normal view scene and copy into texture
3818 // (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)
3819 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3821 r_refdef.view = myview;
3822 r_refdef.view.clipplane = p->plane;
3823 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3824 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3825 PlaneClassify(&r_refdef.view.clipplane);
3827 R_ResetViewRendering3D();
3828 R_ClearScreen(r_refdef.fogenabled);
3832 // copy view into the screen texture
3833 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3834 GL_ActiveTexture(0);
3836 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3839 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3841 r_refdef.view = myview;
3842 // render reflected scene and copy into texture
3843 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3844 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3845 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3846 r_refdef.view.clipplane = p->plane;
3847 // reverse the cullface settings for this render
3848 r_refdef.view.cullface_front = GL_FRONT;
3849 r_refdef.view.cullface_back = GL_BACK;
3850 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3852 r_refdef.view.usecustompvs = true;
3854 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3856 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3859 R_ResetViewRendering3D();
3860 R_ClearScreen(r_refdef.fogenabled);
3864 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3865 GL_ActiveTexture(0);
3867 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3870 r_waterstate.renderingscene = false;
3871 r_refdef.view = originalview;
3872 R_ResetViewRendering3D();
3873 R_ClearScreen(r_refdef.fogenabled);
3877 r_refdef.view = originalview;
3878 r_waterstate.renderingscene = false;
3879 Cvar_SetValueQuick(&r_water, 0);
3880 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3884 void R_Bloom_StartFrame(void)
3886 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3888 // set bloomwidth and bloomheight to the bloom resolution that will be
3889 // used (often less than the screen resolution for faster rendering)
3890 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3891 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3892 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3893 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3894 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3896 // calculate desired texture sizes
3897 if (gl_support_arb_texture_non_power_of_two)
3899 screentexturewidth = r_refdef.view.width;
3900 screentextureheight = r_refdef.view.height;
3901 bloomtexturewidth = r_bloomstate.bloomwidth;
3902 bloomtextureheight = r_bloomstate.bloomheight;
3906 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3907 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3908 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3909 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3912 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((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))
3914 Cvar_SetValueQuick(&r_hdr, 0);
3915 Cvar_SetValueQuick(&r_bloom, 0);
3916 Cvar_SetValueQuick(&r_motionblur, 0);
3917 Cvar_SetValueQuick(&r_damageblur, 0);
3920 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
3921 screentexturewidth = screentextureheight = 0;
3922 if (!r_hdr.integer && !r_bloom.integer)
3923 bloomtexturewidth = bloomtextureheight = 0;
3925 // allocate textures as needed
3926 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3928 if (r_bloomstate.texture_screen)
3929 R_FreeTexture(r_bloomstate.texture_screen);
3930 r_bloomstate.texture_screen = NULL;
3931 r_bloomstate.screentexturewidth = screentexturewidth;
3932 r_bloomstate.screentextureheight = screentextureheight;
3933 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3934 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);
3936 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3938 if (r_bloomstate.texture_bloom)
3939 R_FreeTexture(r_bloomstate.texture_bloom);
3940 r_bloomstate.texture_bloom = NULL;
3941 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3942 r_bloomstate.bloomtextureheight = bloomtextureheight;
3943 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3944 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);
3947 // when doing a reduced render (HDR) we want to use a smaller area
3948 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3949 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3950 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3951 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3952 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3954 // set up a texcoord array for the full resolution screen image
3955 // (we have to keep this around to copy back during final render)
3956 r_bloomstate.screentexcoord2f[0] = 0;
3957 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3958 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3959 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3960 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3961 r_bloomstate.screentexcoord2f[5] = 0;
3962 r_bloomstate.screentexcoord2f[6] = 0;
3963 r_bloomstate.screentexcoord2f[7] = 0;
3965 // set up a texcoord array for the reduced resolution bloom image
3966 // (which will be additive blended over the screen image)
3967 r_bloomstate.bloomtexcoord2f[0] = 0;
3968 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3969 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3970 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3971 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3972 r_bloomstate.bloomtexcoord2f[5] = 0;
3973 r_bloomstate.bloomtexcoord2f[6] = 0;
3974 r_bloomstate.bloomtexcoord2f[7] = 0;
3976 if (r_hdr.integer || r_bloom.integer)
3978 r_bloomstate.enabled = true;
3979 r_bloomstate.hdr = r_hdr.integer != 0;
3982 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
3985 void R_Bloom_CopyBloomTexture(float colorscale)
3987 r_refdef.stats.bloom++;
3989 // scale down screen texture to the bloom texture size
3991 R_SetViewport(&r_bloomstate.viewport);
3992 GL_BlendFunc(GL_ONE, GL_ZERO);
3993 GL_Color(colorscale, colorscale, colorscale, 1);
3994 // TODO: optimize with multitexture or GLSL
3995 R_SetupGenericShader(true);
3996 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3997 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3998 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3999 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4001 // we now have a bloom image in the framebuffer
4002 // copy it into the bloom image texture for later processing
4003 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4004 GL_ActiveTexture(0);
4006 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4007 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4010 void R_Bloom_CopyHDRTexture(void)
4012 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4013 GL_ActiveTexture(0);
4015 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4016 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4019 void R_Bloom_MakeTexture(void)
4022 float xoffset, yoffset, r, brighten;
4024 r_refdef.stats.bloom++;
4026 R_ResetViewRendering2D();
4027 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4028 R_Mesh_ColorPointer(NULL, 0, 0);
4029 R_SetupGenericShader(true);
4031 // we have a bloom image in the framebuffer
4033 R_SetViewport(&r_bloomstate.viewport);
4035 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4038 r = bound(0, r_bloom_colorexponent.value / x, 1);
4039 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4040 GL_Color(r, r, r, 1);
4041 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4042 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4043 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4044 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4046 // copy the vertically blurred bloom view to a texture
4047 GL_ActiveTexture(0);
4049 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4050 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4053 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4054 brighten = r_bloom_brighten.value;
4056 brighten *= r_hdr_range.value;
4057 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4058 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4060 for (dir = 0;dir < 2;dir++)
4062 // blend on at multiple vertical offsets to achieve a vertical blur
4063 // TODO: do offset blends using GLSL
4064 GL_BlendFunc(GL_ONE, GL_ZERO);
4065 for (x = -range;x <= range;x++)
4067 if (!dir){xoffset = 0;yoffset = x;}
4068 else {xoffset = x;yoffset = 0;}
4069 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4070 yoffset /= (float)r_bloomstate.bloomtextureheight;
4071 // compute a texcoord array with the specified x and y offset
4072 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4073 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4074 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4075 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4076 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4077 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4078 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4079 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4080 // this r value looks like a 'dot' particle, fading sharply to
4081 // black at the edges
4082 // (probably not realistic but looks good enough)
4083 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4084 //r = (dir ? 1.0f : brighten)/(range*2+1);
4085 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
4086 GL_Color(r, r, r, 1);
4087 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4088 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4089 GL_BlendFunc(GL_ONE, GL_ONE);
4092 // copy the vertically blurred bloom view to a texture
4093 GL_ActiveTexture(0);
4095 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4096 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4099 // apply subtract last
4100 // (just like it would be in a GLSL shader)
4101 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4103 GL_BlendFunc(GL_ONE, GL_ZERO);
4104 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4105 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4106 GL_Color(1, 1, 1, 1);
4107 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4108 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4110 GL_BlendFunc(GL_ONE, GL_ONE);
4111 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4112 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4113 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4114 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4115 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4116 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4117 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4119 // copy the darkened bloom view to a texture
4120 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4121 GL_ActiveTexture(0);
4123 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4124 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4128 void R_HDR_RenderBloomTexture(void)
4130 int oldwidth, oldheight;
4131 float oldcolorscale;
4133 oldcolorscale = r_refdef.view.colorscale;
4134 oldwidth = r_refdef.view.width;
4135 oldheight = r_refdef.view.height;
4136 r_refdef.view.width = r_bloomstate.bloomwidth;
4137 r_refdef.view.height = r_bloomstate.bloomheight;
4139 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4140 // TODO: add exposure compensation features
4141 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4143 r_refdef.view.showdebug = false;
4144 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4146 R_ResetViewRendering3D();
4148 R_ClearScreen(r_refdef.fogenabled);
4149 if (r_timereport_active)
4150 R_TimeReport("HDRclear");
4153 if (r_timereport_active)
4154 R_TimeReport("visibility");
4156 // only do secondary renders with HDR if r_hdr is 2 or higher
4157 r_waterstate.numwaterplanes = 0;
4158 if (r_waterstate.enabled && r_hdr.integer >= 2)
4159 R_RenderWaterPlanes();
4161 r_refdef.view.showdebug = true;
4163 r_waterstate.numwaterplanes = 0;
4165 R_ResetViewRendering2D();
4167 R_Bloom_CopyHDRTexture();
4168 R_Bloom_MakeTexture();
4170 // restore the view settings
4171 r_refdef.view.width = oldwidth;
4172 r_refdef.view.height = oldheight;
4173 r_refdef.view.colorscale = oldcolorscale;
4175 R_ResetViewRendering3D();
4177 R_ClearScreen(r_refdef.fogenabled);
4178 if (r_timereport_active)
4179 R_TimeReport("viewclear");
4182 static void R_BlendView(void)
4184 if (r_bloomstate.texture_screen)
4186 // make sure the buffer is available
4187 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4189 R_ResetViewRendering2D();
4190 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4191 R_Mesh_ColorPointer(NULL, 0, 0);
4192 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4193 GL_ActiveTexture(0);CHECKGLERROR
4195 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4197 // declare variables
4199 static float avgspeed;
4201 speed = VectorLength(cl.movement_velocity);
4203 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4204 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4206 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4207 speed = bound(0, speed, 1);
4208 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4210 // calculate values into a standard alpha
4211 cl.motionbluralpha = 1 - exp(-
4213 (r_motionblur.value * speed / 80)
4215 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4218 max(0.0001, cl.time - cl.oldtime) // fps independent
4221 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4222 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4224 if (cl.motionbluralpha > 0)
4226 R_SetupGenericShader(true);
4227 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4228 GL_Color(1, 1, 1, cl.motionbluralpha);
4229 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4230 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4231 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4232 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4236 // copy view into the screen texture
4237 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4238 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4241 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4243 unsigned int permutation =
4244 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4245 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4246 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4247 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4248 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4250 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4252 // render simple bloom effect
4253 // copy the screen and shrink it and darken it for the bloom process
4254 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4255 // make the bloom texture
4256 R_Bloom_MakeTexture();
4259 R_ResetViewRendering2D();
4260 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4261 R_Mesh_ColorPointer(NULL, 0, 0);
4262 GL_Color(1, 1, 1, 1);
4263 GL_BlendFunc(GL_ONE, GL_ZERO);
4264 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4265 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4266 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4267 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4268 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4269 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4270 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4271 if (r_glsl_permutation->loc_TintColor >= 0)
4272 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4273 if (r_glsl_permutation->loc_ClientTime >= 0)
4274 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4275 if (r_glsl_permutation->loc_PixelSize >= 0)
4276 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4277 if (r_glsl_permutation->loc_UserVec1 >= 0)
4279 float a=0, b=0, c=0, d=0;
4280 #if _MSC_VER >= 1400
4281 #define sscanf sscanf_s
4283 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4284 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4286 if (r_glsl_permutation->loc_UserVec2 >= 0)
4288 float a=0, b=0, c=0, d=0;
4289 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4290 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4292 if (r_glsl_permutation->loc_UserVec3 >= 0)
4294 float a=0, b=0, c=0, d=0;
4295 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4296 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4298 if (r_glsl_permutation->loc_UserVec4 >= 0)
4300 float a=0, b=0, c=0, d=0;
4301 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4302 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4304 if (r_glsl_permutation->loc_Saturation >= 0)
4305 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4306 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4307 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4313 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4315 // render high dynamic range bloom effect
4316 // the bloom texture was made earlier this render, so we just need to
4317 // blend it onto the screen...
4318 R_ResetViewRendering2D();
4319 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4320 R_Mesh_ColorPointer(NULL, 0, 0);
4321 R_SetupGenericShader(true);
4322 GL_Color(1, 1, 1, 1);
4323 GL_BlendFunc(GL_ONE, GL_ONE);
4324 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4325 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4326 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4327 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4329 else if (r_bloomstate.texture_bloom)
4331 // render simple bloom effect
4332 // copy the screen and shrink it and darken it for the bloom process
4333 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4334 // make the bloom texture
4335 R_Bloom_MakeTexture();
4336 // put the original screen image back in place and blend the bloom
4338 R_ResetViewRendering2D();
4339 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4340 R_Mesh_ColorPointer(NULL, 0, 0);
4341 GL_Color(1, 1, 1, 1);
4342 GL_BlendFunc(GL_ONE, GL_ZERO);
4343 // do both in one pass if possible
4344 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4345 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4346 if (r_textureunits.integer >= 2 && gl_combine.integer)
4348 R_SetupGenericTwoTextureShader(GL_ADD);
4349 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4350 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4354 R_SetupGenericShader(true);
4355 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4356 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4357 // now blend on the bloom texture
4358 GL_BlendFunc(GL_ONE, GL_ONE);
4359 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4360 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4362 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4363 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4365 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4367 // apply a color tint to the whole view
4368 R_ResetViewRendering2D();
4369 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4370 R_Mesh_ColorPointer(NULL, 0, 0);
4371 R_SetupGenericShader(false);
4372 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4373 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4374 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4378 matrix4x4_t r_waterscrollmatrix;
4380 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4382 if (r_refdef.fog_density)
4384 r_refdef.fogcolor[0] = r_refdef.fog_red;
4385 r_refdef.fogcolor[1] = r_refdef.fog_green;
4386 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4390 VectorCopy(r_refdef.fogcolor, fogvec);
4391 // color.rgb *= ContrastBoost * SceneBrightness;
4392 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4393 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4394 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4395 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4400 void R_UpdateVariables(void)
4404 r_refdef.scene.ambient = r_ambient.value;
4406 r_refdef.farclip = 4096;
4407 if (r_refdef.scene.worldmodel)
4408 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4409 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4411 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4412 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4413 r_refdef.polygonfactor = 0;
4414 r_refdef.polygonoffset = 0;
4415 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4416 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4418 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4419 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4420 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4421 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4422 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4423 if (r_showsurfaces.integer)
4425 r_refdef.scene.rtworld = false;
4426 r_refdef.scene.rtworldshadows = false;
4427 r_refdef.scene.rtdlight = false;
4428 r_refdef.scene.rtdlightshadows = false;
4429 r_refdef.lightmapintensity = 0;
4432 if (gamemode == GAME_NEHAHRA)
4434 if (gl_fogenable.integer)
4436 r_refdef.oldgl_fogenable = true;
4437 r_refdef.fog_density = gl_fogdensity.value;
4438 r_refdef.fog_red = gl_fogred.value;
4439 r_refdef.fog_green = gl_foggreen.value;
4440 r_refdef.fog_blue = gl_fogblue.value;
4441 r_refdef.fog_alpha = 1;
4442 r_refdef.fog_start = 0;
4443 r_refdef.fog_end = gl_skyclip.value;
4445 else if (r_refdef.oldgl_fogenable)
4447 r_refdef.oldgl_fogenable = false;
4448 r_refdef.fog_density = 0;
4449 r_refdef.fog_red = 0;
4450 r_refdef.fog_green = 0;
4451 r_refdef.fog_blue = 0;
4452 r_refdef.fog_alpha = 0;
4453 r_refdef.fog_start = 0;
4454 r_refdef.fog_end = 0;
4458 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4459 r_refdef.fog_start = max(0, r_refdef.fog_start);
4460 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4462 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4464 if (r_refdef.fog_density && r_drawfog.integer)
4466 r_refdef.fogenabled = true;
4467 // this is the point where the fog reaches 0.9986 alpha, which we
4468 // consider a good enough cutoff point for the texture
4469 // (0.9986 * 256 == 255.6)
4470 if (r_fog_exp2.integer)
4471 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4473 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4474 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4475 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4476 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4477 // fog color was already set
4478 // update the fog texture
4479 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)
4480 R_BuildFogTexture();
4483 r_refdef.fogenabled = false;
4485 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4487 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4489 // build GLSL gamma texture
4490 #define RAMPWIDTH 256
4491 unsigned short ramp[RAMPWIDTH * 3];
4492 unsigned char rampbgr[RAMPWIDTH][4];
4495 r_texture_gammaramps_serial = vid_gammatables_serial;
4497 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4498 for(i = 0; i < RAMPWIDTH; ++i)
4500 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4501 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4502 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4505 if (r_texture_gammaramps)
4507 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4511 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4517 // remove GLSL gamma texture
4521 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4522 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4528 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4529 if( scenetype != r_currentscenetype ) {
4530 // store the old scenetype
4531 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4532 r_currentscenetype = scenetype;
4533 // move in the new scene
4534 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4543 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4545 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4546 if( scenetype == r_currentscenetype ) {
4547 return &r_refdef.scene;
4549 return &r_scenes_store[ scenetype ];
4558 void R_RenderView(void)
4560 if (r_timereport_active)
4561 R_TimeReport("start");
4562 r_frame++; // used only by R_GetCurrentTexture
4563 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4565 R_AnimCache_NewFrame();
4567 if (r_refdef.view.isoverlay)
4569 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4570 GL_Clear( GL_DEPTH_BUFFER_BIT );
4571 R_TimeReport("depthclear");
4573 r_refdef.view.showdebug = false;
4575 r_waterstate.enabled = false;
4576 r_waterstate.numwaterplanes = 0;
4584 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4585 return; //Host_Error ("R_RenderView: NULL worldmodel");
4587 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4589 // break apart the view matrix into vectors for various purposes
4590 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4591 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4592 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4593 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4594 // make an inverted copy of the view matrix for tracking sprites
4595 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4597 R_Shadow_UpdateWorldLightSelection();
4599 R_Bloom_StartFrame();
4600 R_Water_StartFrame();
4603 if (r_timereport_active)
4604 R_TimeReport("viewsetup");
4606 R_ResetViewRendering3D();
4608 if (r_refdef.view.clear || r_refdef.fogenabled)
4610 R_ClearScreen(r_refdef.fogenabled);
4611 if (r_timereport_active)
4612 R_TimeReport("viewclear");
4614 r_refdef.view.clear = true;
4616 // this produces a bloom texture to be used in R_BlendView() later
4618 R_HDR_RenderBloomTexture();
4620 r_refdef.view.showdebug = true;
4623 if (r_timereport_active)
4624 R_TimeReport("visibility");
4626 r_waterstate.numwaterplanes = 0;
4627 if (r_waterstate.enabled)
4628 R_RenderWaterPlanes();
4631 r_waterstate.numwaterplanes = 0;
4634 if (r_timereport_active)
4635 R_TimeReport("blendview");
4637 GL_Scissor(0, 0, vid.width, vid.height);
4638 GL_ScissorTest(false);
4642 void R_RenderWaterPlanes(void)
4644 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4646 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4647 if (r_timereport_active)
4648 R_TimeReport("waterworld");
4651 // don't let sound skip if going slow
4652 if (r_refdef.scene.extraupdate)
4655 R_DrawModelsAddWaterPlanes();
4656 if (r_timereport_active)
4657 R_TimeReport("watermodels");
4659 if (r_waterstate.numwaterplanes)
4661 R_Water_ProcessPlanes();
4662 if (r_timereport_active)
4663 R_TimeReport("waterscenes");
4667 extern void R_DrawLightningBeams (void);
4668 extern void VM_CL_AddPolygonsToMeshQueue (void);
4669 extern void R_DrawPortals (void);
4670 extern cvar_t cl_locs_show;
4671 static void R_DrawLocs(void);
4672 static void R_DrawEntityBBoxes(void);
4673 void R_RenderScene(void)
4675 r_refdef.stats.renders++;
4679 // don't let sound skip if going slow
4680 if (r_refdef.scene.extraupdate)
4683 R_MeshQueue_BeginScene();
4687 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);
4689 if (cl.csqc_vidvars.drawworld)
4691 // don't let sound skip if going slow
4692 if (r_refdef.scene.extraupdate)
4695 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4697 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4698 if (r_timereport_active)
4699 R_TimeReport("worldsky");
4702 if (R_DrawBrushModelsSky() && r_timereport_active)
4703 R_TimeReport("bmodelsky");
4706 R_AnimCache_CacheVisibleEntities();
4708 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4710 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4711 if (r_timereport_active)
4712 R_TimeReport("worlddepth");
4714 if (r_depthfirst.integer >= 2)
4716 R_DrawModelsDepth();
4717 if (r_timereport_active)
4718 R_TimeReport("modeldepth");
4721 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4723 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4724 if (r_timereport_active)
4725 R_TimeReport("world");
4728 // don't let sound skip if going slow
4729 if (r_refdef.scene.extraupdate)
4733 if (r_timereport_active)
4734 R_TimeReport("models");
4736 // don't let sound skip if going slow
4737 if (r_refdef.scene.extraupdate)
4740 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4742 R_DrawModelShadows();
4743 R_ResetViewRendering3D();
4744 // don't let sound skip if going slow
4745 if (r_refdef.scene.extraupdate)
4749 R_ShadowVolumeLighting(false);
4750 if (r_timereport_active)
4751 R_TimeReport("rtlights");
4753 // don't let sound skip if going slow
4754 if (r_refdef.scene.extraupdate)
4757 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4759 R_DrawModelShadows();
4760 R_ResetViewRendering3D();
4761 // don't let sound skip if going slow
4762 if (r_refdef.scene.extraupdate)
4766 if (cl.csqc_vidvars.drawworld)
4768 R_DrawLightningBeams();
4769 if (r_timereport_active)
4770 R_TimeReport("lightning");
4773 if (r_timereport_active)
4774 R_TimeReport("decals");
4777 if (r_timereport_active)
4778 R_TimeReport("particles");
4781 if (r_timereport_active)
4782 R_TimeReport("explosions");
4785 R_SetupGenericShader(true);
4786 VM_CL_AddPolygonsToMeshQueue();
4788 if (r_refdef.view.showdebug)
4790 if (cl_locs_show.integer)
4793 if (r_timereport_active)
4794 R_TimeReport("showlocs");
4797 if (r_drawportals.integer)
4800 if (r_timereport_active)
4801 R_TimeReport("portals");
4804 if (r_showbboxes.value > 0)
4806 R_DrawEntityBBoxes();
4807 if (r_timereport_active)
4808 R_TimeReport("bboxes");
4812 R_SetupGenericShader(true);
4813 R_MeshQueue_RenderTransparent();
4814 if (r_timereport_active)
4815 R_TimeReport("drawtrans");
4817 R_SetupGenericShader(true);
4819 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))
4821 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4822 if (r_timereport_active)
4823 R_TimeReport("worlddebug");
4824 R_DrawModelsDebug();
4825 if (r_timereport_active)
4826 R_TimeReport("modeldebug");
4829 R_SetupGenericShader(true);
4831 if (cl.csqc_vidvars.drawworld)
4834 if (r_timereport_active)
4835 R_TimeReport("coronas");
4838 // don't let sound skip if going slow
4839 if (r_refdef.scene.extraupdate)
4842 R_ResetViewRendering2D();
4845 static const unsigned short bboxelements[36] =
4855 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4858 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4859 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4860 GL_DepthMask(false);
4861 GL_DepthRange(0, 1);
4862 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4863 R_Mesh_Matrix(&identitymatrix);
4864 R_Mesh_ResetTextureState();
4866 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4867 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4868 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4869 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4870 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4871 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4872 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4873 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4874 R_FillColors(color4f, 8, cr, cg, cb, ca);
4875 if (r_refdef.fogenabled)
4877 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4879 f1 = FogPoint_World(v);
4881 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4882 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4883 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4886 R_Mesh_VertexPointer(vertex3f, 0, 0);
4887 R_Mesh_ColorPointer(color4f, 0, 0);
4888 R_Mesh_ResetTextureState();
4889 R_SetupGenericShader(false);
4890 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4893 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4897 prvm_edict_t *edict;
4898 prvm_prog_t *prog_save = prog;
4900 // this function draws bounding boxes of server entities
4904 GL_CullFace(GL_NONE);
4905 R_SetupGenericShader(false);
4909 for (i = 0;i < numsurfaces;i++)
4911 edict = PRVM_EDICT_NUM(surfacelist[i]);
4912 switch ((int)edict->fields.server->solid)
4914 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4915 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4916 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4917 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4918 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4919 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4921 color[3] *= r_showbboxes.value;
4922 color[3] = bound(0, color[3], 1);
4923 GL_DepthTest(!r_showdisabledepthtest.integer);
4924 GL_CullFace(r_refdef.view.cullface_front);
4925 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4931 static void R_DrawEntityBBoxes(void)
4934 prvm_edict_t *edict;
4936 prvm_prog_t *prog_save = prog;
4938 // this function draws bounding boxes of server entities
4944 for (i = 0;i < prog->num_edicts;i++)
4946 edict = PRVM_EDICT_NUM(i);
4947 if (edict->priv.server->free)
4949 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4950 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4952 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4954 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4955 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4961 unsigned short nomodelelements[24] =
4973 float nomodelvertex3f[6*3] =
4983 float nomodelcolor4f[6*4] =
4985 0.0f, 0.0f, 0.5f, 1.0f,
4986 0.0f, 0.0f, 0.5f, 1.0f,
4987 0.0f, 0.5f, 0.0f, 1.0f,
4988 0.0f, 0.5f, 0.0f, 1.0f,
4989 0.5f, 0.0f, 0.0f, 1.0f,
4990 0.5f, 0.0f, 0.0f, 1.0f
4993 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4998 // this is only called once per entity so numsurfaces is always 1, and
4999 // surfacelist is always {0}, so this code does not handle batches
5000 R_Mesh_Matrix(&ent->matrix);
5002 if (ent->flags & EF_ADDITIVE)
5004 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5005 GL_DepthMask(false);
5007 else if (ent->alpha < 1)
5009 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5010 GL_DepthMask(false);
5014 GL_BlendFunc(GL_ONE, GL_ZERO);
5017 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5018 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5019 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5020 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5021 R_SetupGenericShader(false);
5022 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5023 if (r_refdef.fogenabled)
5026 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5027 R_Mesh_ColorPointer(color4f, 0, 0);
5028 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5029 f1 = FogPoint_World(org);
5031 for (i = 0, c = color4f;i < 6;i++, c += 4)
5033 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5034 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5035 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5039 else if (ent->alpha != 1)
5041 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5042 R_Mesh_ColorPointer(color4f, 0, 0);
5043 for (i = 0, c = color4f;i < 6;i++, c += 4)
5047 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5048 R_Mesh_ResetTextureState();
5049 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5052 void R_DrawNoModel(entity_render_t *ent)
5055 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5056 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5057 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5059 // R_DrawNoModelCallback(ent, 0);
5062 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5064 vec3_t right1, right2, diff, normal;
5066 VectorSubtract (org2, org1, normal);
5068 // calculate 'right' vector for start
5069 VectorSubtract (r_refdef.view.origin, org1, diff);
5070 CrossProduct (normal, diff, right1);
5071 VectorNormalize (right1);
5073 // calculate 'right' vector for end
5074 VectorSubtract (r_refdef.view.origin, org2, diff);
5075 CrossProduct (normal, diff, right2);
5076 VectorNormalize (right2);
5078 vert[ 0] = org1[0] + width * right1[0];
5079 vert[ 1] = org1[1] + width * right1[1];
5080 vert[ 2] = org1[2] + width * right1[2];
5081 vert[ 3] = org1[0] - width * right1[0];
5082 vert[ 4] = org1[1] - width * right1[1];
5083 vert[ 5] = org1[2] - width * right1[2];
5084 vert[ 6] = org2[0] - width * right2[0];
5085 vert[ 7] = org2[1] - width * right2[1];
5086 vert[ 8] = org2[2] - width * right2[2];
5087 vert[ 9] = org2[0] + width * right2[0];
5088 vert[10] = org2[1] + width * right2[1];
5089 vert[11] = org2[2] + width * right2[2];
5092 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5094 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)
5096 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5100 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5101 fog = FogPoint_World(origin);
5103 R_Mesh_Matrix(&identitymatrix);
5104 GL_BlendFunc(blendfunc1, blendfunc2);
5106 GL_CullFace(GL_NONE);
5108 GL_DepthMask(false);
5109 GL_DepthRange(0, depthshort ? 0.0625 : 1);
5110 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5111 GL_DepthTest(!depthdisable);
5113 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5114 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5115 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5116 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5117 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5118 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5119 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5120 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5121 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5122 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5123 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5124 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5126 R_Mesh_VertexPointer(vertex3f, 0, 0);
5127 R_Mesh_ColorPointer(NULL, 0, 0);
5128 R_Mesh_ResetTextureState();
5129 R_SetupGenericShader(true);
5130 R_Mesh_TexBind(0, R_GetTexture(texture));
5131 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5132 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5133 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5134 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5136 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5138 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5139 GL_BlendFunc(blendfunc1, GL_ONE);
5141 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5142 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5146 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5151 VectorSet(v, x, y, z);
5152 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5153 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5155 if (i == mesh->numvertices)
5157 if (mesh->numvertices < mesh->maxvertices)
5159 VectorCopy(v, vertex3f);
5160 mesh->numvertices++;
5162 return mesh->numvertices;
5168 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5172 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5173 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5174 e = mesh->element3i + mesh->numtriangles * 3;
5175 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5177 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5178 if (mesh->numtriangles < mesh->maxtriangles)
5183 mesh->numtriangles++;
5185 element[1] = element[2];
5189 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5193 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5194 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5195 e = mesh->element3i + mesh->numtriangles * 3;
5196 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5198 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5199 if (mesh->numtriangles < mesh->maxtriangles)
5204 mesh->numtriangles++;
5206 element[1] = element[2];
5210 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5211 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5213 int planenum, planenum2;
5216 mplane_t *plane, *plane2;
5218 double temppoints[2][256*3];
5219 // figure out how large a bounding box we need to properly compute this brush
5221 for (w = 0;w < numplanes;w++)
5222 maxdist = max(maxdist, planes[w].dist);
5223 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5224 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5225 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5229 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5230 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5232 if (planenum2 == planenum)
5234 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);
5237 if (tempnumpoints < 3)
5239 // generate elements forming a triangle fan for this polygon
5240 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5244 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)
5246 texturelayer_t *layer;
5247 layer = t->currentlayers + t->currentnumlayers++;
5249 layer->depthmask = depthmask;
5250 layer->blendfunc1 = blendfunc1;
5251 layer->blendfunc2 = blendfunc2;
5252 layer->texture = texture;
5253 layer->texmatrix = *matrix;
5254 layer->color[0] = r * r_refdef.view.colorscale;
5255 layer->color[1] = g * r_refdef.view.colorscale;
5256 layer->color[2] = b * r_refdef.view.colorscale;
5257 layer->color[3] = a;
5260 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5263 index = parms[2] + r_refdef.scene.time * parms[3];
5264 index -= floor(index);
5268 case Q3WAVEFUNC_NONE:
5269 case Q3WAVEFUNC_NOISE:
5270 case Q3WAVEFUNC_COUNT:
5273 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5274 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5275 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5276 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5277 case Q3WAVEFUNC_TRIANGLE:
5279 f = index - floor(index);
5290 return (float)(parms[0] + parms[1] * f);
5293 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5298 matrix4x4_t matrix, temp;
5299 switch(tcmod->tcmod)
5303 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5304 matrix = r_waterscrollmatrix;
5306 matrix = identitymatrix;
5308 case Q3TCMOD_ENTITYTRANSLATE:
5309 // this is used in Q3 to allow the gamecode to control texcoord
5310 // scrolling on the entity, which is not supported in darkplaces yet.
5311 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5313 case Q3TCMOD_ROTATE:
5314 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5315 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5316 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5319 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5321 case Q3TCMOD_SCROLL:
5322 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5324 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5325 w = (int) tcmod->parms[0];
5326 h = (int) tcmod->parms[1];
5327 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5329 idx = (int) floor(f * w * h);
5330 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5332 case Q3TCMOD_STRETCH:
5333 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5334 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5336 case Q3TCMOD_TRANSFORM:
5337 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5338 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5339 VectorSet(tcmat + 6, 0 , 0 , 1);
5340 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5341 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5343 case Q3TCMOD_TURBULENT:
5344 // this is handled in the RSurf_PrepareVertices function
5345 matrix = identitymatrix;
5349 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5352 texture_t *R_GetCurrentTexture(texture_t *t)
5355 const entity_render_t *ent = rsurface.entity;
5356 dp_model_t *model = ent->model;
5357 q3shaderinfo_layer_tcmod_t *tcmod;
5359 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5360 return t->currentframe;
5361 t->update_lastrenderframe = r_frame;
5362 t->update_lastrenderentity = (void *)ent;
5364 // switch to an alternate material if this is a q1bsp animated material
5366 texture_t *texture = t;
5367 int s = ent->skinnum;
5368 if ((unsigned int)s >= (unsigned int)model->numskins)
5370 if (model->skinscenes)
5372 if (model->skinscenes[s].framecount > 1)
5373 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5375 s = model->skinscenes[s].firstframe;
5378 t = t + s * model->num_surfaces;
5381 // use an alternate animation if the entity's frame is not 0,
5382 // and only if the texture has an alternate animation
5383 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5384 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5386 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5388 texture->currentframe = t;
5391 // update currentskinframe to be a qw skin or animation frame
5392 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
5394 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5396 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5397 if (developer_loading.integer)
5398 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5399 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);
5401 t->currentskinframe = r_qwskincache_skinframe[i];
5402 if (t->currentskinframe == NULL)
5403 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5405 else if (t->numskinframes >= 2)
5406 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5407 if (t->backgroundnumskinframes >= 2)
5408 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5410 t->currentmaterialflags = t->basematerialflags;
5411 t->currentalpha = ent->alpha;
5412 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5413 t->currentalpha *= r_wateralpha.value;
5414 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5415 t->currentalpha *= t->r_water_wateralpha;
5416 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5417 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5418 if (!(ent->flags & RENDER_LIGHT))
5419 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5420 else if (rsurface.modeltexcoordlightmap2f == NULL)
5422 // pick a model lighting mode
5423 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5424 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5426 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5428 if (ent->effects & EF_ADDITIVE)
5429 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5430 else if (t->currentalpha < 1)
5431 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5432 if (ent->effects & EF_DOUBLESIDED)
5433 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5434 if (ent->effects & EF_NODEPTHTEST)
5435 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5436 if (ent->flags & RENDER_VIEWMODEL)
5437 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5438 if (t->backgroundnumskinframes)
5439 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5440 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5442 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5443 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5446 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5448 // there is no tcmod
5449 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5451 t->currenttexmatrix = r_waterscrollmatrix;
5452 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5456 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5457 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5460 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5461 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5462 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5463 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5465 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5466 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5467 t->glosstexture = r_texture_black;
5468 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5469 t->backgroundglosstexture = r_texture_black;
5470 t->specularpower = r_shadow_glossexponent.value;
5471 // TODO: store reference values for these in the texture?
5472 t->specularscale = 0;
5473 if (r_shadow_gloss.integer > 0)
5475 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5477 if (r_shadow_glossintensity.value > 0)
5479 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5480 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5481 t->specularscale = r_shadow_glossintensity.value;
5484 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5486 t->glosstexture = r_texture_white;
5487 t->backgroundglosstexture = r_texture_white;
5488 t->specularscale = r_shadow_gloss2intensity.value;
5492 // lightmaps mode looks bad with dlights using actual texturing, so turn
5493 // off the colormap and glossmap, but leave the normalmap on as it still
5494 // accurately represents the shading involved
5495 if (gl_lightmaps.integer)
5497 t->basetexture = r_texture_grey128;
5498 t->backgroundbasetexture = NULL;
5499 t->specularscale = 0;
5500 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5503 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5504 VectorClear(t->dlightcolor);
5505 t->currentnumlayers = 0;
5506 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5509 int blendfunc1, blendfunc2;
5511 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5513 blendfunc1 = GL_SRC_ALPHA;
5514 blendfunc2 = GL_ONE;
5516 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5518 blendfunc1 = GL_SRC_ALPHA;
5519 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5521 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5523 blendfunc1 = t->customblendfunc[0];
5524 blendfunc2 = t->customblendfunc[1];
5528 blendfunc1 = GL_ONE;
5529 blendfunc2 = GL_ZERO;
5531 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5532 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5533 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5534 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5536 // fullbright is not affected by r_refdef.lightmapintensity
5537 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]);
5538 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5539 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]);
5540 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5541 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]);
5545 vec3_t ambientcolor;
5547 // set the color tint used for lights affecting this surface
5548 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5550 // q3bsp has no lightmap updates, so the lightstylevalue that
5551 // would normally be baked into the lightmap must be
5552 // applied to the color
5553 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5554 if (ent->model->type == mod_brushq3)
5555 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5556 colorscale *= r_refdef.lightmapintensity;
5557 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5558 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5559 // basic lit geometry
5560 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]);
5561 // add pants/shirt if needed
5562 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5563 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]);
5564 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5565 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]);
5566 // now add ambient passes if needed
5567 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5569 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]);
5570 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5571 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]);
5572 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5573 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]);
5576 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5577 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]);
5578 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5580 // if this is opaque use alpha blend which will darken the earlier
5583 // if this is an alpha blended material, all the earlier passes
5584 // were darkened by fog already, so we only need to add the fog
5585 // color ontop through the fog mask texture
5587 // if this is an additive blended material, all the earlier passes
5588 // were darkened by fog already, and we should not add fog color
5589 // (because the background was not darkened, there is no fog color
5590 // that was lost behind it).
5591 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]);
5595 return t->currentframe;
5598 rsurfacestate_t rsurface;
5600 void R_Mesh_ResizeArrays(int newvertices)
5603 if (rsurface.array_size >= newvertices)
5605 if (rsurface.array_modelvertex3f)
5606 Mem_Free(rsurface.array_modelvertex3f);
5607 rsurface.array_size = (newvertices + 1023) & ~1023;
5608 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5609 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5610 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5611 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5612 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5613 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5614 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5615 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5616 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5617 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5618 rsurface.array_color4f = base + rsurface.array_size * 27;
5619 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5622 void RSurf_ActiveWorldEntity(void)
5624 dp_model_t *model = r_refdef.scene.worldmodel;
5625 //if (rsurface.entity == r_refdef.scene.worldentity)
5627 rsurface.entity = r_refdef.scene.worldentity;
5628 if (rsurface.array_size < model->surfmesh.num_vertices)
5629 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5630 rsurface.matrix = identitymatrix;
5631 rsurface.inversematrix = identitymatrix;
5632 R_Mesh_Matrix(&identitymatrix);
5633 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5634 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5635 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5636 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5637 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5638 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5639 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5640 rsurface.frameblend[0].lerp = 1;
5641 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5642 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5643 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5644 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5645 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5646 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5647 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5648 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5649 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5650 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5651 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5652 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5653 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5654 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5655 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5656 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5657 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5658 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5659 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5660 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5661 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5662 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5663 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5664 rsurface.modelelement3i = model->surfmesh.data_element3i;
5665 rsurface.modelelement3s = model->surfmesh.data_element3s;
5666 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5667 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5668 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5669 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5670 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5671 rsurface.modelsurfaces = model->data_surfaces;
5672 rsurface.generatedvertex = false;
5673 rsurface.vertex3f = rsurface.modelvertex3f;
5674 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5675 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5676 rsurface.svector3f = rsurface.modelsvector3f;
5677 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5678 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5679 rsurface.tvector3f = rsurface.modeltvector3f;
5680 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5681 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5682 rsurface.normal3f = rsurface.modelnormal3f;
5683 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5684 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5685 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5688 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5690 dp_model_t *model = ent->model;
5691 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5693 rsurface.entity = (entity_render_t *)ent;
5694 if (rsurface.array_size < model->surfmesh.num_vertices)
5695 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5696 rsurface.matrix = ent->matrix;
5697 rsurface.inversematrix = ent->inversematrix;
5698 R_Mesh_Matrix(&rsurface.matrix);
5699 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5700 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5701 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5702 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5703 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5704 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5705 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5706 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5707 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5708 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5709 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5710 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5711 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5712 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5713 if (ent->model->brush.submodel)
5715 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5716 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5718 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5720 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5722 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5723 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5724 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5725 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5727 else if (wanttangents)
5729 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5730 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5731 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5732 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5733 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5735 else if (wantnormals)
5737 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5738 rsurface.modelsvector3f = NULL;
5739 rsurface.modeltvector3f = NULL;
5740 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5741 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5745 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5746 rsurface.modelsvector3f = NULL;
5747 rsurface.modeltvector3f = NULL;
5748 rsurface.modelnormal3f = NULL;
5749 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5751 rsurface.modelvertex3f_bufferobject = 0;
5752 rsurface.modelvertex3f_bufferoffset = 0;
5753 rsurface.modelsvector3f_bufferobject = 0;
5754 rsurface.modelsvector3f_bufferoffset = 0;
5755 rsurface.modeltvector3f_bufferobject = 0;
5756 rsurface.modeltvector3f_bufferoffset = 0;
5757 rsurface.modelnormal3f_bufferobject = 0;
5758 rsurface.modelnormal3f_bufferoffset = 0;
5759 rsurface.generatedvertex = true;
5763 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5764 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5765 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5766 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5767 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5768 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5769 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5770 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5771 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5772 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5773 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5774 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5775 rsurface.generatedvertex = false;
5777 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5778 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5779 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5780 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5781 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5782 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5783 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5784 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5785 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5786 rsurface.modelelement3i = model->surfmesh.data_element3i;
5787 rsurface.modelelement3s = model->surfmesh.data_element3s;
5788 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5789 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5790 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5791 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5792 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5793 rsurface.modelsurfaces = model->data_surfaces;
5794 rsurface.vertex3f = rsurface.modelvertex3f;
5795 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5796 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5797 rsurface.svector3f = rsurface.modelsvector3f;
5798 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5799 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5800 rsurface.tvector3f = rsurface.modeltvector3f;
5801 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5802 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5803 rsurface.normal3f = rsurface.modelnormal3f;
5804 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5805 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5806 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5809 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5810 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5813 int texturesurfaceindex;
5818 const float *v1, *in_tc;
5820 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5822 q3shaderinfo_deform_t *deform;
5823 // 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
5824 if (rsurface.generatedvertex)
5826 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5827 generatenormals = true;
5828 for (i = 0;i < Q3MAXDEFORMS;i++)
5830 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5832 generatetangents = true;
5833 generatenormals = true;
5835 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5836 generatenormals = true;
5838 if (generatenormals && !rsurface.modelnormal3f)
5840 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5841 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5842 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5843 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5845 if (generatetangents && !rsurface.modelsvector3f)
5847 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5848 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5849 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5850 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5851 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5852 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5853 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 != 0);
5856 rsurface.vertex3f = rsurface.modelvertex3f;
5857 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5858 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5859 rsurface.svector3f = rsurface.modelsvector3f;
5860 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5861 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5862 rsurface.tvector3f = rsurface.modeltvector3f;
5863 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5864 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5865 rsurface.normal3f = rsurface.modelnormal3f;
5866 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5867 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5868 // if vertices are deformed (sprite flares and things in maps, possibly
5869 // water waves, bulges and other deformations), generate them into
5870 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5871 // (may be static model data or generated data for an animated model, or
5872 // the previous deform pass)
5873 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5875 switch (deform->deform)
5878 case Q3DEFORM_PROJECTIONSHADOW:
5879 case Q3DEFORM_TEXT0:
5880 case Q3DEFORM_TEXT1:
5881 case Q3DEFORM_TEXT2:
5882 case Q3DEFORM_TEXT3:
5883 case Q3DEFORM_TEXT4:
5884 case Q3DEFORM_TEXT5:
5885 case Q3DEFORM_TEXT6:
5886 case Q3DEFORM_TEXT7:
5889 case Q3DEFORM_AUTOSPRITE:
5890 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5891 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5892 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5893 VectorNormalize(newforward);
5894 VectorNormalize(newright);
5895 VectorNormalize(newup);
5896 // make deformed versions of only the model vertices used by the specified surfaces
5897 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5899 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5900 // a single autosprite surface can contain multiple sprites...
5901 for (j = 0;j < surface->num_vertices - 3;j += 4)
5903 VectorClear(center);
5904 for (i = 0;i < 4;i++)
5905 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5906 VectorScale(center, 0.25f, center);
5907 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5908 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5909 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5910 for (i = 0;i < 4;i++)
5912 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5913 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5916 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 != 0);
5917 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 != 0);
5919 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5920 rsurface.vertex3f_bufferobject = 0;
5921 rsurface.vertex3f_bufferoffset = 0;
5922 rsurface.svector3f = rsurface.array_deformedsvector3f;
5923 rsurface.svector3f_bufferobject = 0;
5924 rsurface.svector3f_bufferoffset = 0;
5925 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5926 rsurface.tvector3f_bufferobject = 0;
5927 rsurface.tvector3f_bufferoffset = 0;
5928 rsurface.normal3f = rsurface.array_deformednormal3f;
5929 rsurface.normal3f_bufferobject = 0;
5930 rsurface.normal3f_bufferoffset = 0;
5932 case Q3DEFORM_AUTOSPRITE2:
5933 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5934 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5935 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5936 VectorNormalize(newforward);
5937 VectorNormalize(newright);
5938 VectorNormalize(newup);
5939 // make deformed versions of only the model vertices used by the specified surfaces
5940 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5942 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5943 const float *v1, *v2;
5953 memset(shortest, 0, sizeof(shortest));
5954 // a single autosprite surface can contain multiple sprites...
5955 for (j = 0;j < surface->num_vertices - 3;j += 4)
5957 VectorClear(center);
5958 for (i = 0;i < 4;i++)
5959 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5960 VectorScale(center, 0.25f, center);
5961 // find the two shortest edges, then use them to define the
5962 // axis vectors for rotating around the central axis
5963 for (i = 0;i < 6;i++)
5965 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5966 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5968 Debug_PolygonBegin(NULL, 0);
5969 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5970 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);
5971 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5974 l = VectorDistance2(v1, v2);
5975 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5977 l += (1.0f / 1024.0f);
5978 if (shortest[0].length2 > l || i == 0)
5980 shortest[1] = shortest[0];
5981 shortest[0].length2 = l;
5982 shortest[0].v1 = v1;
5983 shortest[0].v2 = v2;
5985 else if (shortest[1].length2 > l || i == 1)
5987 shortest[1].length2 = l;
5988 shortest[1].v1 = v1;
5989 shortest[1].v2 = v2;
5992 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5993 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5995 Debug_PolygonBegin(NULL, 0);
5996 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5997 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);
5998 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6001 // this calculates the right vector from the shortest edge
6002 // and the up vector from the edge midpoints
6003 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6004 VectorNormalize(right);
6005 VectorSubtract(end, start, up);
6006 VectorNormalize(up);
6007 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6008 VectorSubtract(rsurface.modelorg, center, forward);
6009 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6010 VectorNegate(forward, forward);
6011 VectorReflect(forward, 0, up, forward);
6012 VectorNormalize(forward);
6013 CrossProduct(up, forward, newright);
6014 VectorNormalize(newright);
6016 Debug_PolygonBegin(NULL, 0);
6017 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);
6018 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6019 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6023 Debug_PolygonBegin(NULL, 0);
6024 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6025 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6026 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6029 // rotate the quad around the up axis vector, this is made
6030 // especially easy by the fact we know the quad is flat,
6031 // so we only have to subtract the center position and
6032 // measure distance along the right vector, and then
6033 // multiply that by the newright vector and add back the
6035 // we also need to subtract the old position to undo the
6036 // displacement from the center, which we do with a
6037 // DotProduct, the subtraction/addition of center is also
6038 // optimized into DotProducts here
6039 l = DotProduct(right, center);
6040 for (i = 0;i < 4;i++)
6042 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6043 f = DotProduct(right, v1) - l;
6044 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6047 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 != 0);
6048 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 != 0);
6050 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6051 rsurface.vertex3f_bufferobject = 0;
6052 rsurface.vertex3f_bufferoffset = 0;
6053 rsurface.svector3f = rsurface.array_deformedsvector3f;
6054 rsurface.svector3f_bufferobject = 0;
6055 rsurface.svector3f_bufferoffset = 0;
6056 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6057 rsurface.tvector3f_bufferobject = 0;
6058 rsurface.tvector3f_bufferoffset = 0;
6059 rsurface.normal3f = rsurface.array_deformednormal3f;
6060 rsurface.normal3f_bufferobject = 0;
6061 rsurface.normal3f_bufferoffset = 0;
6063 case Q3DEFORM_NORMAL:
6064 // deform the normals to make reflections wavey
6065 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6067 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6068 for (j = 0;j < surface->num_vertices;j++)
6071 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6072 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6073 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6074 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6075 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6076 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6077 VectorNormalize(normal);
6079 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 != 0);
6081 rsurface.svector3f = rsurface.array_deformedsvector3f;
6082 rsurface.svector3f_bufferobject = 0;
6083 rsurface.svector3f_bufferoffset = 0;
6084 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6085 rsurface.tvector3f_bufferobject = 0;
6086 rsurface.tvector3f_bufferoffset = 0;
6087 rsurface.normal3f = rsurface.array_deformednormal3f;
6088 rsurface.normal3f_bufferobject = 0;
6089 rsurface.normal3f_bufferoffset = 0;
6092 // deform vertex array to make wavey water and flags and such
6093 waveparms[0] = deform->waveparms[0];
6094 waveparms[1] = deform->waveparms[1];
6095 waveparms[2] = deform->waveparms[2];
6096 waveparms[3] = deform->waveparms[3];
6097 // this is how a divisor of vertex influence on deformation
6098 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6099 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6100 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6102 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6103 for (j = 0;j < surface->num_vertices;j++)
6105 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6106 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6107 // if the wavefunc depends on time, evaluate it per-vertex
6110 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6111 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6113 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6116 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6117 rsurface.vertex3f_bufferobject = 0;
6118 rsurface.vertex3f_bufferoffset = 0;
6120 case Q3DEFORM_BULGE:
6121 // deform vertex array to make the surface have moving bulges
6122 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6124 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6125 for (j = 0;j < surface->num_vertices;j++)
6127 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6128 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6131 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6132 rsurface.vertex3f_bufferobject = 0;
6133 rsurface.vertex3f_bufferoffset = 0;
6136 // deform vertex array
6137 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6138 VectorScale(deform->parms, scale, waveparms);
6139 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6141 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6142 for (j = 0;j < surface->num_vertices;j++)
6143 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6145 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6146 rsurface.vertex3f_bufferobject = 0;
6147 rsurface.vertex3f_bufferoffset = 0;
6151 // generate texcoords based on the chosen texcoord source
6152 switch(rsurface.texture->tcgen.tcgen)
6155 case Q3TCGEN_TEXTURE:
6156 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6157 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6158 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6160 case Q3TCGEN_LIGHTMAP:
6161 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6162 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6163 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6165 case Q3TCGEN_VECTOR:
6166 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6168 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6169 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)
6171 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6172 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6175 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6176 rsurface.texcoordtexture2f_bufferobject = 0;
6177 rsurface.texcoordtexture2f_bufferoffset = 0;
6179 case Q3TCGEN_ENVIRONMENT:
6180 // make environment reflections using a spheremap
6181 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6183 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6184 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6185 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6186 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6187 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6189 // identical to Q3A's method, but executed in worldspace so
6190 // carried models can be shiny too
6192 float viewer[3], d, reflected[3], worldreflected[3];
6194 VectorSubtract(rsurface.modelorg, vertex, viewer);
6195 // VectorNormalize(viewer);
6197 d = DotProduct(normal, viewer);
6199 reflected[0] = normal[0]*2*d - viewer[0];
6200 reflected[1] = normal[1]*2*d - viewer[1];
6201 reflected[2] = normal[2]*2*d - viewer[2];
6202 // note: this is proportinal to viewer, so we can normalize later
6204 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6205 VectorNormalize(worldreflected);
6207 // note: this sphere map only uses world x and z!
6208 // so positive and negative y will LOOK THE SAME.
6209 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6210 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6213 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6214 rsurface.texcoordtexture2f_bufferobject = 0;
6215 rsurface.texcoordtexture2f_bufferoffset = 0;
6218 // the only tcmod that needs software vertex processing is turbulent, so
6219 // check for it here and apply the changes if needed
6220 // and we only support that as the first one
6221 // (handling a mixture of turbulent and other tcmods would be problematic
6222 // without punting it entirely to a software path)
6223 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6225 amplitude = rsurface.texture->tcmods[0].parms[1];
6226 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6227 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6229 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6230 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)
6232 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6233 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6236 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6237 rsurface.texcoordtexture2f_bufferobject = 0;
6238 rsurface.texcoordtexture2f_bufferoffset = 0;
6240 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6241 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6242 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6243 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6246 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6249 const msurface_t *surface = texturesurfacelist[0];
6250 const msurface_t *surface2;
6255 // TODO: lock all array ranges before render, rather than on each surface
6256 if (texturenumsurfaces == 1)
6258 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6259 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);
6261 else if (r_batchmode.integer == 2)
6263 #define MAXBATCHTRIANGLES 4096
6264 int batchtriangles = 0;
6265 int batchelements[MAXBATCHTRIANGLES*3];
6266 for (i = 0;i < texturenumsurfaces;i = j)
6268 surface = texturesurfacelist[i];
6270 if (surface->num_triangles > MAXBATCHTRIANGLES)
6272 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);
6275 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6276 batchtriangles = surface->num_triangles;
6277 firstvertex = surface->num_firstvertex;
6278 endvertex = surface->num_firstvertex + surface->num_vertices;
6279 for (;j < texturenumsurfaces;j++)
6281 surface2 = texturesurfacelist[j];
6282 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6284 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6285 batchtriangles += surface2->num_triangles;
6286 firstvertex = min(firstvertex, surface2->num_firstvertex);
6287 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6289 surface2 = texturesurfacelist[j-1];
6290 numvertices = endvertex - firstvertex;
6291 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6294 else if (r_batchmode.integer == 1)
6296 for (i = 0;i < texturenumsurfaces;i = j)
6298 surface = texturesurfacelist[i];
6299 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6300 if (texturesurfacelist[j] != surface2)
6302 surface2 = texturesurfacelist[j-1];
6303 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6304 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6305 GL_LockArrays(surface->num_firstvertex, numvertices);
6306 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6311 for (i = 0;i < texturenumsurfaces;i++)
6313 surface = texturesurfacelist[i];
6314 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6315 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);
6320 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6322 int i, planeindex, vertexindex;
6326 r_waterstate_waterplane_t *p, *bestp;
6327 msurface_t *surface;
6328 if (r_waterstate.renderingscene)
6330 for (i = 0;i < texturenumsurfaces;i++)
6332 surface = texturesurfacelist[i];
6333 if (lightmaptexunit >= 0)
6334 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6335 if (deluxemaptexunit >= 0)
6336 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6337 // pick the closest matching water plane
6340 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6343 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6345 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6346 d += fabs(PlaneDiff(vert, &p->plane));
6348 if (bestd > d || !bestp)
6356 if (refractiontexunit >= 0)
6357 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6358 if (reflectiontexunit >= 0)
6359 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6363 if (refractiontexunit >= 0)
6364 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6365 if (reflectiontexunit >= 0)
6366 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6368 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6369 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);
6373 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6377 const msurface_t *surface = texturesurfacelist[0];
6378 const msurface_t *surface2;
6383 // TODO: lock all array ranges before render, rather than on each surface
6384 if (texturenumsurfaces == 1)
6386 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6387 if (deluxemaptexunit >= 0)
6388 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6389 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6390 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);
6392 else if (r_batchmode.integer == 2)
6394 #define MAXBATCHTRIANGLES 4096
6395 int batchtriangles = 0;
6396 int batchelements[MAXBATCHTRIANGLES*3];
6397 for (i = 0;i < texturenumsurfaces;i = j)
6399 surface = texturesurfacelist[i];
6400 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6401 if (deluxemaptexunit >= 0)
6402 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6404 if (surface->num_triangles > MAXBATCHTRIANGLES)
6406 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);
6409 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6410 batchtriangles = surface->num_triangles;
6411 firstvertex = surface->num_firstvertex;
6412 endvertex = surface->num_firstvertex + surface->num_vertices;
6413 for (;j < texturenumsurfaces;j++)
6415 surface2 = texturesurfacelist[j];
6416 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6418 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6419 batchtriangles += surface2->num_triangles;
6420 firstvertex = min(firstvertex, surface2->num_firstvertex);
6421 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6423 surface2 = texturesurfacelist[j-1];
6424 numvertices = endvertex - firstvertex;
6425 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6428 else if (r_batchmode.integer == 1)
6431 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6432 for (i = 0;i < texturenumsurfaces;i = j)
6434 surface = texturesurfacelist[i];
6435 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6436 if (texturesurfacelist[j] != surface2)
6438 Con_Printf(" %i", j - i);
6441 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6443 for (i = 0;i < texturenumsurfaces;i = j)
6445 surface = texturesurfacelist[i];
6446 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6447 if (deluxemaptexunit >= 0)
6448 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6449 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6450 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6453 Con_Printf(" %i", j - i);
6455 surface2 = texturesurfacelist[j-1];
6456 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6457 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6458 GL_LockArrays(surface->num_firstvertex, numvertices);
6459 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6467 for (i = 0;i < texturenumsurfaces;i++)
6469 surface = texturesurfacelist[i];
6470 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6471 if (deluxemaptexunit >= 0)
6472 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6473 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6474 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);
6479 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6482 int texturesurfaceindex;
6483 if (r_showsurfaces.integer == 2)
6485 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6487 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6488 for (j = 0;j < surface->num_triangles;j++)
6490 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6491 GL_Color(f, f, f, 1);
6492 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6498 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6500 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6501 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6502 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);
6503 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6504 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);
6509 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6511 int texturesurfaceindex;
6514 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6516 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6517 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)
6525 rsurface.lightmapcolor4f = rsurface.array_color4f;
6526 rsurface.lightmapcolor4f_bufferobject = 0;
6527 rsurface.lightmapcolor4f_bufferoffset = 0;
6530 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6532 int texturesurfaceindex;
6536 if (rsurface.lightmapcolor4f)
6538 // generate color arrays for the surfaces in this list
6539 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6541 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6542 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)
6544 f = FogPoint_Model(v);
6554 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6556 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6557 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)
6559 f = FogPoint_Model(v);
6567 rsurface.lightmapcolor4f = rsurface.array_color4f;
6568 rsurface.lightmapcolor4f_bufferobject = 0;
6569 rsurface.lightmapcolor4f_bufferoffset = 0;
6572 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6574 int texturesurfaceindex;
6578 if (!rsurface.lightmapcolor4f)
6580 // generate color arrays for the surfaces in this list
6581 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6583 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6584 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)
6586 f = FogPoint_Model(v);
6587 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6588 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6589 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6593 rsurface.lightmapcolor4f = rsurface.array_color4f;
6594 rsurface.lightmapcolor4f_bufferobject = 0;
6595 rsurface.lightmapcolor4f_bufferoffset = 0;
6598 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6600 int texturesurfaceindex;
6603 if (!rsurface.lightmapcolor4f)
6605 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6607 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6608 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)
6616 rsurface.lightmapcolor4f = rsurface.array_color4f;
6617 rsurface.lightmapcolor4f_bufferobject = 0;
6618 rsurface.lightmapcolor4f_bufferoffset = 0;
6621 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6623 int texturesurfaceindex;
6626 if (!rsurface.lightmapcolor4f)
6628 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6630 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6631 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)
6633 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6634 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6635 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6639 rsurface.lightmapcolor4f = rsurface.array_color4f;
6640 rsurface.lightmapcolor4f_bufferobject = 0;
6641 rsurface.lightmapcolor4f_bufferoffset = 0;
6644 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6647 rsurface.lightmapcolor4f = NULL;
6648 rsurface.lightmapcolor4f_bufferobject = 0;
6649 rsurface.lightmapcolor4f_bufferoffset = 0;
6650 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6651 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6652 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6653 GL_Color(r, g, b, a);
6654 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6657 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6659 // TODO: optimize applyfog && applycolor case
6660 // just apply fog if necessary, and tint the fog color array if necessary
6661 rsurface.lightmapcolor4f = NULL;
6662 rsurface.lightmapcolor4f_bufferobject = 0;
6663 rsurface.lightmapcolor4f_bufferoffset = 0;
6664 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6665 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6666 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6667 GL_Color(r, g, b, a);
6668 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6671 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6673 int texturesurfaceindex;
6677 if (texturesurfacelist[0]->lightmapinfo)
6679 // generate color arrays for the surfaces in this list
6680 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6682 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6683 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6685 if (surface->lightmapinfo->samples)
6687 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6688 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6689 VectorScale(lm, scale, c);
6690 if (surface->lightmapinfo->styles[1] != 255)
6692 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6694 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6695 VectorMA(c, scale, lm, c);
6696 if (surface->lightmapinfo->styles[2] != 255)
6699 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6700 VectorMA(c, scale, lm, c);
6701 if (surface->lightmapinfo->styles[3] != 255)
6704 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6705 VectorMA(c, scale, lm, c);
6715 rsurface.lightmapcolor4f = rsurface.array_color4f;
6716 rsurface.lightmapcolor4f_bufferobject = 0;
6717 rsurface.lightmapcolor4f_bufferoffset = 0;
6721 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6722 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6723 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6725 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6726 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6727 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6728 GL_Color(r, g, b, a);
6729 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6732 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6734 int texturesurfaceindex;
6737 float *v, *c, *c2, alpha;
6738 vec3_t ambientcolor;
6739 vec3_t diffusecolor;
6743 VectorCopy(rsurface.modellight_lightdir, lightdir);
6744 f = 0.5f * r_refdef.lightmapintensity;
6745 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6746 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6747 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6748 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6749 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6750 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6752 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6754 // generate color arrays for the surfaces in this list
6755 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6757 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6758 int numverts = surface->num_vertices;
6759 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6760 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6761 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6762 // q3-style directional shading
6763 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6765 if ((f = DotProduct(c2, lightdir)) > 0)
6766 VectorMA(ambientcolor, f, diffusecolor, c);
6768 VectorCopy(ambientcolor, c);
6776 rsurface.lightmapcolor4f = rsurface.array_color4f;
6777 rsurface.lightmapcolor4f_bufferobject = 0;
6778 rsurface.lightmapcolor4f_bufferoffset = 0;
6779 *applycolor = false;
6783 *r = ambientcolor[0];
6784 *g = ambientcolor[1];
6785 *b = ambientcolor[2];
6786 rsurface.lightmapcolor4f = NULL;
6787 rsurface.lightmapcolor4f_bufferobject = 0;
6788 rsurface.lightmapcolor4f_bufferoffset = 0;
6792 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6794 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6795 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6796 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6797 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6798 GL_Color(r, g, b, a);
6799 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6802 void RSurf_SetupDepthAndCulling(void)
6804 // submodels are biased to avoid z-fighting with world surfaces that they
6805 // may be exactly overlapping (avoids z-fighting artifacts on certain
6806 // doors and things in Quake maps)
6807 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6808 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6809 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6810 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6813 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6815 // transparent sky would be ridiculous
6816 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6818 R_SetupGenericShader(false);
6821 skyrendernow = false;
6822 // we have to force off the water clipping plane while rendering sky
6826 // restore entity matrix
6827 R_Mesh_Matrix(&rsurface.matrix);
6829 RSurf_SetupDepthAndCulling();
6831 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6832 // skymasking on them, and Quake3 never did sky masking (unlike
6833 // software Quake and software Quake2), so disable the sky masking
6834 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6835 // and skymasking also looks very bad when noclipping outside the
6836 // level, so don't use it then either.
6837 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6839 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6840 R_Mesh_ColorPointer(NULL, 0, 0);
6841 R_Mesh_ResetTextureState();
6842 if (skyrendermasked)
6844 R_SetupDepthOrShadowShader();
6845 // depth-only (masking)
6846 GL_ColorMask(0,0,0,0);
6847 // just to make sure that braindead drivers don't draw
6848 // anything despite that colormask...
6849 GL_BlendFunc(GL_ZERO, GL_ONE);
6853 R_SetupGenericShader(false);
6855 GL_BlendFunc(GL_ONE, GL_ZERO);
6857 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6858 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6859 if (skyrendermasked)
6860 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6862 R_Mesh_ResetTextureState();
6863 GL_Color(1, 1, 1, 1);
6866 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6868 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6871 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6872 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6873 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6874 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6875 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6876 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6877 if (rsurface.texture->backgroundcurrentskinframe)
6879 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6880 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6881 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6882 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6884 if(rsurface.texture->colormapping)
6886 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6887 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6889 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6890 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6891 R_Mesh_ColorPointer(NULL, 0, 0);
6893 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6895 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6897 // render background
6898 GL_BlendFunc(GL_ONE, GL_ZERO);
6900 GL_AlphaTest(false);
6902 GL_Color(1, 1, 1, 1);
6903 R_Mesh_ColorPointer(NULL, 0, 0);
6905 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6906 if (r_glsl_permutation)
6908 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6909 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6910 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6911 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6912 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6913 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6914 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);
6916 GL_LockArrays(0, 0);
6918 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6919 GL_DepthMask(false);
6920 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6921 R_Mesh_ColorPointer(NULL, 0, 0);
6923 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6924 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6925 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6928 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6929 if (!r_glsl_permutation)
6932 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6933 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6934 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6935 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6936 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6937 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6939 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6941 GL_BlendFunc(GL_ONE, GL_ZERO);
6943 GL_AlphaTest(false);
6947 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6948 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6949 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6952 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6954 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6955 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);
6957 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6961 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6962 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);
6964 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6966 GL_LockArrays(0, 0);
6969 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6971 // OpenGL 1.3 path - anything not completely ancient
6972 int texturesurfaceindex;
6973 qboolean applycolor;
6977 const texturelayer_t *layer;
6978 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6980 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6983 int layertexrgbscale;
6984 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6986 if (layerindex == 0)
6990 GL_AlphaTest(false);
6991 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6994 GL_DepthMask(layer->depthmask && writedepth);
6995 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6996 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6998 layertexrgbscale = 4;
6999 VectorScale(layer->color, 0.25f, layercolor);
7001 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7003 layertexrgbscale = 2;
7004 VectorScale(layer->color, 0.5f, layercolor);
7008 layertexrgbscale = 1;
7009 VectorScale(layer->color, 1.0f, layercolor);
7011 layercolor[3] = layer->color[3];
7012 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7013 R_Mesh_ColorPointer(NULL, 0, 0);
7014 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7015 switch (layer->type)
7017 case TEXTURELAYERTYPE_LITTEXTURE:
7018 memset(&m, 0, sizeof(m));
7019 m.tex[0] = R_GetTexture(r_texture_white);
7020 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7021 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7022 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7023 m.tex[1] = R_GetTexture(layer->texture);
7024 m.texmatrix[1] = layer->texmatrix;
7025 m.texrgbscale[1] = layertexrgbscale;
7026 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7027 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7028 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7029 R_Mesh_TextureState(&m);
7030 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7031 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7032 else if (rsurface.uselightmaptexture)
7033 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7035 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7037 case TEXTURELAYERTYPE_TEXTURE:
7038 memset(&m, 0, sizeof(m));
7039 m.tex[0] = R_GetTexture(layer->texture);
7040 m.texmatrix[0] = layer->texmatrix;
7041 m.texrgbscale[0] = layertexrgbscale;
7042 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7043 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7044 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7045 R_Mesh_TextureState(&m);
7046 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7048 case TEXTURELAYERTYPE_FOG:
7049 memset(&m, 0, sizeof(m));
7050 m.texrgbscale[0] = layertexrgbscale;
7053 m.tex[0] = R_GetTexture(layer->texture);
7054 m.texmatrix[0] = layer->texmatrix;
7055 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7056 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7057 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7059 R_Mesh_TextureState(&m);
7060 // generate a color array for the fog pass
7061 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7062 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7066 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7067 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)
7069 f = 1 - FogPoint_Model(v);
7070 c[0] = layercolor[0];
7071 c[1] = layercolor[1];
7072 c[2] = layercolor[2];
7073 c[3] = f * layercolor[3];
7076 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7079 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7081 GL_LockArrays(0, 0);
7084 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7086 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7087 GL_AlphaTest(false);
7091 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7093 // OpenGL 1.1 - crusty old voodoo path
7094 int texturesurfaceindex;
7098 const texturelayer_t *layer;
7099 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7101 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7103 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7105 if (layerindex == 0)
7109 GL_AlphaTest(false);
7110 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7113 GL_DepthMask(layer->depthmask && writedepth);
7114 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7115 R_Mesh_ColorPointer(NULL, 0, 0);
7116 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7117 switch (layer->type)
7119 case TEXTURELAYERTYPE_LITTEXTURE:
7120 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7122 // two-pass lit texture with 2x rgbscale
7123 // first the lightmap pass
7124 memset(&m, 0, sizeof(m));
7125 m.tex[0] = R_GetTexture(r_texture_white);
7126 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7127 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7128 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7129 R_Mesh_TextureState(&m);
7130 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7131 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7132 else if (rsurface.uselightmaptexture)
7133 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7135 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7136 GL_LockArrays(0, 0);
7137 // then apply the texture to it
7138 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7139 memset(&m, 0, sizeof(m));
7140 m.tex[0] = R_GetTexture(layer->texture);
7141 m.texmatrix[0] = layer->texmatrix;
7142 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7143 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7144 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7145 R_Mesh_TextureState(&m);
7146 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);
7150 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7151 memset(&m, 0, sizeof(m));
7152 m.tex[0] = R_GetTexture(layer->texture);
7153 m.texmatrix[0] = layer->texmatrix;
7154 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7155 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7156 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7157 R_Mesh_TextureState(&m);
7158 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7159 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);
7161 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);
7164 case TEXTURELAYERTYPE_TEXTURE:
7165 // singletexture unlit texture with transparency support
7166 memset(&m, 0, sizeof(m));
7167 m.tex[0] = R_GetTexture(layer->texture);
7168 m.texmatrix[0] = layer->texmatrix;
7169 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7170 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7171 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7172 R_Mesh_TextureState(&m);
7173 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);
7175 case TEXTURELAYERTYPE_FOG:
7176 // singletexture fogging
7177 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7180 memset(&m, 0, sizeof(m));
7181 m.tex[0] = R_GetTexture(layer->texture);
7182 m.texmatrix[0] = layer->texmatrix;
7183 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7184 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7185 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7186 R_Mesh_TextureState(&m);
7189 R_Mesh_ResetTextureState();
7190 // generate a color array for the fog pass
7191 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7195 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7196 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)
7198 f = 1 - FogPoint_Model(v);
7199 c[0] = layer->color[0];
7200 c[1] = layer->color[1];
7201 c[2] = layer->color[2];
7202 c[3] = f * layer->color[3];
7205 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7208 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7210 GL_LockArrays(0, 0);
7213 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7215 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7216 GL_AlphaTest(false);
7220 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7224 GL_AlphaTest(false);
7225 R_Mesh_ColorPointer(NULL, 0, 0);
7226 R_Mesh_ResetTextureState();
7227 R_SetupGenericShader(false);
7229 if(rsurface.texture && rsurface.texture->currentskinframe)
7231 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7232 c[3] *= rsurface.texture->currentalpha;
7242 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7244 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7245 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7246 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7249 // brighten it up (as texture value 127 means "unlit")
7250 c[0] *= 2 * r_refdef.view.colorscale;
7251 c[1] *= 2 * r_refdef.view.colorscale;
7252 c[2] *= 2 * r_refdef.view.colorscale;
7254 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7255 c[3] *= r_wateralpha.value;
7257 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7259 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7260 GL_DepthMask(false);
7262 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7264 GL_BlendFunc(GL_ONE, GL_ONE);
7265 GL_DepthMask(false);
7267 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7269 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7270 GL_DepthMask(false);
7272 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7274 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7275 GL_DepthMask(false);
7279 GL_BlendFunc(GL_ONE, GL_ZERO);
7280 GL_DepthMask(writedepth);
7283 rsurface.lightmapcolor4f = NULL;
7285 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7287 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7289 rsurface.lightmapcolor4f = NULL;
7290 rsurface.lightmapcolor4f_bufferobject = 0;
7291 rsurface.lightmapcolor4f_bufferoffset = 0;
7293 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7295 qboolean applycolor = true;
7298 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7300 r_refdef.lightmapintensity = 1;
7301 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7302 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7306 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7308 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7309 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7310 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7313 if(!rsurface.lightmapcolor4f)
7314 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7316 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7317 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7318 if(r_refdef.fogenabled)
7319 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7321 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7322 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7325 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7328 RSurf_SetupDepthAndCulling();
7329 if (r_showsurfaces.integer == 3)
7330 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7331 else if (r_glsl.integer && gl_support_fragment_shader)
7332 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7333 else if (gl_combine.integer && r_textureunits.integer >= 2)
7334 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7336 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7340 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7343 RSurf_SetupDepthAndCulling();
7344 if (r_showsurfaces.integer == 3)
7345 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7346 else if (r_glsl.integer && gl_support_fragment_shader)
7347 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7348 else if (gl_combine.integer && r_textureunits.integer >= 2)
7349 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7351 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7355 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7358 int texturenumsurfaces, endsurface;
7360 msurface_t *surface;
7361 msurface_t *texturesurfacelist[1024];
7363 // if the model is static it doesn't matter what value we give for
7364 // wantnormals and wanttangents, so this logic uses only rules applicable
7365 // to a model, knowing that they are meaningless otherwise
7366 if (ent == r_refdef.scene.worldentity)
7367 RSurf_ActiveWorldEntity();
7368 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7369 RSurf_ActiveModelEntity(ent, false, false);
7371 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7373 for (i = 0;i < numsurfaces;i = j)
7376 surface = rsurface.modelsurfaces + surfacelist[i];
7377 texture = surface->texture;
7378 rsurface.texture = R_GetCurrentTexture(texture);
7379 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7380 // scan ahead until we find a different texture
7381 endsurface = min(i + 1024, numsurfaces);
7382 texturenumsurfaces = 0;
7383 texturesurfacelist[texturenumsurfaces++] = surface;
7384 for (;j < endsurface;j++)
7386 surface = rsurface.modelsurfaces + surfacelist[j];
7387 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7389 texturesurfacelist[texturenumsurfaces++] = surface;
7391 // render the range of surfaces
7392 if (ent == r_refdef.scene.worldentity)
7393 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7395 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7397 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7398 GL_AlphaTest(false);
7401 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7403 const entity_render_t *queueentity = r_refdef.scene.worldentity;
7407 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7409 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7411 RSurf_SetupDepthAndCulling();
7412 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7413 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7415 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7417 RSurf_SetupDepthAndCulling();
7418 GL_AlphaTest(false);
7419 R_Mesh_ColorPointer(NULL, 0, 0);
7420 R_Mesh_ResetTextureState();
7421 R_SetupGenericShader(false);
7422 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7424 GL_BlendFunc(GL_ONE, GL_ZERO);
7425 GL_Color(0, 0, 0, 1);
7426 GL_DepthTest(writedepth);
7427 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7429 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7431 RSurf_SetupDepthAndCulling();
7432 GL_AlphaTest(false);
7433 R_Mesh_ColorPointer(NULL, 0, 0);
7434 R_Mesh_ResetTextureState();
7435 R_SetupGenericShader(false);
7436 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7438 GL_BlendFunc(GL_ONE, GL_ZERO);
7440 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7442 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7443 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7444 else if (!rsurface.texture->currentnumlayers)
7446 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7448 // transparent surfaces get pushed off into the transparent queue
7449 int surfacelistindex;
7450 const msurface_t *surface;
7451 vec3_t tempcenter, center;
7452 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7454 surface = texturesurfacelist[surfacelistindex];
7455 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7456 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7457 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7458 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7459 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7464 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7465 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7470 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7474 // break the surface list down into batches by texture and use of lightmapping
7475 for (i = 0;i < numsurfaces;i = j)
7478 // texture is the base texture pointer, rsurface.texture is the
7479 // current frame/skin the texture is directing us to use (for example
7480 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7481 // use skin 1 instead)
7482 texture = surfacelist[i]->texture;
7483 rsurface.texture = R_GetCurrentTexture(texture);
7484 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7485 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7487 // if this texture is not the kind we want, skip ahead to the next one
7488 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7492 // simply scan ahead until we find a different texture or lightmap state
7493 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7495 // render the range of surfaces
7496 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7500 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7505 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7507 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7509 RSurf_SetupDepthAndCulling();
7510 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7511 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7513 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7515 RSurf_SetupDepthAndCulling();
7516 GL_AlphaTest(false);
7517 R_Mesh_ColorPointer(NULL, 0, 0);
7518 R_Mesh_ResetTextureState();
7519 R_SetupGenericShader(false);
7520 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7522 GL_BlendFunc(GL_ONE, GL_ZERO);
7523 GL_Color(0, 0, 0, 1);
7524 GL_DepthTest(writedepth);
7525 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7527 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7529 RSurf_SetupDepthAndCulling();
7530 GL_AlphaTest(false);
7531 R_Mesh_ColorPointer(NULL, 0, 0);
7532 R_Mesh_ResetTextureState();
7533 R_SetupGenericShader(false);
7534 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7536 GL_BlendFunc(GL_ONE, GL_ZERO);
7538 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7540 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7541 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7542 else if (!rsurface.texture->currentnumlayers)
7544 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7546 // transparent surfaces get pushed off into the transparent queue
7547 int surfacelistindex;
7548 const msurface_t *surface;
7549 vec3_t tempcenter, center;
7550 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7552 surface = texturesurfacelist[surfacelistindex];
7553 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7554 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7555 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7556 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7557 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7562 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7563 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7568 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7572 // break the surface list down into batches by texture and use of lightmapping
7573 for (i = 0;i < numsurfaces;i = j)
7576 // texture is the base texture pointer, rsurface.texture is the
7577 // current frame/skin the texture is directing us to use (for example
7578 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7579 // use skin 1 instead)
7580 texture = surfacelist[i]->texture;
7581 rsurface.texture = R_GetCurrentTexture(texture);
7582 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7583 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7585 // if this texture is not the kind we want, skip ahead to the next one
7586 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7590 // simply scan ahead until we find a different texture or lightmap state
7591 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7593 // render the range of surfaces
7594 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7598 float locboxvertex3f[6*4*3] =
7600 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7601 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7602 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7603 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7604 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7605 1,0,0, 0,0,0, 0,1,0, 1,1,0
7608 unsigned short locboxelements[6*2*3] =
7618 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7621 cl_locnode_t *loc = (cl_locnode_t *)ent;
7623 float vertex3f[6*4*3];
7625 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7626 GL_DepthMask(false);
7627 GL_DepthRange(0, 1);
7628 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7630 GL_CullFace(GL_NONE);
7631 R_Mesh_Matrix(&identitymatrix);
7633 R_Mesh_VertexPointer(vertex3f, 0, 0);
7634 R_Mesh_ColorPointer(NULL, 0, 0);
7635 R_Mesh_ResetTextureState();
7636 R_SetupGenericShader(false);
7639 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7640 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7641 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7642 surfacelist[0] < 0 ? 0.5f : 0.125f);
7644 if (VectorCompare(loc->mins, loc->maxs))
7646 VectorSet(size, 2, 2, 2);
7647 VectorMA(loc->mins, -0.5f, size, mins);
7651 VectorCopy(loc->mins, mins);
7652 VectorSubtract(loc->maxs, loc->mins, size);
7655 for (i = 0;i < 6*4*3;)
7656 for (j = 0;j < 3;j++, i++)
7657 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7659 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7662 void R_DrawLocs(void)
7665 cl_locnode_t *loc, *nearestloc;
7667 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7668 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7670 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7671 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7675 void R_DrawDebugModel(entity_render_t *ent)
7677 int i, j, k, l, flagsmask;
7678 const int *elements;
7680 msurface_t *surface;
7681 dp_model_t *model = ent->model;
7684 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7686 R_Mesh_ColorPointer(NULL, 0, 0);
7687 R_Mesh_ResetTextureState();
7688 R_SetupGenericShader(false);
7689 GL_DepthRange(0, 1);
7690 GL_DepthTest(!r_showdisabledepthtest.integer);
7691 GL_DepthMask(false);
7692 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7694 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7696 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7697 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7699 if (brush->colbrushf && brush->colbrushf->numtriangles)
7701 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7702 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);
7703 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7706 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7708 if (surface->num_collisiontriangles)
7710 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7711 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);
7712 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7717 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7719 if (r_showtris.integer || r_shownormals.integer)
7721 if (r_showdisabledepthtest.integer)
7723 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7724 GL_DepthMask(false);
7728 GL_BlendFunc(GL_ONE, GL_ZERO);
7731 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7733 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7735 rsurface.texture = R_GetCurrentTexture(surface->texture);
7736 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7738 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7739 if (r_showtris.value > 0)
7741 if (!rsurface.texture->currentlayers->depthmask)
7742 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7743 else if (ent == r_refdef.scene.worldentity)
7744 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7746 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7747 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7748 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7749 R_Mesh_ColorPointer(NULL, 0, 0);
7750 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7751 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7752 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7753 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);
7754 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7757 if (r_shownormals.value < 0)
7760 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7762 VectorCopy(rsurface.vertex3f + l * 3, v);
7763 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7764 qglVertex3f(v[0], v[1], v[2]);
7765 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7766 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7767 qglVertex3f(v[0], v[1], v[2]);
7772 if (r_shownormals.value > 0)
7775 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7777 VectorCopy(rsurface.vertex3f + l * 3, v);
7778 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7779 qglVertex3f(v[0], v[1], v[2]);
7780 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7781 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7782 qglVertex3f(v[0], v[1], v[2]);
7787 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7789 VectorCopy(rsurface.vertex3f + l * 3, v);
7790 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7791 qglVertex3f(v[0], v[1], v[2]);
7792 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7793 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7794 qglVertex3f(v[0], v[1], v[2]);
7799 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7801 VectorCopy(rsurface.vertex3f + l * 3, v);
7802 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7803 qglVertex3f(v[0], v[1], v[2]);
7804 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7805 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7806 qglVertex3f(v[0], v[1], v[2]);
7813 rsurface.texture = NULL;
7817 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7818 int r_maxsurfacelist = 0;
7819 msurface_t **r_surfacelist = NULL;
7820 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7822 int i, j, endj, f, flagsmask;
7824 dp_model_t *model = r_refdef.scene.worldmodel;
7825 msurface_t *surfaces;
7826 unsigned char *update;
7827 int numsurfacelist = 0;
7831 if (r_maxsurfacelist < model->num_surfaces)
7833 r_maxsurfacelist = model->num_surfaces;
7835 Mem_Free(r_surfacelist);
7836 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7839 RSurf_ActiveWorldEntity();
7841 surfaces = model->data_surfaces;
7842 update = model->brushq1.lightmapupdateflags;
7844 // update light styles on this submodel
7845 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7847 model_brush_lightstyleinfo_t *style;
7848 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7850 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7852 int *list = style->surfacelist;
7853 style->value = r_refdef.scene.lightstylevalue[style->style];
7854 for (j = 0;j < style->numsurfaces;j++)
7855 update[list[j]] = true;
7860 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7864 R_DrawDebugModel(r_refdef.scene.worldentity);
7865 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7871 rsurface.uselightmaptexture = false;
7872 rsurface.texture = NULL;
7873 rsurface.rtlight = NULL;
7875 // add visible surfaces to draw list
7876 for (i = 0;i < model->nummodelsurfaces;i++)
7878 j = model->sortedmodelsurfaces[i];
7879 if (r_refdef.viewcache.world_surfacevisible[j])
7880 r_surfacelist[numsurfacelist++] = surfaces + j;
7882 // update lightmaps if needed
7884 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7885 if (r_refdef.viewcache.world_surfacevisible[j])
7887 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7888 // don't do anything if there were no surfaces
7889 if (!numsurfacelist)
7891 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7894 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7895 GL_AlphaTest(false);
7897 // add to stats if desired
7898 if (r_speeds.integer && !skysurfaces && !depthonly)
7900 r_refdef.stats.world_surfaces += numsurfacelist;
7901 for (j = 0;j < numsurfacelist;j++)
7902 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7904 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7907 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7909 int i, j, endj, f, flagsmask;
7911 dp_model_t *model = ent->model;
7912 msurface_t *surfaces;
7913 unsigned char *update;
7914 int numsurfacelist = 0;
7918 if (r_maxsurfacelist < model->num_surfaces)
7920 r_maxsurfacelist = model->num_surfaces;
7922 Mem_Free(r_surfacelist);
7923 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7926 // if the model is static it doesn't matter what value we give for
7927 // wantnormals and wanttangents, so this logic uses only rules applicable
7928 // to a model, knowing that they are meaningless otherwise
7929 if (ent == r_refdef.scene.worldentity)
7930 RSurf_ActiveWorldEntity();
7931 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7932 RSurf_ActiveModelEntity(ent, false, false);
7934 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7936 surfaces = model->data_surfaces;
7937 update = model->brushq1.lightmapupdateflags;
7939 // update light styles
7940 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7942 model_brush_lightstyleinfo_t *style;
7943 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7945 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7947 int *list = style->surfacelist;
7948 style->value = r_refdef.scene.lightstylevalue[style->style];
7949 for (j = 0;j < style->numsurfaces;j++)
7950 update[list[j]] = true;
7955 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7959 R_DrawDebugModel(ent);
7960 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7966 rsurface.uselightmaptexture = false;
7967 rsurface.texture = NULL;
7968 rsurface.rtlight = NULL;
7970 // add visible surfaces to draw list
7971 for (i = 0;i < model->nummodelsurfaces;i++)
7972 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7973 // don't do anything if there were no surfaces
7974 if (!numsurfacelist)
7976 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7979 // update lightmaps if needed
7981 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7983 R_BuildLightMap(ent, surfaces + j);
7984 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7985 GL_AlphaTest(false);
7987 // add to stats if desired
7988 if (r_speeds.integer && !skysurfaces && !depthonly)
7990 r_refdef.stats.entities_surfaces += numsurfacelist;
7991 for (j = 0;j < numsurfacelist;j++)
7992 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7994 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity