2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
43 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
46 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
47 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
80 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)"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
85 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)"};
86 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)"};
87 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)"};
88 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)"};
89 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)"};
91 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)"};
92 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
93 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"};
94 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
95 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
97 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
98 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
99 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
100 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
102 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
103 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
104 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
105 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
106 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
107 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
108 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
110 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
111 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
112 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
113 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)"};
115 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"};
117 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"};
119 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
121 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
122 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
123 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"};
124 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
125 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
126 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
128 extern cvar_t v_glslgamma;
130 extern qboolean v_flipped_state;
132 static struct r_bloomstate_s
137 int bloomwidth, bloomheight;
139 int screentexturewidth, screentextureheight;
140 rtexture_t *texture_screen;
142 int bloomtexturewidth, bloomtextureheight;
143 rtexture_t *texture_bloom;
145 // arrays for rendering the screen passes
146 float screentexcoord2f[8];
147 float bloomtexcoord2f[8];
148 float offsettexcoord2f[8];
152 r_waterstate_t r_waterstate;
154 // shadow volume bsp struct with automatically growing nodes buffer
157 rtexture_t *r_texture_blanknormalmap;
158 rtexture_t *r_texture_white;
159 rtexture_t *r_texture_grey128;
160 rtexture_t *r_texture_black;
161 rtexture_t *r_texture_notexture;
162 rtexture_t *r_texture_whitecube;
163 rtexture_t *r_texture_normalizationcube;
164 rtexture_t *r_texture_fogattenuation;
165 rtexture_t *r_texture_gammaramps;
166 unsigned int r_texture_gammaramps_serial;
167 //rtexture_t *r_texture_fogintensity;
169 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
170 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
172 // vertex coordinates for a quad that covers the screen exactly
173 const static float r_screenvertex3f[12] =
181 extern void R_DrawModelShadows(void);
183 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
186 for (i = 0;i < verts;i++)
197 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
200 for (i = 0;i < verts;i++)
210 // FIXME: move this to client?
213 if (gamemode == GAME_NEHAHRA)
215 Cvar_Set("gl_fogenable", "0");
216 Cvar_Set("gl_fogdensity", "0.2");
217 Cvar_Set("gl_fogred", "0.3");
218 Cvar_Set("gl_foggreen", "0.3");
219 Cvar_Set("gl_fogblue", "0.3");
221 r_refdef.fog_density = 0;
222 r_refdef.fog_red = 0;
223 r_refdef.fog_green = 0;
224 r_refdef.fog_blue = 0;
225 r_refdef.fog_alpha = 1;
226 r_refdef.fog_start = 0;
227 r_refdef.fog_end = 0;
230 float FogForDistance(vec_t dist)
232 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
233 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
236 float FogPoint_World(const vec3_t p)
238 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
241 float FogPoint_Model(const vec3_t p)
243 return FogForDistance(VectorDistance((p), rsurface.modelorg));
246 static void R_BuildBlankTextures(void)
248 unsigned char data[4];
249 data[2] = 128; // normal X
250 data[1] = 128; // normal Y
251 data[0] = 255; // normal Z
252 data[3] = 128; // height
253 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
258 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
263 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
268 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
271 static void R_BuildNoTexture(void)
274 unsigned char pix[16][16][4];
275 // this makes a light grey/dark grey checkerboard texture
276 for (y = 0;y < 16;y++)
278 for (x = 0;x < 16;x++)
280 if ((y < 8) ^ (x < 8))
296 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
299 static void R_BuildWhiteCube(void)
301 unsigned char data[6*1*1*4];
302 memset(data, 255, sizeof(data));
303 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
306 static void R_BuildNormalizationCube(void)
310 vec_t s, t, intensity;
312 unsigned char data[6][NORMSIZE][NORMSIZE][4];
313 for (side = 0;side < 6;side++)
315 for (y = 0;y < NORMSIZE;y++)
317 for (x = 0;x < NORMSIZE;x++)
319 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
320 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
355 intensity = 127.0f / sqrt(DotProduct(v, v));
356 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
357 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
358 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
359 data[side][y][x][3] = 255;
363 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
366 static void R_BuildFogTexture(void)
370 unsigned char data1[FOGWIDTH][4];
371 //unsigned char data2[FOGWIDTH][4];
374 r_refdef.fogmasktable_start = r_refdef.fog_start;
375 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
376 r_refdef.fogmasktable_range = r_refdef.fogrange;
377 r_refdef.fogmasktable_density = r_refdef.fog_density;
379 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
380 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
382 d = (x * r - r_refdef.fogmasktable_start);
383 if(developer.integer >= 100)
384 Con_Printf("%f ", d);
386 if (r_fog_exp2.integer)
387 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
389 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
390 if(developer.integer >= 100)
391 Con_Printf(" : %f ", alpha);
392 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
393 if(developer.integer >= 100)
394 Con_Printf(" = %f\n", alpha);
395 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
398 for (x = 0;x < FOGWIDTH;x++)
400 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
405 //data2[x][0] = 255 - b;
406 //data2[x][1] = 255 - b;
407 //data2[x][2] = 255 - b;
410 if (r_texture_fogattenuation)
412 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
413 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
417 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);
418 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
422 static const char *builtinshaderstring =
423 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
424 "// written by Forest 'LordHavoc' Hale\n"
426 "// common definitions between vertex shader and fragment shader:\n"
428 "//#ifdef __GLSL_CG_DATA_TYPES\n"
429 "//# define myhalf half\n"
430 "//# define myhalf2 half2\n"
431 "//# define myhalf3 half3\n"
432 "//# define myhalf4 half4\n"
434 "# define myhalf float\n"
435 "# define myhalf2 vec2\n"
436 "# define myhalf3 vec3\n"
437 "# define myhalf4 vec4\n"
440 "#ifdef MODE_DEPTH_OR_SHADOW\n"
442 "# ifdef VERTEX_SHADER\n"
445 " gl_Position = ftransform();\n"
451 "#ifdef MODE_POSTPROCESS\n"
452 "# ifdef VERTEX_SHADER\n"
455 " gl_FrontColor = gl_Color;\n"
456 " gl_Position = ftransform();\n"
457 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
459 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
463 "# ifdef FRAGMENT_SHADER\n"
465 "uniform sampler2D Texture_First;\n"
467 "uniform sampler2D Texture_Second;\n"
469 "#ifdef USEGAMMARAMPS\n"
470 "uniform sampler2D Texture_GammaRamps;\n"
472 "#ifdef USEVERTEXTEXTUREBLEND\n"
473 "uniform vec4 TintColor;\n"
475 "#ifdef USECOLORMOD\n"
476 "uniform vec3 Gamma;\n"
478 "//uncomment these if you want to use them:\n"
479 "// uniform vec4 UserVec1;\n"
480 "// uniform vec4 UserVec2;\n"
481 "// uniform vec4 UserVec3;\n"
482 "// uniform vec4 UserVec4;\n"
483 "// uniform float ClientTime;\n"
484 "// uniform vec2 PixelSize;\n"
487 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
489 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
491 "#ifdef USEVERTEXTEXTUREBLEND\n"
492 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
495 "#ifdef USEPOSTPROCESSING\n"
496 "// add your own postprocessing here or make your own ifdef for it\n"
499 "#ifdef USEGAMMARAMPS\n"
500 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
501 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
502 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
509 "#ifdef MODE_GENERIC\n"
510 "# ifdef VERTEX_SHADER\n"
513 " gl_FrontColor = gl_Color;\n"
514 "# ifdef USEDIFFUSE\n"
515 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
517 "# ifdef USESPECULAR\n"
518 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
520 " gl_Position = ftransform();\n"
523 "# ifdef FRAGMENT_SHADER\n"
525 "# ifdef USEDIFFUSE\n"
526 "uniform sampler2D Texture_First;\n"
528 "# ifdef USESPECULAR\n"
529 "uniform sampler2D Texture_Second;\n"
534 " gl_FragColor = gl_Color;\n"
535 "# ifdef USEDIFFUSE\n"
536 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
539 "# ifdef USESPECULAR\n"
540 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
542 "# ifdef USECOLORMAPPING\n"
543 " gl_FragColor *= tex2;\n"
546 " gl_FragColor += tex2;\n"
548 "# ifdef USEVERTEXTEXTUREBLEND\n"
549 " gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
554 "#else // !MODE_GENERIC\n"
556 "varying vec2 TexCoord;\n"
557 "varying vec2 TexCoordLightmap;\n"
559 "#ifdef MODE_LIGHTSOURCE\n"
560 "varying vec3 CubeVector;\n"
563 "#ifdef MODE_LIGHTSOURCE\n"
564 "varying vec3 LightVector;\n"
566 "#ifdef MODE_LIGHTDIRECTION\n"
567 "varying vec3 LightVector;\n"
570 "varying vec3 EyeVector;\n"
572 "varying vec3 EyeVectorModelSpace;\n"
575 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
576 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
577 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
579 "#ifdef MODE_WATER\n"
580 "varying vec4 ModelViewProjectionPosition;\n"
582 "#ifdef MODE_REFRACTION\n"
583 "varying vec4 ModelViewProjectionPosition;\n"
585 "#ifdef USEREFLECTION\n"
586 "varying vec4 ModelViewProjectionPosition;\n"
593 "// vertex shader specific:\n"
594 "#ifdef VERTEX_SHADER\n"
596 "uniform vec3 LightPosition;\n"
597 "uniform vec3 EyePosition;\n"
598 "uniform vec3 LightDir;\n"
600 "// 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"
604 " gl_FrontColor = gl_Color;\n"
605 " // copy the surface texcoord\n"
606 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
607 "#ifndef MODE_LIGHTSOURCE\n"
608 "# ifndef MODE_LIGHTDIRECTION\n"
609 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
613 "#ifdef MODE_LIGHTSOURCE\n"
614 " // transform vertex position into light attenuation/cubemap space\n"
615 " // (-1 to +1 across the light box)\n"
616 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
618 " // transform unnormalized light direction into tangent space\n"
619 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
620 " // normalize it per pixel)\n"
621 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
622 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
623 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
624 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
627 "#ifdef MODE_LIGHTDIRECTION\n"
628 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
629 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
630 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
633 " // transform unnormalized eye direction into tangent space\n"
635 " vec3 EyeVectorModelSpace;\n"
637 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
638 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
639 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
640 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
642 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
643 " VectorS = gl_MultiTexCoord1.xyz;\n"
644 " VectorT = gl_MultiTexCoord2.xyz;\n"
645 " VectorR = gl_MultiTexCoord3.xyz;\n"
648 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
649 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
650 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
651 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
654 "// transform vertex to camera space, using ftransform to match non-VS\n"
656 " gl_Position = ftransform();\n"
658 "#ifdef MODE_WATER\n"
659 " ModelViewProjectionPosition = gl_Position;\n"
661 "#ifdef MODE_REFRACTION\n"
662 " ModelViewProjectionPosition = gl_Position;\n"
664 "#ifdef USEREFLECTION\n"
665 " ModelViewProjectionPosition = gl_Position;\n"
669 "#endif // VERTEX_SHADER\n"
674 "// fragment shader specific:\n"
675 "#ifdef FRAGMENT_SHADER\n"
677 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
678 "uniform sampler2D Texture_Normal;\n"
679 "uniform sampler2D Texture_Color;\n"
680 "uniform sampler2D Texture_Gloss;\n"
681 "uniform sampler2D Texture_Glow;\n"
682 "uniform sampler2D Texture_SecondaryNormal;\n"
683 "uniform sampler2D Texture_SecondaryColor;\n"
684 "uniform sampler2D Texture_SecondaryGloss;\n"
685 "uniform sampler2D Texture_SecondaryGlow;\n"
686 "uniform sampler2D Texture_Pants;\n"
687 "uniform sampler2D Texture_Shirt;\n"
688 "uniform sampler2D Texture_FogMask;\n"
689 "uniform sampler2D Texture_Lightmap;\n"
690 "uniform sampler2D Texture_Deluxemap;\n"
691 "uniform sampler2D Texture_Refraction;\n"
692 "uniform sampler2D Texture_Reflection;\n"
693 "uniform sampler2D Texture_Attenuation;\n"
694 "uniform samplerCube Texture_Cube;\n"
696 "uniform myhalf3 LightColor;\n"
697 "uniform myhalf3 AmbientColor;\n"
698 "uniform myhalf3 DiffuseColor;\n"
699 "uniform myhalf3 SpecularColor;\n"
700 "uniform myhalf3 Color_Pants;\n"
701 "uniform myhalf3 Color_Shirt;\n"
702 "uniform myhalf3 FogColor;\n"
704 "uniform myhalf4 TintColor;\n"
707 "//#ifdef MODE_WATER\n"
708 "uniform vec4 DistortScaleRefractReflect;\n"
709 "uniform vec4 ScreenScaleRefractReflect;\n"
710 "uniform vec4 ScreenCenterRefractReflect;\n"
711 "uniform myhalf4 RefractColor;\n"
712 "uniform myhalf4 ReflectColor;\n"
713 "uniform myhalf ReflectFactor;\n"
714 "uniform myhalf ReflectOffset;\n"
716 "//# ifdef MODE_REFRACTION\n"
717 "//uniform vec4 DistortScaleRefractReflect;\n"
718 "//uniform vec4 ScreenScaleRefractReflect;\n"
719 "//uniform vec4 ScreenCenterRefractReflect;\n"
720 "//uniform myhalf4 RefractColor;\n"
721 "//# ifdef USEREFLECTION\n"
722 "//uniform myhalf4 ReflectColor;\n"
725 "//# ifdef USEREFLECTION\n"
726 "//uniform vec4 DistortScaleRefractReflect;\n"
727 "//uniform vec4 ScreenScaleRefractReflect;\n"
728 "//uniform vec4 ScreenCenterRefractReflect;\n"
729 "//uniform myhalf4 ReflectColor;\n"
734 "uniform myhalf GlowScale;\n"
735 "uniform myhalf SceneBrightness;\n"
736 "#ifdef USECONTRASTBOOST\n"
737 "uniform myhalf ContrastBoostCoeff;\n"
740 "uniform float OffsetMapping_Scale;\n"
741 "uniform float OffsetMapping_Bias;\n"
742 "uniform float FogRangeRecip;\n"
744 "uniform myhalf AmbientScale;\n"
745 "uniform myhalf DiffuseScale;\n"
746 "uniform myhalf SpecularScale;\n"
747 "uniform myhalf SpecularPower;\n"
749 "#ifdef USEOFFSETMAPPING\n"
750 "vec2 OffsetMapping(vec2 TexCoord)\n"
752 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
753 " // 14 sample relief mapping: linear search and then binary search\n"
754 " // this basically steps forward a small amount repeatedly until it finds\n"
755 " // itself inside solid, then jitters forward and back using decreasing\n"
756 " // amounts to find the impact\n"
757 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
758 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
759 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
760 " vec3 RT = vec3(TexCoord, 1);\n"
761 " OffsetVector *= 0.1;\n"
762 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
763 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
772 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
778 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
779 " // this basically moves forward the full distance, and then backs up based\n"
780 " // on height of samples\n"
781 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
782 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
783 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
784 " TexCoord += OffsetVector;\n"
785 " OffsetVector *= 0.333;\n"
786 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
787 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " return TexCoord;\n"
792 "#endif // USEOFFSETMAPPING\n"
794 "#ifdef MODE_WATER\n"
799 "#ifdef USEOFFSETMAPPING\n"
800 " // apply offsetmapping\n"
801 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
802 "#define TexCoord TexCoordOffset\n"
805 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
806 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
807 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
808 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
809 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
812 "#else // !MODE_WATER\n"
813 "#ifdef MODE_REFRACTION\n"
815 "// refraction pass\n"
818 "#ifdef USEOFFSETMAPPING\n"
819 " // apply offsetmapping\n"
820 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
821 "#define TexCoord TexCoordOffset\n"
824 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
825 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
826 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
827 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
830 "#else // !MODE_REFRACTION\n"
833 "#ifdef USEOFFSETMAPPING\n"
834 " // apply offsetmapping\n"
835 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
836 "#define TexCoord TexCoordOffset\n"
839 " // combine the diffuse textures (base, pants, shirt)\n"
840 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
841 "#ifdef USECOLORMAPPING\n"
842 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
844 "#ifdef USEVERTEXTEXTUREBLEND\n"
845 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
846 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
847 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
848 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
849 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
852 "#ifdef USEDIFFUSE\n"
853 " // get the surface normal and the gloss color\n"
854 "# ifdef USEVERTEXTEXTUREBLEND\n"
855 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
856 "# ifdef USESPECULAR\n"
857 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
860 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
861 "# ifdef USESPECULAR\n"
862 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
869 "#ifdef MODE_LIGHTSOURCE\n"
872 " // calculate surface normal, light normal, and specular normal\n"
873 " // compute color intensity for the two textures (colormap and glossmap)\n"
874 " // scale by light color and attenuation as efficiently as possible\n"
875 " // (do as much scalar math as possible rather than vector math)\n"
876 "# ifdef USEDIFFUSE\n"
877 " // get the light normal\n"
878 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
880 "# ifdef USESPECULAR\n"
881 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
883 " // calculate directional shading\n"
884 " 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"
886 "# ifdef USEDIFFUSE\n"
887 " // calculate directional shading\n"
888 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
890 " // calculate directionless shading\n"
891 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
895 "# ifdef USECUBEFILTER\n"
896 " // apply light cubemap filter\n"
897 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
898 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
900 "#endif // MODE_LIGHTSOURCE\n"
905 "#ifdef MODE_LIGHTDIRECTION\n"
906 " // directional model lighting\n"
907 "# ifdef USEDIFFUSE\n"
908 " // get the light normal\n"
909 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
911 "# ifdef USESPECULAR\n"
912 " // calculate directional shading\n"
913 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
914 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
915 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
917 "# ifdef USEDIFFUSE\n"
919 " // calculate directional shading\n"
920 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
922 " color.rgb *= AmbientColor;\n"
925 "#endif // MODE_LIGHTDIRECTION\n"
930 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
931 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
933 " // get the light normal\n"
934 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
935 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
936 " // calculate directional shading\n"
937 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
938 "# ifdef USESPECULAR\n"
939 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
940 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
943 " // apply lightmap color\n"
944 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
945 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
950 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
951 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
953 " // get the light normal\n"
954 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
955 " // calculate directional shading\n"
956 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
957 "# ifdef USESPECULAR\n"
958 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
959 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
962 " // apply lightmap color\n"
963 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
964 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
969 "#ifdef MODE_LIGHTMAP\n"
970 " // apply lightmap color\n"
971 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
972 "#endif // MODE_LIGHTMAP\n"
977 "#ifdef MODE_VERTEXCOLOR\n"
978 " // apply lightmap color\n"
979 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
980 "#endif // MODE_VERTEXCOLOR\n"
985 "#ifdef MODE_FLATCOLOR\n"
986 "#endif // MODE_FLATCOLOR\n"
994 " color *= TintColor;\n"
997 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1000 "#ifdef USECONTRASTBOOST\n"
1001 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1004 " color.rgb *= SceneBrightness;\n"
1006 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1008 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1011 " // 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"
1012 "#ifdef USEREFLECTION\n"
1013 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1014 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1015 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1016 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1019 " gl_FragColor = vec4(color);\n"
1021 "#endif // !MODE_REFRACTION\n"
1022 "#endif // !MODE_WATER\n"
1024 "#endif // FRAGMENT_SHADER\n"
1026 "#endif // !MODE_GENERIC\n"
1027 "#endif // !MODE_POSTPROCESS\n"
1028 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1031 typedef struct shaderpermutationinfo_s
1033 const char *pretext;
1036 shaderpermutationinfo_t;
1038 typedef struct shadermodeinfo_s
1040 const char *vertexfilename;
1041 const char *geometryfilename;
1042 const char *fragmentfilename;
1043 const char *pretext;
1048 typedef enum shaderpermutation_e
1050 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1051 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1052 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1053 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1054 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1055 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1056 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1057 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1058 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1059 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1060 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1061 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1062 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1063 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1064 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1066 shaderpermutation_t;
1068 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1069 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1071 {"#define USEDIFFUSE\n", " diffuse"},
1072 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1073 {"#define USECOLORMAPPING\n", " colormapping"},
1074 {"#define USECONTRASTBOOST\n", " contrastboost"},
1075 {"#define USEFOG\n", " fog"},
1076 {"#define USECUBEFILTER\n", " cubefilter"},
1077 {"#define USEGLOW\n", " glow"},
1078 {"#define USESPECULAR\n", " specular"},
1079 {"#define USEREFLECTION\n", " reflection"},
1080 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1081 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1082 {"#define USEGAMMARAMPS\n", " gammaramps"},
1083 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1086 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1087 typedef enum shadermode_e
1089 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1090 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1091 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1092 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1093 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1094 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1095 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1096 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1097 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1098 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1099 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1100 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1105 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1106 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1108 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1109 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1110 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1111 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1112 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1113 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1114 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1115 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1116 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1117 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1118 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1119 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1122 typedef struct r_glsl_permutation_s
1124 // indicates if we have tried compiling this permutation already
1126 // 0 if compilation failed
1128 // locations of detected uniforms in program object, or -1 if not found
1129 int loc_Texture_First;
1130 int loc_Texture_Second;
1131 int loc_Texture_GammaRamps;
1132 int loc_Texture_Normal;
1133 int loc_Texture_Color;
1134 int loc_Texture_Gloss;
1135 int loc_Texture_Glow;
1136 int loc_Texture_SecondaryNormal;
1137 int loc_Texture_SecondaryColor;
1138 int loc_Texture_SecondaryGloss;
1139 int loc_Texture_SecondaryGlow;
1140 int loc_Texture_Pants;
1141 int loc_Texture_Shirt;
1142 int loc_Texture_FogMask;
1143 int loc_Texture_Lightmap;
1144 int loc_Texture_Deluxemap;
1145 int loc_Texture_Attenuation;
1146 int loc_Texture_Cube;
1147 int loc_Texture_Refraction;
1148 int loc_Texture_Reflection;
1150 int loc_LightPosition;
1151 int loc_EyePosition;
1152 int loc_Color_Pants;
1153 int loc_Color_Shirt;
1154 int loc_FogRangeRecip;
1155 int loc_AmbientScale;
1156 int loc_DiffuseScale;
1157 int loc_SpecularScale;
1158 int loc_SpecularPower;
1160 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1161 int loc_OffsetMapping_Scale;
1163 int loc_AmbientColor;
1164 int loc_DiffuseColor;
1165 int loc_SpecularColor;
1167 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1168 int loc_GammaCoeff; // 1 / gamma
1169 int loc_DistortScaleRefractReflect;
1170 int loc_ScreenScaleRefractReflect;
1171 int loc_ScreenCenterRefractReflect;
1172 int loc_RefractColor;
1173 int loc_ReflectColor;
1174 int loc_ReflectFactor;
1175 int loc_ReflectOffset;
1183 r_glsl_permutation_t;
1185 // information about each possible shader permutation
1186 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1187 // currently selected permutation
1188 r_glsl_permutation_t *r_glsl_permutation;
1190 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1193 if (!filename || !filename[0])
1195 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1198 if (printfromdisknotice)
1199 Con_DPrint("from disk... ");
1200 return shaderstring;
1202 else if (!strcmp(filename, "glsl/default.glsl"))
1204 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1205 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1207 return shaderstring;
1210 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1213 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1214 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1215 int vertstrings_count = 0;
1216 int geomstrings_count = 0;
1217 int fragstrings_count = 0;
1218 char *vertexstring, *geometrystring, *fragmentstring;
1219 const char *vertstrings_list[32+3];
1220 const char *geomstrings_list[32+3];
1221 const char *fragstrings_list[32+3];
1222 char permutationname[256];
1229 permutationname[0] = 0;
1230 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1231 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1232 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1234 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1236 // the first pretext is which type of shader to compile as
1237 // (later these will all be bound together as a program object)
1238 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1239 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1240 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1242 // the second pretext is the mode (for example a light source)
1243 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1244 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1245 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1246 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1248 // now add all the permutation pretexts
1249 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1251 if (permutation & (1<<i))
1253 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1254 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1255 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1256 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1260 // keep line numbers correct
1261 vertstrings_list[vertstrings_count++] = "\n";
1262 geomstrings_list[geomstrings_count++] = "\n";
1263 fragstrings_list[fragstrings_count++] = "\n";
1267 // now append the shader text itself
1268 vertstrings_list[vertstrings_count++] = vertexstring;
1269 geomstrings_list[geomstrings_count++] = geometrystring;
1270 fragstrings_list[fragstrings_count++] = fragmentstring;
1272 // if any sources were NULL, clear the respective list
1274 vertstrings_count = 0;
1275 if (!geometrystring)
1276 geomstrings_count = 0;
1277 if (!fragmentstring)
1278 fragstrings_count = 0;
1280 // compile the shader program
1281 if (vertstrings_count + geomstrings_count + fragstrings_count)
1282 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1286 qglUseProgramObjectARB(p->program);CHECKGLERROR
1287 // look up all the uniform variable names we care about, so we don't
1288 // have to look them up every time we set them
1289 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1290 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1291 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1292 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1293 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1294 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1295 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1296 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1297 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1298 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1299 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1300 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1301 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1302 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1303 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1304 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1305 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1306 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1307 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1308 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1309 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1310 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1311 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1312 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1313 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1314 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1315 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1316 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1317 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1318 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1319 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1320 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1321 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1322 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1323 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1324 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1325 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1326 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1327 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1328 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1329 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1330 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1331 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1332 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1333 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1334 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1335 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1336 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1337 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1338 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1339 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1340 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1341 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1342 // initialize the samplers to refer to the texture units we use
1343 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1344 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1345 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1346 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1347 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1348 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1349 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1350 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1351 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1352 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1353 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1354 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1355 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1356 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1357 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1358 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1359 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1360 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1361 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1362 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1364 if (developer.integer)
1365 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1368 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1372 Mem_Free(vertexstring);
1374 Mem_Free(geometrystring);
1376 Mem_Free(fragmentstring);
1379 void R_GLSL_Restart_f(void)
1382 shaderpermutation_t permutation;
1383 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1384 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1385 if (r_glsl_permutations[mode][permutation].program)
1386 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1387 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1390 void R_GLSL_DumpShader_f(void)
1394 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1397 Con_Printf("failed to write to glsl/default.glsl\n");
1401 FS_Print(file, "// The engine may define the following macros:\n");
1402 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1403 for (i = 0;i < SHADERMODE_COUNT;i++)
1404 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1405 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1406 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1407 FS_Print(file, "\n");
1408 FS_Print(file, builtinshaderstring);
1411 Con_Printf("glsl/default.glsl written\n");
1414 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1416 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1417 if (r_glsl_permutation != perm)
1419 r_glsl_permutation = perm;
1420 if (!r_glsl_permutation->program)
1422 if (!r_glsl_permutation->compiled)
1423 R_GLSL_CompilePermutation(mode, permutation);
1424 if (!r_glsl_permutation->program)
1426 // remove features until we find a valid permutation
1428 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1430 // reduce i more quickly whenever it would not remove any bits
1431 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1432 if (!(permutation & j))
1435 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1436 if (!r_glsl_permutation->compiled)
1437 R_GLSL_CompilePermutation(mode, permutation);
1438 if (r_glsl_permutation->program)
1441 if (i >= SHADERPERMUTATION_COUNT)
1443 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");
1444 Cvar_SetValueQuick(&r_glsl, 0);
1445 R_GLSL_Restart_f(); // unload shaders
1446 return; // no bit left to clear
1451 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1455 void R_SetupGenericShader(qboolean usetexture)
1457 if (gl_support_fragment_shader)
1459 if (r_glsl.integer && r_glsl_usegeneric.integer)
1460 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1461 else if (r_glsl_permutation)
1463 r_glsl_permutation = NULL;
1464 qglUseProgramObjectARB(0);CHECKGLERROR
1469 void R_SetupGenericTwoTextureShader(int texturemode)
1471 if (gl_support_fragment_shader)
1473 if (r_glsl.integer && r_glsl_usegeneric.integer)
1474 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1475 else if (r_glsl_permutation)
1477 r_glsl_permutation = NULL;
1478 qglUseProgramObjectARB(0);CHECKGLERROR
1481 if (!r_glsl_permutation)
1483 if (texturemode == GL_DECAL && gl_combine.integer)
1484 texturemode = GL_INTERPOLATE_ARB;
1485 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1489 void R_SetupDepthOrShadowShader(void)
1491 if (gl_support_fragment_shader)
1493 if (r_glsl.integer && r_glsl_usegeneric.integer)
1494 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1495 else if (r_glsl_permutation)
1497 r_glsl_permutation = NULL;
1498 qglUseProgramObjectARB(0);CHECKGLERROR
1503 extern rtexture_t *r_shadow_attenuationgradienttexture;
1504 extern rtexture_t *r_shadow_attenuation2dtexture;
1505 extern rtexture_t *r_shadow_attenuation3dtexture;
1506 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1508 // select a permutation of the lighting shader appropriate to this
1509 // combination of texture, entity, light source, and fogging, only use the
1510 // minimum features necessary to avoid wasting rendering time in the
1511 // fragment shader on features that are not being used
1512 unsigned int permutation = 0;
1513 shadermode_t mode = 0;
1514 // TODO: implement geometry-shader based shadow volumes someday
1515 if (r_glsl_offsetmapping.integer)
1517 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1518 if (r_glsl_offsetmapping_reliefmapping.integer)
1519 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1521 if (rsurfacepass == RSURFPASS_BACKGROUND)
1523 // distorted background
1524 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1525 mode = SHADERMODE_WATER;
1527 mode = SHADERMODE_REFRACTION;
1529 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1532 mode = SHADERMODE_LIGHTSOURCE;
1533 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1534 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1535 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1536 permutation |= SHADERPERMUTATION_CUBEFILTER;
1537 if (diffusescale > 0)
1538 permutation |= SHADERPERMUTATION_DIFFUSE;
1539 if (specularscale > 0)
1540 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1541 if (r_refdef.fogenabled)
1542 permutation |= SHADERPERMUTATION_FOG;
1543 if (rsurface.texture->colormapping)
1544 permutation |= SHADERPERMUTATION_COLORMAPPING;
1545 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1546 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1548 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1550 // unshaded geometry (fullbright or ambient model lighting)
1551 mode = SHADERMODE_FLATCOLOR;
1552 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1553 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1554 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1555 permutation |= SHADERPERMUTATION_GLOW;
1556 if (r_refdef.fogenabled)
1557 permutation |= SHADERPERMUTATION_FOG;
1558 if (rsurface.texture->colormapping)
1559 permutation |= SHADERPERMUTATION_COLORMAPPING;
1560 if (r_glsl_offsetmapping.integer)
1562 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1563 if (r_glsl_offsetmapping_reliefmapping.integer)
1564 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1566 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1567 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1568 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1569 permutation |= SHADERPERMUTATION_REFLECTION;
1571 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1573 // directional model lighting
1574 mode = SHADERMODE_LIGHTDIRECTION;
1575 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1576 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1577 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1578 permutation |= SHADERPERMUTATION_GLOW;
1579 permutation |= SHADERPERMUTATION_DIFFUSE;
1580 if (specularscale > 0)
1581 permutation |= SHADERPERMUTATION_SPECULAR;
1582 if (r_refdef.fogenabled)
1583 permutation |= SHADERPERMUTATION_FOG;
1584 if (rsurface.texture->colormapping)
1585 permutation |= SHADERPERMUTATION_COLORMAPPING;
1586 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1587 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1588 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1589 permutation |= SHADERPERMUTATION_REFLECTION;
1591 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1593 // ambient model lighting
1594 mode = SHADERMODE_LIGHTDIRECTION;
1595 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1596 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1597 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1598 permutation |= SHADERPERMUTATION_GLOW;
1599 if (r_refdef.fogenabled)
1600 permutation |= SHADERPERMUTATION_FOG;
1601 if (rsurface.texture->colormapping)
1602 permutation |= SHADERPERMUTATION_COLORMAPPING;
1603 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1604 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1605 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1606 permutation |= SHADERPERMUTATION_REFLECTION;
1611 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1613 // deluxemapping (light direction texture)
1614 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1615 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1617 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1618 permutation |= SHADERPERMUTATION_DIFFUSE;
1619 if (specularscale > 0)
1620 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1622 else if (r_glsl_deluxemapping.integer >= 2)
1624 // fake deluxemapping (uniform light direction in tangentspace)
1625 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1626 permutation |= SHADERPERMUTATION_DIFFUSE;
1627 if (specularscale > 0)
1628 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1630 else if (rsurface.uselightmaptexture)
1632 // ordinary lightmapping (q1bsp, q3bsp)
1633 mode = SHADERMODE_LIGHTMAP;
1637 // ordinary vertex coloring (q3bsp)
1638 mode = SHADERMODE_VERTEXCOLOR;
1640 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1641 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1642 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1643 permutation |= SHADERPERMUTATION_GLOW;
1644 if (r_refdef.fogenabled)
1645 permutation |= SHADERPERMUTATION_FOG;
1646 if (rsurface.texture->colormapping)
1647 permutation |= SHADERPERMUTATION_COLORMAPPING;
1648 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1649 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1650 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1651 permutation |= SHADERPERMUTATION_REFLECTION;
1653 R_SetupShader_SetPermutation(mode, permutation);
1654 if (mode == SHADERMODE_LIGHTSOURCE)
1656 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1657 if (permutation & SHADERPERMUTATION_DIFFUSE)
1659 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1660 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1661 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1662 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1666 // ambient only is simpler
1667 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]);
1668 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1669 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1670 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1672 // additive passes are only darkened by fog, not tinted
1673 if (r_glsl_permutation->loc_FogColor >= 0)
1674 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1678 if (mode == SHADERMODE_LIGHTDIRECTION)
1680 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);
1681 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);
1682 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);
1683 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]);
1687 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1688 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1689 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1691 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]);
1692 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1693 // additive passes are only darkened by fog, not tinted
1694 if (r_glsl_permutation->loc_FogColor >= 0)
1696 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1697 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1699 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1701 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);
1702 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]);
1703 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]);
1704 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1705 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1706 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1707 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1709 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1711 // The formula used is actually:
1712 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1713 // color.rgb *= SceneBrightness;
1715 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1716 // and do [[calculations]] here in the engine
1717 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1718 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1721 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1722 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1723 if (r_glsl_permutation->loc_Color_Pants >= 0)
1725 if (rsurface.texture->currentskinframe->pants)
1726 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1728 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1730 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1732 if (rsurface.texture->currentskinframe->shirt)
1733 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1735 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1737 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1738 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1739 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1743 #define SKINFRAME_HASH 1024
1747 int loadsequence; // incremented each level change
1748 memexpandablearray_t array;
1749 skinframe_t *hash[SKINFRAME_HASH];
1753 void R_SkinFrame_PrepareForPurge(void)
1755 r_skinframe.loadsequence++;
1756 // wrap it without hitting zero
1757 if (r_skinframe.loadsequence >= 200)
1758 r_skinframe.loadsequence = 1;
1761 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1765 // mark the skinframe as used for the purging code
1766 skinframe->loadsequence = r_skinframe.loadsequence;
1769 void R_SkinFrame_Purge(void)
1773 for (i = 0;i < SKINFRAME_HASH;i++)
1775 for (s = r_skinframe.hash[i];s;s = s->next)
1777 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1779 if (s->merged == s->base)
1781 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1782 R_PurgeTexture(s->stain );s->stain = NULL;
1783 R_PurgeTexture(s->merged);s->merged = NULL;
1784 R_PurgeTexture(s->base );s->base = NULL;
1785 R_PurgeTexture(s->pants );s->pants = NULL;
1786 R_PurgeTexture(s->shirt );s->shirt = NULL;
1787 R_PurgeTexture(s->nmap );s->nmap = NULL;
1788 R_PurgeTexture(s->gloss );s->gloss = NULL;
1789 R_PurgeTexture(s->glow );s->glow = NULL;
1790 R_PurgeTexture(s->fog );s->fog = NULL;
1791 s->loadsequence = 0;
1797 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1799 char basename[MAX_QPATH];
1801 Image_StripImageExtension(name, basename, sizeof(basename));
1803 if( last == NULL ) {
1805 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1806 item = r_skinframe.hash[hashindex];
1811 // linearly search through the hash bucket
1812 for( ; item ; item = item->next ) {
1813 if( !strcmp( item->basename, basename ) ) {
1820 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1824 char basename[MAX_QPATH];
1826 Image_StripImageExtension(name, basename, sizeof(basename));
1828 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1829 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1830 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1834 rtexture_t *dyntexture;
1835 // check whether its a dynamic texture
1836 dyntexture = CL_GetDynTexture( basename );
1837 if (!add && !dyntexture)
1839 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1840 memset(item, 0, sizeof(*item));
1841 strlcpy(item->basename, basename, sizeof(item->basename));
1842 item->base = dyntexture; // either NULL or dyntexture handle
1843 item->textureflags = textureflags;
1844 item->comparewidth = comparewidth;
1845 item->compareheight = compareheight;
1846 item->comparecrc = comparecrc;
1847 item->next = r_skinframe.hash[hashindex];
1848 r_skinframe.hash[hashindex] = item;
1850 else if( item->base == NULL )
1852 rtexture_t *dyntexture;
1853 // check whether its a dynamic texture
1854 // 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]
1855 dyntexture = CL_GetDynTexture( basename );
1856 item->base = dyntexture; // either NULL or dyntexture handle
1859 R_SkinFrame_MarkUsed(item);
1863 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1865 // FIXME: it should be possible to disable loading various layers using
1866 // cvars, to prevent wasted loading time and memory usage if the user does
1868 qboolean loadnormalmap = true;
1869 qboolean loadgloss = true;
1870 qboolean loadpantsandshirt = true;
1871 qboolean loadglow = true;
1873 unsigned char *pixels;
1874 unsigned char *bumppixels;
1875 unsigned char *basepixels = NULL;
1876 int basepixels_width;
1877 int basepixels_height;
1878 skinframe_t *skinframe;
1880 if (cls.state == ca_dedicated)
1883 // return an existing skinframe if already loaded
1884 // if loading of the first image fails, don't make a new skinframe as it
1885 // would cause all future lookups of this to be missing
1886 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1887 if (skinframe && skinframe->base)
1890 basepixels = loadimagepixelsbgra(name, complain, true);
1891 if (basepixels == NULL)
1894 // we've got some pixels to store, so really allocate this new texture now
1896 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1897 skinframe->stain = NULL;
1898 skinframe->merged = NULL;
1899 skinframe->base = r_texture_notexture;
1900 skinframe->pants = NULL;
1901 skinframe->shirt = NULL;
1902 skinframe->nmap = r_texture_blanknormalmap;
1903 skinframe->gloss = NULL;
1904 skinframe->glow = NULL;
1905 skinframe->fog = NULL;
1907 basepixels_width = image_width;
1908 basepixels_height = image_height;
1909 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);
1911 if (textureflags & TEXF_ALPHA)
1913 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1914 if (basepixels[j] < 255)
1916 if (j < basepixels_width * basepixels_height * 4)
1918 // has transparent pixels
1919 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1920 for (j = 0;j < image_width * image_height * 4;j += 4)
1925 pixels[j+3] = basepixels[j+3];
1927 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);
1932 // _norm is the name used by tenebrae and has been adopted as standard
1935 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1937 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1941 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1943 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1944 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1945 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1947 Mem_Free(bumppixels);
1949 else if (r_shadow_bumpscale_basetexture.value > 0)
1951 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1952 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1953 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1957 // _luma is supported for tenebrae compatibility
1958 // (I think it's a very stupid name, but oh well)
1959 // _glow is the preferred name
1960 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;}
1961 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;}
1962 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;}
1963 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;}
1966 Mem_Free(basepixels);
1971 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)
1976 for (i = 0;i < width*height;i++)
1977 if (((unsigned char *)&palette[in[i]])[3] > 0)
1979 if (i == width*height)
1982 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1985 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1986 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1989 unsigned char *temp1, *temp2;
1990 skinframe_t *skinframe;
1992 if (cls.state == ca_dedicated)
1995 // if already loaded just return it, otherwise make a new skinframe
1996 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1997 if (skinframe && skinframe->base)
2000 skinframe->stain = NULL;
2001 skinframe->merged = NULL;
2002 skinframe->base = r_texture_notexture;
2003 skinframe->pants = NULL;
2004 skinframe->shirt = NULL;
2005 skinframe->nmap = r_texture_blanknormalmap;
2006 skinframe->gloss = NULL;
2007 skinframe->glow = NULL;
2008 skinframe->fog = NULL;
2010 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2014 if (r_shadow_bumpscale_basetexture.value > 0)
2016 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2017 temp2 = temp1 + width * height * 4;
2018 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2019 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2022 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2023 if (textureflags & TEXF_ALPHA)
2025 for (i = 3;i < width * height * 4;i += 4)
2026 if (skindata[i] < 255)
2028 if (i < width * height * 4)
2030 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2031 memcpy(fogpixels, skindata, width * height * 4);
2032 for (i = 0;i < width * height * 4;i += 4)
2033 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2034 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2035 Mem_Free(fogpixels);
2042 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2045 unsigned char *temp1, *temp2;
2046 skinframe_t *skinframe;
2048 if (cls.state == ca_dedicated)
2051 // if already loaded just return it, otherwise make a new skinframe
2052 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2053 if (skinframe && skinframe->base)
2056 skinframe->stain = NULL;
2057 skinframe->merged = NULL;
2058 skinframe->base = r_texture_notexture;
2059 skinframe->pants = NULL;
2060 skinframe->shirt = NULL;
2061 skinframe->nmap = r_texture_blanknormalmap;
2062 skinframe->gloss = NULL;
2063 skinframe->glow = NULL;
2064 skinframe->fog = NULL;
2066 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2070 if (r_shadow_bumpscale_basetexture.value > 0)
2072 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2073 temp2 = temp1 + width * height * 4;
2074 // use either a custom palette or the quake palette
2075 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2076 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2077 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2080 // use either a custom palette, or the quake palette
2081 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2082 if (loadglowtexture)
2083 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2084 if (loadpantsandshirt)
2086 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2087 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2089 if (skinframe->pants || skinframe->shirt)
2090 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
2091 if (textureflags & TEXF_ALPHA)
2093 for (i = 0;i < width * height;i++)
2094 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2096 if (i < width * height)
2097 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2103 skinframe_t *R_SkinFrame_LoadMissing(void)
2105 skinframe_t *skinframe;
2107 if (cls.state == ca_dedicated)
2110 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2111 skinframe->stain = NULL;
2112 skinframe->merged = NULL;
2113 skinframe->base = r_texture_notexture;
2114 skinframe->pants = NULL;
2115 skinframe->shirt = NULL;
2116 skinframe->nmap = r_texture_blanknormalmap;
2117 skinframe->gloss = NULL;
2118 skinframe->glow = NULL;
2119 skinframe->fog = NULL;
2124 void gl_main_start(void)
2126 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2127 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2129 // set up r_skinframe loading system for textures
2130 memset(&r_skinframe, 0, sizeof(r_skinframe));
2131 r_skinframe.loadsequence = 1;
2132 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2134 r_main_texturepool = R_AllocTexturePool();
2135 R_BuildBlankTextures();
2137 if (gl_texturecubemap)
2140 R_BuildNormalizationCube();
2142 r_texture_fogattenuation = NULL;
2143 r_texture_gammaramps = NULL;
2144 //r_texture_fogintensity = NULL;
2145 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2146 memset(&r_waterstate, 0, sizeof(r_waterstate));
2147 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2148 memset(&r_svbsp, 0, sizeof (r_svbsp));
2150 r_refdef.fogmasktable_density = 0;
2153 void gl_main_shutdown(void)
2155 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2156 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2158 // clear out the r_skinframe state
2159 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2160 memset(&r_skinframe, 0, sizeof(r_skinframe));
2163 Mem_Free(r_svbsp.nodes);
2164 memset(&r_svbsp, 0, sizeof (r_svbsp));
2165 R_FreeTexturePool(&r_main_texturepool);
2166 r_texture_blanknormalmap = NULL;
2167 r_texture_white = NULL;
2168 r_texture_grey128 = NULL;
2169 r_texture_black = NULL;
2170 r_texture_whitecube = NULL;
2171 r_texture_normalizationcube = NULL;
2172 r_texture_fogattenuation = NULL;
2173 r_texture_gammaramps = NULL;
2174 //r_texture_fogintensity = NULL;
2175 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2176 memset(&r_waterstate, 0, sizeof(r_waterstate));
2180 extern void CL_ParseEntityLump(char *entitystring);
2181 void gl_main_newmap(void)
2183 // FIXME: move this code to client
2185 char *entities, entname[MAX_QPATH];
2188 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2189 l = (int)strlen(entname) - 4;
2190 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2192 memcpy(entname + l, ".ent", 5);
2193 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2195 CL_ParseEntityLump(entities);
2200 if (cl.worldmodel->brush.entities)
2201 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2205 void GL_Main_Init(void)
2207 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2209 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2210 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2211 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2212 if (gamemode == GAME_NEHAHRA)
2214 Cvar_RegisterVariable (&gl_fogenable);
2215 Cvar_RegisterVariable (&gl_fogdensity);
2216 Cvar_RegisterVariable (&gl_fogred);
2217 Cvar_RegisterVariable (&gl_foggreen);
2218 Cvar_RegisterVariable (&gl_fogblue);
2219 Cvar_RegisterVariable (&gl_fogstart);
2220 Cvar_RegisterVariable (&gl_fogend);
2221 Cvar_RegisterVariable (&gl_skyclip);
2223 Cvar_RegisterVariable(&r_depthfirst);
2224 Cvar_RegisterVariable(&r_nearclip);
2225 Cvar_RegisterVariable(&r_showbboxes);
2226 Cvar_RegisterVariable(&r_showsurfaces);
2227 Cvar_RegisterVariable(&r_showtris);
2228 Cvar_RegisterVariable(&r_shownormals);
2229 Cvar_RegisterVariable(&r_showlighting);
2230 Cvar_RegisterVariable(&r_showshadowvolumes);
2231 Cvar_RegisterVariable(&r_showcollisionbrushes);
2232 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2233 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2234 Cvar_RegisterVariable(&r_showdisabledepthtest);
2235 Cvar_RegisterVariable(&r_drawportals);
2236 Cvar_RegisterVariable(&r_drawentities);
2237 Cvar_RegisterVariable(&r_cullentities_trace);
2238 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2239 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2240 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2241 Cvar_RegisterVariable(&r_drawviewmodel);
2242 Cvar_RegisterVariable(&r_speeds);
2243 Cvar_RegisterVariable(&r_fullbrights);
2244 Cvar_RegisterVariable(&r_wateralpha);
2245 Cvar_RegisterVariable(&r_dynamic);
2246 Cvar_RegisterVariable(&r_fullbright);
2247 Cvar_RegisterVariable(&r_shadows);
2248 Cvar_RegisterVariable(&r_shadows_throwdistance);
2249 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2250 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2251 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2252 Cvar_RegisterVariable(&r_fog_exp2);
2253 Cvar_RegisterVariable(&r_textureunits);
2254 Cvar_RegisterVariable(&r_glsl);
2255 Cvar_RegisterVariable(&r_glsl_contrastboost);
2256 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2257 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2258 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2259 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2260 Cvar_RegisterVariable(&r_glsl_postprocess);
2261 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2262 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2263 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2264 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2265 Cvar_RegisterVariable(&r_glsl_usegeneric);
2266 Cvar_RegisterVariable(&r_water);
2267 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2268 Cvar_RegisterVariable(&r_water_clippingplanebias);
2269 Cvar_RegisterVariable(&r_water_refractdistort);
2270 Cvar_RegisterVariable(&r_water_reflectdistort);
2271 Cvar_RegisterVariable(&r_lerpsprites);
2272 Cvar_RegisterVariable(&r_lerpmodels);
2273 Cvar_RegisterVariable(&r_lerplightstyles);
2274 Cvar_RegisterVariable(&r_waterscroll);
2275 Cvar_RegisterVariable(&r_bloom);
2276 Cvar_RegisterVariable(&r_bloom_colorscale);
2277 Cvar_RegisterVariable(&r_bloom_brighten);
2278 Cvar_RegisterVariable(&r_bloom_blur);
2279 Cvar_RegisterVariable(&r_bloom_resolution);
2280 Cvar_RegisterVariable(&r_bloom_colorexponent);
2281 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2282 Cvar_RegisterVariable(&r_hdr);
2283 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2284 Cvar_RegisterVariable(&r_hdr_glowintensity);
2285 Cvar_RegisterVariable(&r_hdr_range);
2286 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2287 Cvar_RegisterVariable(&developer_texturelogging);
2288 Cvar_RegisterVariable(&gl_lightmaps);
2289 Cvar_RegisterVariable(&r_test);
2290 Cvar_RegisterVariable(&r_batchmode);
2291 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2292 Cvar_SetValue("r_fullbrights", 0);
2293 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2295 Cvar_RegisterVariable(&r_track_sprites);
2296 Cvar_RegisterVariable(&r_track_sprites_flags);
2297 Cvar_RegisterVariable(&r_track_sprites_scalew);
2298 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2301 extern void R_Textures_Init(void);
2302 extern void GL_Draw_Init(void);
2303 extern void GL_Main_Init(void);
2304 extern void R_Shadow_Init(void);
2305 extern void R_Sky_Init(void);
2306 extern void GL_Surf_Init(void);
2307 extern void R_Particles_Init(void);
2308 extern void R_Explosion_Init(void);
2309 extern void gl_backend_init(void);
2310 extern void Sbar_Init(void);
2311 extern void R_LightningBeams_Init(void);
2312 extern void Mod_RenderInit(void);
2314 void Render_Init(void)
2326 R_LightningBeams_Init();
2335 extern char *ENGINE_EXTENSIONS;
2338 VID_CheckExtensions();
2340 // LordHavoc: report supported extensions
2341 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2343 // clear to black (loading plaque will be seen over this)
2345 qglClearColor(0,0,0,1);CHECKGLERROR
2346 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2349 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2353 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2355 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2358 p = r_refdef.view.frustum + i;
2363 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2367 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2371 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2375 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2379 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2383 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2387 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2391 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2399 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2403 for (i = 0;i < numplanes;i++)
2410 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2414 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2418 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2422 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2426 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2430 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2434 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2438 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2446 //==================================================================================
2448 static void R_View_UpdateEntityVisible (void)
2451 entity_render_t *ent;
2453 if (!r_drawentities.integer)
2456 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2457 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2459 // worldmodel can check visibility
2460 for (i = 0;i < r_refdef.scene.numentities;i++)
2462 ent = r_refdef.scene.entities[i];
2463 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2466 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2468 for (i = 0;i < r_refdef.scene.numentities;i++)
2470 ent = r_refdef.scene.entities[i];
2471 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2473 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))
2474 ent->last_trace_visibility = realtime;
2475 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2476 r_refdef.viewcache.entityvisible[i] = 0;
2483 // no worldmodel or it can't check visibility
2484 for (i = 0;i < r_refdef.scene.numentities;i++)
2486 ent = r_refdef.scene.entities[i];
2487 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));
2492 // only used if skyrendermasked, and normally returns false
2493 int R_DrawBrushModelsSky (void)
2496 entity_render_t *ent;
2498 if (!r_drawentities.integer)
2502 for (i = 0;i < r_refdef.scene.numentities;i++)
2504 if (!r_refdef.viewcache.entityvisible[i])
2506 ent = r_refdef.scene.entities[i];
2507 if (!ent->model || !ent->model->DrawSky)
2509 ent->model->DrawSky(ent);
2515 static void R_DrawNoModel(entity_render_t *ent);
2516 static void R_DrawModels(void)
2519 entity_render_t *ent;
2521 if (!r_drawentities.integer)
2524 for (i = 0;i < r_refdef.scene.numentities;i++)
2526 if (!r_refdef.viewcache.entityvisible[i])
2528 ent = r_refdef.scene.entities[i];
2529 r_refdef.stats.entities++;
2530 if (ent->model && ent->model->Draw != NULL)
2531 ent->model->Draw(ent);
2537 static void R_DrawModelsDepth(void)
2540 entity_render_t *ent;
2542 if (!r_drawentities.integer)
2545 for (i = 0;i < r_refdef.scene.numentities;i++)
2547 if (!r_refdef.viewcache.entityvisible[i])
2549 ent = r_refdef.scene.entities[i];
2550 if (ent->model && ent->model->DrawDepth != NULL)
2551 ent->model->DrawDepth(ent);
2555 static void R_DrawModelsDebug(void)
2558 entity_render_t *ent;
2560 if (!r_drawentities.integer)
2563 for (i = 0;i < r_refdef.scene.numentities;i++)
2565 if (!r_refdef.viewcache.entityvisible[i])
2567 ent = r_refdef.scene.entities[i];
2568 if (ent->model && ent->model->DrawDebug != NULL)
2569 ent->model->DrawDebug(ent);
2573 static void R_DrawModelsAddWaterPlanes(void)
2576 entity_render_t *ent;
2578 if (!r_drawentities.integer)
2581 for (i = 0;i < r_refdef.scene.numentities;i++)
2583 if (!r_refdef.viewcache.entityvisible[i])
2585 ent = r_refdef.scene.entities[i];
2586 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2587 ent->model->DrawAddWaterPlanes(ent);
2591 static void R_View_SetFrustum(void)
2594 double slopex, slopey;
2595 vec3_t forward, left, up, origin;
2597 // we can't trust r_refdef.view.forward and friends in reflected scenes
2598 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2601 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2602 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2603 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2604 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2605 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2606 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2607 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2608 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2609 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2610 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2611 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2612 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2616 zNear = r_refdef.nearclip;
2617 nudge = 1.0 - 1.0 / (1<<23);
2618 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2619 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2620 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2621 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2622 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2623 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2624 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2625 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2631 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2632 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2633 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2634 r_refdef.view.frustum[0].dist = m[15] - m[12];
2636 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2637 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2638 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2639 r_refdef.view.frustum[1].dist = m[15] + m[12];
2641 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2642 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2643 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2644 r_refdef.view.frustum[2].dist = m[15] - m[13];
2646 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2647 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2648 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2649 r_refdef.view.frustum[3].dist = m[15] + m[13];
2651 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2652 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2653 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2654 r_refdef.view.frustum[4].dist = m[15] - m[14];
2656 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2657 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2658 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2659 r_refdef.view.frustum[5].dist = m[15] + m[14];
2662 if (r_refdef.view.useperspective)
2664 slopex = 1.0 / r_refdef.view.frustum_x;
2665 slopey = 1.0 / r_refdef.view.frustum_y;
2666 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2667 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2668 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2669 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2670 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2672 // Leaving those out was a mistake, those were in the old code, and they
2673 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2674 // I couldn't reproduce it after adding those normalizations. --blub
2675 VectorNormalize(r_refdef.view.frustum[0].normal);
2676 VectorNormalize(r_refdef.view.frustum[1].normal);
2677 VectorNormalize(r_refdef.view.frustum[2].normal);
2678 VectorNormalize(r_refdef.view.frustum[3].normal);
2680 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2681 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2682 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2683 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2684 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2686 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2687 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2688 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2689 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2690 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2694 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2695 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2696 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2697 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2698 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2699 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2700 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2701 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2702 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2703 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2705 r_refdef.view.numfrustumplanes = 5;
2707 if (r_refdef.view.useclipplane)
2709 r_refdef.view.numfrustumplanes = 6;
2710 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2713 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2714 PlaneClassify(r_refdef.view.frustum + i);
2716 // LordHavoc: note to all quake engine coders, Quake had a special case
2717 // for 90 degrees which assumed a square view (wrong), so I removed it,
2718 // Quake2 has it disabled as well.
2720 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2721 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2722 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2723 //PlaneClassify(&frustum[0]);
2725 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2726 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2727 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2728 //PlaneClassify(&frustum[1]);
2730 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2731 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2732 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2733 //PlaneClassify(&frustum[2]);
2735 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2736 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2737 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2738 //PlaneClassify(&frustum[3]);
2741 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2742 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2743 //PlaneClassify(&frustum[4]);
2746 void R_View_Update(void)
2748 R_View_SetFrustum();
2749 R_View_WorldVisibility(r_refdef.view.useclipplane);
2750 R_View_UpdateEntityVisible();
2753 void R_SetupView(qboolean allowwaterclippingplane)
2755 if (!r_refdef.view.useperspective)
2756 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2757 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2758 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2760 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2762 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2764 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2766 // LordHavoc: couldn't figure out how to make this approach the
2767 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2768 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2769 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2770 dist = r_refdef.view.clipplane.dist;
2771 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2775 void R_ResetViewRendering2D(void)
2779 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2780 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2781 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2782 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2783 GL_Color(1, 1, 1, 1);
2784 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2785 GL_BlendFunc(GL_ONE, GL_ZERO);
2786 GL_AlphaTest(false);
2787 GL_ScissorTest(false);
2788 GL_DepthMask(false);
2789 GL_DepthRange(0, 1);
2790 GL_DepthTest(false);
2791 R_Mesh_Matrix(&identitymatrix);
2792 R_Mesh_ResetTextureState();
2793 GL_PolygonOffset(0, 0);
2794 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2795 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2796 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2797 qglStencilMask(~0);CHECKGLERROR
2798 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2799 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2800 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2801 R_SetupGenericShader(true);
2804 void R_ResetViewRendering3D(void)
2808 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2809 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2811 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2812 GL_Color(1, 1, 1, 1);
2813 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2814 GL_BlendFunc(GL_ONE, GL_ZERO);
2815 GL_AlphaTest(false);
2816 GL_ScissorTest(true);
2818 GL_DepthRange(0, 1);
2820 R_Mesh_Matrix(&identitymatrix);
2821 R_Mesh_ResetTextureState();
2822 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2823 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2824 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2825 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2826 qglStencilMask(~0);CHECKGLERROR
2827 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2828 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2829 GL_CullFace(r_refdef.view.cullface_back);
2830 R_SetupGenericShader(true);
2833 void R_RenderScene(qboolean addwaterplanes);
2835 static void R_Water_StartFrame(void)
2838 int waterwidth, waterheight, texturewidth, textureheight;
2839 r_waterstate_waterplane_t *p;
2841 // set waterwidth and waterheight to the water resolution that will be
2842 // used (often less than the screen resolution for faster rendering)
2843 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2844 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2846 // calculate desired texture sizes
2847 // can't use water if the card does not support the texture size
2848 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2849 texturewidth = textureheight = waterwidth = waterheight = 0;
2850 else if (gl_support_arb_texture_non_power_of_two)
2852 texturewidth = waterwidth;
2853 textureheight = waterheight;
2857 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2858 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2861 // allocate textures as needed
2862 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2864 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2865 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2867 if (p->texture_refraction)
2868 R_FreeTexture(p->texture_refraction);
2869 p->texture_refraction = NULL;
2870 if (p->texture_reflection)
2871 R_FreeTexture(p->texture_reflection);
2872 p->texture_reflection = NULL;
2874 memset(&r_waterstate, 0, sizeof(r_waterstate));
2875 r_waterstate.waterwidth = waterwidth;
2876 r_waterstate.waterheight = waterheight;
2877 r_waterstate.texturewidth = texturewidth;
2878 r_waterstate.textureheight = textureheight;
2881 if (r_waterstate.waterwidth)
2883 r_waterstate.enabled = true;
2885 // set up variables that will be used in shader setup
2886 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2887 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2888 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2889 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2892 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2893 r_waterstate.numwaterplanes = 0;
2896 static void R_Water_AddWaterPlane(msurface_t *surface)
2898 int triangleindex, planeindex;
2904 r_waterstate_waterplane_t *p;
2905 // just use the first triangle with a valid normal for any decisions
2906 VectorClear(normal);
2907 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2909 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2910 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2911 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2912 TriangleNormal(vert[0], vert[1], vert[2], normal);
2913 if (VectorLength2(normal) >= 0.001)
2917 VectorCopy(normal, plane.normal);
2918 VectorNormalize(plane.normal);
2919 plane.dist = DotProduct(vert[0], plane.normal);
2920 PlaneClassify(&plane);
2921 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2923 // skip backfaces (except if nocullface is set)
2924 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2926 VectorNegate(plane.normal, plane.normal);
2928 PlaneClassify(&plane);
2932 // find a matching plane if there is one
2933 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2934 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2936 if (planeindex >= r_waterstate.maxwaterplanes)
2937 return; // nothing we can do, out of planes
2939 // if this triangle does not fit any known plane rendered this frame, add one
2940 if (planeindex >= r_waterstate.numwaterplanes)
2942 // store the new plane
2943 r_waterstate.numwaterplanes++;
2945 // clear materialflags and pvs
2946 p->materialflags = 0;
2947 p->pvsvalid = false;
2949 // merge this surface's materialflags into the waterplane
2950 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2951 // merge this surface's PVS into the waterplane
2952 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2953 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2954 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2956 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2961 static void R_Water_ProcessPlanes(void)
2963 r_refdef_view_t originalview;
2965 r_waterstate_waterplane_t *p;
2967 originalview = r_refdef.view;
2969 // make sure enough textures are allocated
2970 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2972 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2974 if (!p->texture_refraction)
2975 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);
2976 if (!p->texture_refraction)
2980 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2982 if (!p->texture_reflection)
2983 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);
2984 if (!p->texture_reflection)
2990 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2992 r_refdef.view.showdebug = false;
2993 r_refdef.view.width = r_waterstate.waterwidth;
2994 r_refdef.view.height = r_waterstate.waterheight;
2995 r_refdef.view.useclipplane = true;
2996 r_waterstate.renderingscene = true;
2998 // render the normal view scene and copy into texture
2999 // (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)
3000 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3002 r_refdef.view.clipplane = p->plane;
3003 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3004 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3005 PlaneClassify(&r_refdef.view.clipplane);
3007 R_RenderScene(false);
3009 // copy view into the screen texture
3010 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3011 GL_ActiveTexture(0);
3013 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3016 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3018 // render reflected scene and copy into texture
3019 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3020 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3021 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3022 r_refdef.view.clipplane = p->plane;
3023 // reverse the cullface settings for this render
3024 r_refdef.view.cullface_front = GL_FRONT;
3025 r_refdef.view.cullface_back = GL_BACK;
3026 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3028 r_refdef.view.usecustompvs = true;
3030 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3032 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3035 R_ResetViewRendering3D();
3036 R_ClearScreen(r_refdef.fogenabled);
3037 if (r_timereport_active)
3038 R_TimeReport("viewclear");
3040 R_RenderScene(false);
3042 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3043 GL_ActiveTexture(0);
3045 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3047 R_ResetViewRendering3D();
3048 R_ClearScreen(r_refdef.fogenabled);
3049 if (r_timereport_active)
3050 R_TimeReport("viewclear");
3053 r_refdef.view = originalview;
3054 r_refdef.view.clear = true;
3055 r_waterstate.renderingscene = false;
3059 r_refdef.view = originalview;
3060 r_waterstate.renderingscene = false;
3061 Cvar_SetValueQuick(&r_water, 0);
3062 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3066 void R_Bloom_StartFrame(void)
3068 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3070 // set bloomwidth and bloomheight to the bloom resolution that will be
3071 // used (often less than the screen resolution for faster rendering)
3072 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3073 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3074 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3075 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3076 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3078 // calculate desired texture sizes
3079 if (gl_support_arb_texture_non_power_of_two)
3081 screentexturewidth = r_refdef.view.width;
3082 screentextureheight = r_refdef.view.height;
3083 bloomtexturewidth = r_bloomstate.bloomwidth;
3084 bloomtextureheight = r_bloomstate.bloomheight;
3088 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3089 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3090 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3091 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3094 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3096 Cvar_SetValueQuick(&r_hdr, 0);
3097 Cvar_SetValueQuick(&r_bloom, 0);
3100 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3101 screentexturewidth = screentextureheight = 0;
3102 if (!r_hdr.integer && !r_bloom.integer)
3103 bloomtexturewidth = bloomtextureheight = 0;
3105 // allocate textures as needed
3106 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3108 if (r_bloomstate.texture_screen)
3109 R_FreeTexture(r_bloomstate.texture_screen);
3110 r_bloomstate.texture_screen = NULL;
3111 r_bloomstate.screentexturewidth = screentexturewidth;
3112 r_bloomstate.screentextureheight = screentextureheight;
3113 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3114 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);
3116 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3118 if (r_bloomstate.texture_bloom)
3119 R_FreeTexture(r_bloomstate.texture_bloom);
3120 r_bloomstate.texture_bloom = NULL;
3121 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3122 r_bloomstate.bloomtextureheight = bloomtextureheight;
3123 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3124 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);
3127 // set up a texcoord array for the full resolution screen image
3128 // (we have to keep this around to copy back during final render)
3129 r_bloomstate.screentexcoord2f[0] = 0;
3130 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3131 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3132 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3133 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3134 r_bloomstate.screentexcoord2f[5] = 0;
3135 r_bloomstate.screentexcoord2f[6] = 0;
3136 r_bloomstate.screentexcoord2f[7] = 0;
3138 // set up a texcoord array for the reduced resolution bloom image
3139 // (which will be additive blended over the screen image)
3140 r_bloomstate.bloomtexcoord2f[0] = 0;
3141 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3142 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3143 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3144 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3145 r_bloomstate.bloomtexcoord2f[5] = 0;
3146 r_bloomstate.bloomtexcoord2f[6] = 0;
3147 r_bloomstate.bloomtexcoord2f[7] = 0;
3149 if (r_hdr.integer || r_bloom.integer)
3151 r_bloomstate.enabled = true;
3152 r_bloomstate.hdr = r_hdr.integer != 0;
3156 void R_Bloom_CopyBloomTexture(float colorscale)
3158 r_refdef.stats.bloom++;
3160 // scale down screen texture to the bloom texture size
3162 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3163 GL_BlendFunc(GL_ONE, GL_ZERO);
3164 GL_Color(colorscale, colorscale, colorscale, 1);
3165 // TODO: optimize with multitexture or GLSL
3166 R_SetupGenericShader(true);
3167 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3168 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3169 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3170 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3172 // we now have a bloom image in the framebuffer
3173 // copy it into the bloom image texture for later processing
3174 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3175 GL_ActiveTexture(0);
3177 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3178 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3181 void R_Bloom_CopyHDRTexture(void)
3183 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3184 GL_ActiveTexture(0);
3186 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3187 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3190 void R_Bloom_MakeTexture(void)
3193 float xoffset, yoffset, r, brighten;
3195 r_refdef.stats.bloom++;
3197 R_ResetViewRendering2D();
3198 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3199 R_Mesh_ColorPointer(NULL, 0, 0);
3200 R_SetupGenericShader(true);
3202 // we have a bloom image in the framebuffer
3204 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3206 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3209 r = bound(0, r_bloom_colorexponent.value / x, 1);
3210 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3211 GL_Color(r, r, r, 1);
3212 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3213 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3214 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3215 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3217 // copy the vertically blurred bloom view to a texture
3218 GL_ActiveTexture(0);
3220 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3221 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3224 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3225 brighten = r_bloom_brighten.value;
3227 brighten *= r_hdr_range.value;
3228 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3229 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3231 for (dir = 0;dir < 2;dir++)
3233 // blend on at multiple vertical offsets to achieve a vertical blur
3234 // TODO: do offset blends using GLSL
3235 GL_BlendFunc(GL_ONE, GL_ZERO);
3236 for (x = -range;x <= range;x++)
3238 if (!dir){xoffset = 0;yoffset = x;}
3239 else {xoffset = x;yoffset = 0;}
3240 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3241 yoffset /= (float)r_bloomstate.bloomtextureheight;
3242 // compute a texcoord array with the specified x and y offset
3243 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3244 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3245 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3246 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3247 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3248 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3249 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3250 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3251 // this r value looks like a 'dot' particle, fading sharply to
3252 // black at the edges
3253 // (probably not realistic but looks good enough)
3254 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3255 //r = (dir ? 1.0f : brighten)/(range*2+1);
3256 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3257 GL_Color(r, r, r, 1);
3258 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3259 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3260 GL_BlendFunc(GL_ONE, GL_ONE);
3263 // copy the vertically blurred bloom view to a texture
3264 GL_ActiveTexture(0);
3266 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3267 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3270 // apply subtract last
3271 // (just like it would be in a GLSL shader)
3272 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3274 GL_BlendFunc(GL_ONE, GL_ZERO);
3275 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3276 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3277 GL_Color(1, 1, 1, 1);
3278 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3279 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3281 GL_BlendFunc(GL_ONE, GL_ONE);
3282 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3283 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3284 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3285 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3286 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3287 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3288 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3290 // copy the darkened bloom view to a texture
3291 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3292 GL_ActiveTexture(0);
3294 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3295 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3299 void R_HDR_RenderBloomTexture(void)
3301 int oldwidth, oldheight;
3302 float oldcolorscale;
3304 oldcolorscale = r_refdef.view.colorscale;
3305 oldwidth = r_refdef.view.width;
3306 oldheight = r_refdef.view.height;
3307 r_refdef.view.width = r_bloomstate.bloomwidth;
3308 r_refdef.view.height = r_bloomstate.bloomheight;
3310 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3311 // TODO: add exposure compensation features
3312 // TODO: add fp16 framebuffer support
3314 r_refdef.view.showdebug = false;
3315 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3317 R_ClearScreen(r_refdef.fogenabled);
3318 if (r_timereport_active)
3319 R_TimeReport("HDRclear");
3321 r_waterstate.numwaterplanes = 0;
3322 R_RenderScene(r_waterstate.enabled);
3323 r_refdef.view.showdebug = true;
3325 R_ResetViewRendering2D();
3327 R_Bloom_CopyHDRTexture();
3328 R_Bloom_MakeTexture();
3330 // restore the view settings
3331 r_refdef.view.width = oldwidth;
3332 r_refdef.view.height = oldheight;
3333 r_refdef.view.colorscale = oldcolorscale;
3335 R_ResetViewRendering3D();
3337 R_ClearScreen(r_refdef.fogenabled);
3338 if (r_timereport_active)
3339 R_TimeReport("viewclear");
3342 static void R_BlendView(void)
3344 if (r_bloomstate.texture_screen)
3346 // copy view into the screen texture
3347 R_ResetViewRendering2D();
3348 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3349 R_Mesh_ColorPointer(NULL, 0, 0);
3350 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3351 GL_ActiveTexture(0);CHECKGLERROR
3352 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3353 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3356 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3358 unsigned int permutation =
3359 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3360 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3361 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3362 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3364 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3366 // render simple bloom effect
3367 // copy the screen and shrink it and darken it for the bloom process
3368 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3369 // make the bloom texture
3370 R_Bloom_MakeTexture();
3373 R_ResetViewRendering2D();
3374 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3375 R_Mesh_ColorPointer(NULL, 0, 0);
3376 GL_Color(1, 1, 1, 1);
3377 GL_BlendFunc(GL_ONE, GL_ZERO);
3378 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3379 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3380 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3381 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3382 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3383 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3384 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3385 if (r_glsl_permutation->loc_TintColor >= 0)
3386 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3387 if (r_glsl_permutation->loc_ClientTime >= 0)
3388 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3389 if (r_glsl_permutation->loc_PixelSize >= 0)
3390 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3391 if (r_glsl_permutation->loc_UserVec1 >= 0)
3393 float a=0, b=0, c=0, d=0;
3394 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3395 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3397 if (r_glsl_permutation->loc_UserVec2 >= 0)
3399 float a=0, b=0, c=0, d=0;
3400 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3401 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3403 if (r_glsl_permutation->loc_UserVec3 >= 0)
3405 float a=0, b=0, c=0, d=0;
3406 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3407 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3409 if (r_glsl_permutation->loc_UserVec4 >= 0)
3411 float a=0, b=0, c=0, d=0;
3412 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3413 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3415 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3416 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3422 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3424 // render high dynamic range bloom effect
3425 // the bloom texture was made earlier this render, so we just need to
3426 // blend it onto the screen...
3427 R_ResetViewRendering2D();
3428 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3429 R_Mesh_ColorPointer(NULL, 0, 0);
3430 R_SetupGenericShader(true);
3431 GL_Color(1, 1, 1, 1);
3432 GL_BlendFunc(GL_ONE, GL_ONE);
3433 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3434 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3435 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3436 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3438 else if (r_bloomstate.texture_bloom)
3440 // render simple bloom effect
3441 // copy the screen and shrink it and darken it for the bloom process
3442 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3443 // make the bloom texture
3444 R_Bloom_MakeTexture();
3445 // put the original screen image back in place and blend the bloom
3447 R_ResetViewRendering2D();
3448 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3449 R_Mesh_ColorPointer(NULL, 0, 0);
3450 GL_Color(1, 1, 1, 1);
3451 GL_BlendFunc(GL_ONE, GL_ZERO);
3452 // do both in one pass if possible
3453 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3454 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3455 if (r_textureunits.integer >= 2 && gl_combine.integer)
3457 R_SetupGenericTwoTextureShader(GL_ADD);
3458 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3459 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3463 R_SetupGenericShader(true);
3464 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3465 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3466 // now blend on the bloom texture
3467 GL_BlendFunc(GL_ONE, GL_ONE);
3468 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3469 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3471 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3472 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3474 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3476 // apply a color tint to the whole view
3477 R_ResetViewRendering2D();
3478 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3479 R_Mesh_ColorPointer(NULL, 0, 0);
3480 R_SetupGenericShader(false);
3481 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3482 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3483 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3487 void R_RenderScene(qboolean addwaterplanes);
3489 matrix4x4_t r_waterscrollmatrix;
3491 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3493 if (r_refdef.fog_density)
3495 r_refdef.fogcolor[0] = r_refdef.fog_red;
3496 r_refdef.fogcolor[1] = r_refdef.fog_green;
3497 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3501 VectorCopy(r_refdef.fogcolor, fogvec);
3502 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3504 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3505 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3506 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3507 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3509 // color.rgb *= ContrastBoost * SceneBrightness;
3510 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3511 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3512 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3513 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3518 void R_UpdateVariables(void)
3522 r_refdef.farclip = 4096;
3523 if (r_refdef.scene.worldmodel)
3524 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3525 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3527 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3528 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3529 r_refdef.polygonfactor = 0;
3530 r_refdef.polygonoffset = 0;
3531 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3532 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3534 r_refdef.rtworld = r_shadow_realtime_world.integer;
3535 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3536 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3537 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3538 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3539 if (r_showsurfaces.integer)
3541 r_refdef.rtworld = false;
3542 r_refdef.rtworldshadows = false;
3543 r_refdef.rtdlight = false;
3544 r_refdef.rtdlightshadows = false;
3545 r_refdef.lightmapintensity = 0;
3548 if (gamemode == GAME_NEHAHRA)
3550 if (gl_fogenable.integer)
3552 r_refdef.oldgl_fogenable = true;
3553 r_refdef.fog_density = gl_fogdensity.value;
3554 r_refdef.fog_red = gl_fogred.value;
3555 r_refdef.fog_green = gl_foggreen.value;
3556 r_refdef.fog_blue = gl_fogblue.value;
3557 r_refdef.fog_alpha = 1;
3558 r_refdef.fog_start = 0;
3559 r_refdef.fog_end = gl_skyclip.value;
3561 else if (r_refdef.oldgl_fogenable)
3563 r_refdef.oldgl_fogenable = false;
3564 r_refdef.fog_density = 0;
3565 r_refdef.fog_red = 0;
3566 r_refdef.fog_green = 0;
3567 r_refdef.fog_blue = 0;
3568 r_refdef.fog_alpha = 0;
3569 r_refdef.fog_start = 0;
3570 r_refdef.fog_end = 0;
3574 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3575 r_refdef.fog_start = max(0, r_refdef.fog_start);
3576 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3578 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3580 if (r_refdef.fog_density)
3582 r_refdef.fogenabled = true;
3583 // this is the point where the fog reaches 0.9986 alpha, which we
3584 // consider a good enough cutoff point for the texture
3585 // (0.9986 * 256 == 255.6)
3586 if (r_fog_exp2.integer)
3587 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3589 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3590 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3591 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3592 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3593 // fog color was already set
3594 // update the fog texture
3595 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)
3596 R_BuildFogTexture();
3599 r_refdef.fogenabled = false;
3601 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3603 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3605 // build GLSL gamma texture
3606 #define RAMPWIDTH 256
3607 unsigned short ramp[RAMPWIDTH * 3];
3608 unsigned char ramprgb[RAMPWIDTH][4];
3611 r_texture_gammaramps_serial = vid_gammatables_serial;
3613 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3614 for(i = 0; i < RAMPWIDTH; ++i)
3616 ramprgb[i][0] = ramp[i] >> 8;
3617 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3618 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3621 if (r_texture_gammaramps)
3623 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3627 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3633 // remove GLSL gamma texture
3637 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3638 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3644 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3645 if( scenetype != r_currentscenetype ) {
3646 // store the old scenetype
3647 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3648 r_currentscenetype = scenetype;
3649 // move in the new scene
3650 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3659 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3661 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3662 if( scenetype == r_currentscenetype ) {
3663 return &r_refdef.scene;
3665 return &r_scenes_store[ scenetype ];
3674 void R_RenderView(void)
3676 if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3677 return; //Host_Error ("R_RenderView: NULL worldmodel");
3679 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3681 // break apart the view matrix into vectors for various purposes
3682 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3683 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3684 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3685 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3686 // make an inverted copy of the view matrix for tracking sprites
3687 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3689 R_Shadow_UpdateWorldLightSelection();
3691 R_Bloom_StartFrame();
3692 R_Water_StartFrame();
3695 if (r_timereport_active)
3696 R_TimeReport("viewsetup");
3698 R_ResetViewRendering3D();
3700 if (r_refdef.view.clear || r_refdef.fogenabled)
3702 R_ClearScreen(r_refdef.fogenabled);
3703 if (r_timereport_active)
3704 R_TimeReport("viewclear");
3706 r_refdef.view.clear = true;
3708 r_refdef.view.showdebug = true;
3710 // this produces a bloom texture to be used in R_BlendView() later
3712 R_HDR_RenderBloomTexture();
3714 r_waterstate.numwaterplanes = 0;
3715 R_RenderScene(r_waterstate.enabled);
3718 if (r_timereport_active)
3719 R_TimeReport("blendview");
3721 GL_Scissor(0, 0, vid.width, vid.height);
3722 GL_ScissorTest(false);
3726 extern void R_DrawLightningBeams (void);
3727 extern void VM_CL_AddPolygonsToMeshQueue (void);
3728 extern void R_DrawPortals (void);
3729 extern cvar_t cl_locs_show;
3730 static void R_DrawLocs(void);
3731 static void R_DrawEntityBBoxes(void);
3732 void R_RenderScene(qboolean addwaterplanes)
3734 r_refdef.stats.renders++;
3740 R_ResetViewRendering3D();
3743 if (r_timereport_active)
3744 R_TimeReport("watervis");
3746 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3748 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3749 if (r_timereport_active)
3750 R_TimeReport("waterworld");
3753 // don't let sound skip if going slow
3754 if (r_refdef.scene.extraupdate)
3757 R_DrawModelsAddWaterPlanes();
3758 if (r_timereport_active)
3759 R_TimeReport("watermodels");
3761 R_Water_ProcessPlanes();
3762 if (r_timereport_active)
3763 R_TimeReport("waterscenes");
3766 R_ResetViewRendering3D();
3768 // don't let sound skip if going slow
3769 if (r_refdef.scene.extraupdate)
3772 R_MeshQueue_BeginScene();
3777 if (r_timereport_active)
3778 R_TimeReport("visibility");
3780 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);
3782 if (cl.csqc_vidvars.drawworld)
3784 // don't let sound skip if going slow
3785 if (r_refdef.scene.extraupdate)
3788 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3790 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3791 if (r_timereport_active)
3792 R_TimeReport("worldsky");
3795 if (R_DrawBrushModelsSky() && r_timereport_active)
3796 R_TimeReport("bmodelsky");
3799 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3801 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3802 if (r_timereport_active)
3803 R_TimeReport("worlddepth");
3805 if (r_depthfirst.integer >= 2)
3807 R_DrawModelsDepth();
3808 if (r_timereport_active)
3809 R_TimeReport("modeldepth");
3812 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3814 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3815 if (r_timereport_active)
3816 R_TimeReport("world");
3819 // don't let sound skip if going slow
3820 if (r_refdef.scene.extraupdate)
3824 if (r_timereport_active)
3825 R_TimeReport("models");
3827 // don't let sound skip if going slow
3828 if (r_refdef.scene.extraupdate)
3831 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3833 R_DrawModelShadows();
3835 R_ResetViewRendering3D();
3837 // don't let sound skip if going slow
3838 if (r_refdef.scene.extraupdate)
3842 R_ShadowVolumeLighting(false);
3843 if (r_timereport_active)
3844 R_TimeReport("rtlights");
3846 // don't let sound skip if going slow
3847 if (r_refdef.scene.extraupdate)
3850 if (cl.csqc_vidvars.drawworld)
3852 R_DrawLightningBeams();
3853 if (r_timereport_active)
3854 R_TimeReport("lightning");
3857 if (r_timereport_active)
3858 R_TimeReport("decals");
3861 if (r_timereport_active)
3862 R_TimeReport("particles");
3865 if (r_timereport_active)
3866 R_TimeReport("explosions");
3869 R_SetupGenericShader(true);
3870 VM_CL_AddPolygonsToMeshQueue();
3872 if (r_refdef.view.showdebug)
3874 if (cl_locs_show.integer)
3877 if (r_timereport_active)
3878 R_TimeReport("showlocs");
3881 if (r_drawportals.integer)
3884 if (r_timereport_active)
3885 R_TimeReport("portals");
3888 if (r_showbboxes.value > 0)
3890 R_DrawEntityBBoxes();
3891 if (r_timereport_active)
3892 R_TimeReport("bboxes");
3896 R_SetupGenericShader(true);
3897 R_MeshQueue_RenderTransparent();
3898 if (r_timereport_active)
3899 R_TimeReport("drawtrans");
3901 R_SetupGenericShader(true);
3903 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))
3905 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3906 if (r_timereport_active)
3907 R_TimeReport("worlddebug");
3908 R_DrawModelsDebug();
3909 if (r_timereport_active)
3910 R_TimeReport("modeldebug");
3913 R_SetupGenericShader(true);
3915 if (cl.csqc_vidvars.drawworld)
3918 if (r_timereport_active)
3919 R_TimeReport("coronas");
3922 // don't let sound skip if going slow
3923 if (r_refdef.scene.extraupdate)
3926 R_ResetViewRendering2D();
3929 static const int bboxelements[36] =
3939 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3942 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3943 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3944 GL_DepthMask(false);
3945 GL_DepthRange(0, 1);
3946 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3947 R_Mesh_Matrix(&identitymatrix);
3948 R_Mesh_ResetTextureState();
3950 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3951 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3952 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3953 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3954 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3955 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3956 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3957 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3958 R_FillColors(color4f, 8, cr, cg, cb, ca);
3959 if (r_refdef.fogenabled)
3961 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3963 f1 = FogPoint_World(v);
3965 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3966 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3967 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3970 R_Mesh_VertexPointer(vertex3f, 0, 0);
3971 R_Mesh_ColorPointer(color4f, 0, 0);
3972 R_Mesh_ResetTextureState();
3973 R_SetupGenericShader(false);
3974 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3977 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3981 prvm_edict_t *edict;
3982 // this function draws bounding boxes of server entities
3985 R_SetupGenericShader(false);
3987 for (i = 0;i < numsurfaces;i++)
3989 edict = PRVM_EDICT_NUM(surfacelist[i]);
3990 switch ((int)edict->fields.server->solid)
3992 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
3993 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
3994 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
3995 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3996 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
3997 default: Vector4Set(color, 0, 0, 0, 0.50);break;
3999 color[3] *= r_showbboxes.value;
4000 color[3] = bound(0, color[3], 1);
4001 GL_DepthTest(!r_showdisabledepthtest.integer);
4002 GL_CullFace(r_refdef.view.cullface_front);
4003 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4008 static void R_DrawEntityBBoxes(void)
4011 prvm_edict_t *edict;
4013 // this function draws bounding boxes of server entities
4017 for (i = 0;i < prog->num_edicts;i++)
4019 edict = PRVM_EDICT_NUM(i);
4020 if (edict->priv.server->free)
4022 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4023 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4028 int nomodelelements[24] =
4040 float nomodelvertex3f[6*3] =
4050 float nomodelcolor4f[6*4] =
4052 0.0f, 0.0f, 0.5f, 1.0f,
4053 0.0f, 0.0f, 0.5f, 1.0f,
4054 0.0f, 0.5f, 0.0f, 1.0f,
4055 0.0f, 0.5f, 0.0f, 1.0f,
4056 0.5f, 0.0f, 0.0f, 1.0f,
4057 0.5f, 0.0f, 0.0f, 1.0f
4060 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4065 // this is only called once per entity so numsurfaces is always 1, and
4066 // surfacelist is always {0}, so this code does not handle batches
4067 R_Mesh_Matrix(&ent->matrix);
4069 if (ent->flags & EF_ADDITIVE)
4071 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4072 GL_DepthMask(false);
4074 else if (ent->alpha < 1)
4076 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4077 GL_DepthMask(false);
4081 GL_BlendFunc(GL_ONE, GL_ZERO);
4084 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4085 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4086 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4087 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4088 R_SetupGenericShader(false);
4089 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4090 if (r_refdef.fogenabled)
4093 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4094 R_Mesh_ColorPointer(color4f, 0, 0);
4095 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4096 f1 = FogPoint_World(org);
4098 for (i = 0, c = color4f;i < 6;i++, c += 4)
4100 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4101 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4102 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4106 else if (ent->alpha != 1)
4108 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4109 R_Mesh_ColorPointer(color4f, 0, 0);
4110 for (i = 0, c = color4f;i < 6;i++, c += 4)
4114 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4115 R_Mesh_ResetTextureState();
4116 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4119 void R_DrawNoModel(entity_render_t *ent)
4122 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4123 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4124 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4126 // R_DrawNoModelCallback(ent, 0);
4129 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4131 vec3_t right1, right2, diff, normal;
4133 VectorSubtract (org2, org1, normal);
4135 // calculate 'right' vector for start
4136 VectorSubtract (r_refdef.view.origin, org1, diff);
4137 CrossProduct (normal, diff, right1);
4138 VectorNormalize (right1);
4140 // calculate 'right' vector for end
4141 VectorSubtract (r_refdef.view.origin, org2, diff);
4142 CrossProduct (normal, diff, right2);
4143 VectorNormalize (right2);
4145 vert[ 0] = org1[0] + width * right1[0];
4146 vert[ 1] = org1[1] + width * right1[1];
4147 vert[ 2] = org1[2] + width * right1[2];
4148 vert[ 3] = org1[0] - width * right1[0];
4149 vert[ 4] = org1[1] - width * right1[1];
4150 vert[ 5] = org1[2] - width * right1[2];
4151 vert[ 6] = org2[0] - width * right2[0];
4152 vert[ 7] = org2[1] - width * right2[1];
4153 vert[ 8] = org2[2] - width * right2[2];
4154 vert[ 9] = org2[0] + width * right2[0];
4155 vert[10] = org2[1] + width * right2[1];
4156 vert[11] = org2[2] + width * right2[2];
4159 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4161 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)
4166 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4167 fog = FogPoint_World(origin);
4169 R_Mesh_Matrix(&identitymatrix);
4170 GL_BlendFunc(blendfunc1, blendfunc2);
4176 GL_CullFace(r_refdef.view.cullface_front);
4179 GL_CullFace(r_refdef.view.cullface_back);
4180 GL_CullFace(GL_NONE);
4182 GL_DepthMask(false);
4183 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4184 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4185 GL_DepthTest(!depthdisable);
4187 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4188 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4189 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4190 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4191 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4192 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4193 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4194 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4195 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4196 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4197 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4198 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4200 R_Mesh_VertexPointer(vertex3f, 0, 0);
4201 R_Mesh_ColorPointer(NULL, 0, 0);
4202 R_Mesh_ResetTextureState();
4203 R_SetupGenericShader(true);
4204 R_Mesh_TexBind(0, R_GetTexture(texture));
4205 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4206 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4207 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4208 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4210 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4212 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4213 GL_BlendFunc(blendfunc1, GL_ONE);
4215 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4216 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4220 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4225 VectorSet(v, x, y, z);
4226 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4227 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4229 if (i == mesh->numvertices)
4231 if (mesh->numvertices < mesh->maxvertices)
4233 VectorCopy(v, vertex3f);
4234 mesh->numvertices++;
4236 return mesh->numvertices;
4242 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4246 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4247 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4248 e = mesh->element3i + mesh->numtriangles * 3;
4249 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4251 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4252 if (mesh->numtriangles < mesh->maxtriangles)
4257 mesh->numtriangles++;
4259 element[1] = element[2];
4263 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4267 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4268 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4269 e = mesh->element3i + mesh->numtriangles * 3;
4270 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4272 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4273 if (mesh->numtriangles < mesh->maxtriangles)
4278 mesh->numtriangles++;
4280 element[1] = element[2];
4284 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4285 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4287 int planenum, planenum2;
4290 mplane_t *plane, *plane2;
4292 double temppoints[2][256*3];
4293 // figure out how large a bounding box we need to properly compute this brush
4295 for (w = 0;w < numplanes;w++)
4296 maxdist = max(maxdist, planes[w].dist);
4297 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4298 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4299 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4303 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4304 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4306 if (planenum2 == planenum)
4308 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);
4311 if (tempnumpoints < 3)
4313 // generate elements forming a triangle fan for this polygon
4314 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4318 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)
4320 texturelayer_t *layer;
4321 layer = t->currentlayers + t->currentnumlayers++;
4323 layer->depthmask = depthmask;
4324 layer->blendfunc1 = blendfunc1;
4325 layer->blendfunc2 = blendfunc2;
4326 layer->texture = texture;
4327 layer->texmatrix = *matrix;
4328 layer->color[0] = r * r_refdef.view.colorscale;
4329 layer->color[1] = g * r_refdef.view.colorscale;
4330 layer->color[2] = b * r_refdef.view.colorscale;
4331 layer->color[3] = a;
4334 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4337 index = parms[2] + r_refdef.scene.time * parms[3];
4338 index -= floor(index);
4342 case Q3WAVEFUNC_NONE:
4343 case Q3WAVEFUNC_NOISE:
4344 case Q3WAVEFUNC_COUNT:
4347 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4348 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4349 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4350 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4351 case Q3WAVEFUNC_TRIANGLE:
4353 f = index - floor(index);
4364 return (float)(parms[0] + parms[1] * f);
4367 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4370 model_t *model = ent->model;
4373 q3shaderinfo_layer_tcmod_t *tcmod;
4375 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4377 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4381 // switch to an alternate material if this is a q1bsp animated material
4383 texture_t *texture = t;
4384 int s = ent->skinnum;
4385 if ((unsigned int)s >= (unsigned int)model->numskins)
4387 if (model->skinscenes)
4389 if (model->skinscenes[s].framecount > 1)
4390 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4392 s = model->skinscenes[s].firstframe;
4395 t = t + s * model->num_surfaces;
4398 // use an alternate animation if the entity's frame is not 0,
4399 // and only if the texture has an alternate animation
4400 if (ent->frame2 != 0 && t->anim_total[1])
4401 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4403 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4405 texture->currentframe = t;
4408 // update currentskinframe to be a qw skin or animation frame
4409 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4411 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4413 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4414 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4415 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);
4417 t->currentskinframe = r_qwskincache_skinframe[i];
4418 if (t->currentskinframe == NULL)
4419 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4421 else if (t->numskinframes >= 2)
4422 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4423 if (t->backgroundnumskinframes >= 2)
4424 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4426 t->currentmaterialflags = t->basematerialflags;
4427 t->currentalpha = ent->alpha;
4428 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4430 t->currentalpha *= r_wateralpha.value;
4432 * FIXME what is this supposed to do?
4433 // if rendering refraction/reflection, disable transparency
4434 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4435 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4438 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4439 t->currentalpha *= t->r_water_wateralpha;
4440 if(!r_waterstate.enabled)
4441 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4442 if (!(ent->flags & RENDER_LIGHT))
4443 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4444 else if (rsurface.modeltexcoordlightmap2f == NULL)
4446 // pick a model lighting mode
4447 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4448 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4450 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4452 if (ent->effects & EF_ADDITIVE)
4453 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4454 else if (t->currentalpha < 1)
4455 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4456 if (ent->effects & EF_DOUBLESIDED)
4457 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4458 if (ent->effects & EF_NODEPTHTEST)
4459 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4460 if (ent->flags & RENDER_VIEWMODEL)
4461 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4462 if (t->backgroundnumskinframes)
4463 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4464 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4466 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4467 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4470 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4472 // there is no tcmod
4473 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4474 t->currenttexmatrix = r_waterscrollmatrix;
4476 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4479 switch(tcmod->tcmod)
4483 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4484 matrix = r_waterscrollmatrix;
4486 matrix = identitymatrix;
4488 case Q3TCMOD_ENTITYTRANSLATE:
4489 // this is used in Q3 to allow the gamecode to control texcoord
4490 // scrolling on the entity, which is not supported in darkplaces yet.
4491 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4493 case Q3TCMOD_ROTATE:
4494 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4495 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4496 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4499 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4501 case Q3TCMOD_SCROLL:
4502 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4504 case Q3TCMOD_STRETCH:
4505 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4506 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4508 case Q3TCMOD_TRANSFORM:
4509 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4510 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4511 VectorSet(tcmat + 6, 0 , 0 , 1);
4512 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4513 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4515 case Q3TCMOD_TURBULENT:
4516 // this is handled in the RSurf_PrepareVertices function
4517 matrix = identitymatrix;
4520 // either replace or concatenate the transformation
4522 t->currenttexmatrix = matrix;
4525 matrix4x4_t temp = t->currenttexmatrix;
4526 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4530 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4531 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4532 t->glosstexture = r_texture_black;
4533 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4534 t->backgroundglosstexture = r_texture_black;
4535 t->specularpower = r_shadow_glossexponent.value;
4536 // TODO: store reference values for these in the texture?
4537 t->specularscale = 0;
4538 if (r_shadow_gloss.integer > 0)
4540 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4542 if (r_shadow_glossintensity.value > 0)
4544 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4545 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4546 t->specularscale = r_shadow_glossintensity.value;
4549 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4551 t->glosstexture = r_texture_white;
4552 t->backgroundglosstexture = r_texture_white;
4553 t->specularscale = r_shadow_gloss2intensity.value;
4557 // lightmaps mode looks bad with dlights using actual texturing, so turn
4558 // off the colormap and glossmap, but leave the normalmap on as it still
4559 // accurately represents the shading involved
4560 if (gl_lightmaps.integer)
4562 t->basetexture = r_texture_grey128;
4563 t->backgroundbasetexture = NULL;
4564 t->specularscale = 0;
4565 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4568 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4569 VectorClear(t->dlightcolor);
4570 t->currentnumlayers = 0;
4571 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4574 int blendfunc1, blendfunc2, depthmask;
4575 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4577 blendfunc1 = GL_SRC_ALPHA;
4578 blendfunc2 = GL_ONE;
4580 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4582 blendfunc1 = GL_SRC_ALPHA;
4583 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4585 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4587 blendfunc1 = t->customblendfunc[0];
4588 blendfunc2 = t->customblendfunc[1];
4592 blendfunc1 = GL_ONE;
4593 blendfunc2 = GL_ZERO;
4595 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4596 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4597 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4598 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4600 // fullbright is not affected by r_refdef.lightmapintensity
4601 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]);
4602 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4603 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]);
4604 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4605 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]);
4609 vec3_t ambientcolor;
4611 // set the color tint used for lights affecting this surface
4612 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4614 // q3bsp has no lightmap updates, so the lightstylevalue that
4615 // would normally be baked into the lightmap must be
4616 // applied to the color
4617 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4618 if (ent->model->type == mod_brushq3)
4619 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4620 colorscale *= r_refdef.lightmapintensity;
4621 VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4622 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4623 // basic lit geometry
4624 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]);
4625 // add pants/shirt if needed
4626 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4627 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]);
4628 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4629 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]);
4630 // now add ambient passes if needed
4631 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4633 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]);
4634 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4635 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]);
4636 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4637 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]);
4640 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4641 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]);
4642 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4644 // if this is opaque use alpha blend which will darken the earlier
4647 // if this is an alpha blended material, all the earlier passes
4648 // were darkened by fog already, so we only need to add the fog
4649 // color ontop through the fog mask texture
4651 // if this is an additive blended material, all the earlier passes
4652 // were darkened by fog already, and we should not add fog color
4653 // (because the background was not darkened, there is no fog color
4654 // that was lost behind it).
4655 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]);
4660 void R_UpdateAllTextureInfo(entity_render_t *ent)
4664 for (i = 0;i < ent->model->num_texturesperskin;i++)
4665 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4668 rsurfacestate_t rsurface;
4670 void R_Mesh_ResizeArrays(int newvertices)
4673 if (rsurface.array_size >= newvertices)
4675 if (rsurface.array_modelvertex3f)
4676 Mem_Free(rsurface.array_modelvertex3f);
4677 rsurface.array_size = (newvertices + 1023) & ~1023;
4678 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4679 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4680 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4681 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4682 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4683 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4684 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4685 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4686 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4687 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4688 rsurface.array_color4f = base + rsurface.array_size * 27;
4689 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4692 void RSurf_ActiveWorldEntity(void)
4694 model_t *model = r_refdef.scene.worldmodel;
4695 if (rsurface.array_size < model->surfmesh.num_vertices)
4696 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4697 rsurface.matrix = identitymatrix;
4698 rsurface.inversematrix = identitymatrix;
4699 R_Mesh_Matrix(&identitymatrix);
4700 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4701 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4702 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4703 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4704 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4705 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4706 rsurface.frameblend[0].frame = 0;
4707 rsurface.frameblend[0].lerp = 1;
4708 rsurface.frameblend[1].frame = 0;
4709 rsurface.frameblend[1].lerp = 0;
4710 rsurface.frameblend[2].frame = 0;
4711 rsurface.frameblend[2].lerp = 0;
4712 rsurface.frameblend[3].frame = 0;
4713 rsurface.frameblend[3].lerp = 0;
4714 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4715 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4716 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4717 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4718 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4719 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4720 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4721 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4722 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4723 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4724 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4725 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4726 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4727 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4728 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4729 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4730 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4731 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4732 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4733 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4734 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4735 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4736 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4737 rsurface.modelelement3i = model->surfmesh.data_element3i;
4738 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4739 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4740 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4741 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4742 rsurface.modelsurfaces = model->data_surfaces;
4743 rsurface.generatedvertex = false;
4744 rsurface.vertex3f = rsurface.modelvertex3f;
4745 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4746 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4747 rsurface.svector3f = rsurface.modelsvector3f;
4748 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4749 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4750 rsurface.tvector3f = rsurface.modeltvector3f;
4751 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4752 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4753 rsurface.normal3f = rsurface.modelnormal3f;
4754 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4755 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4756 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4759 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4761 model_t *model = ent->model;
4762 if (rsurface.array_size < model->surfmesh.num_vertices)
4763 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4764 rsurface.matrix = ent->matrix;
4765 rsurface.inversematrix = ent->inversematrix;
4766 R_Mesh_Matrix(&rsurface.matrix);
4767 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4768 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4769 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4770 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4771 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4772 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4773 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4774 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4775 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4776 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4777 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4778 rsurface.frameblend[0] = ent->frameblend[0];
4779 rsurface.frameblend[1] = ent->frameblend[1];
4780 rsurface.frameblend[2] = ent->frameblend[2];
4781 rsurface.frameblend[3] = ent->frameblend[3];
4782 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4783 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4784 if (ent->model->brush.submodel)
4786 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4787 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4789 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4793 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4794 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4795 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4796 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4797 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4799 else if (wantnormals)
4801 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4802 rsurface.modelsvector3f = NULL;
4803 rsurface.modeltvector3f = NULL;
4804 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4805 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4809 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4810 rsurface.modelsvector3f = NULL;
4811 rsurface.modeltvector3f = NULL;
4812 rsurface.modelnormal3f = NULL;
4813 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4815 rsurface.modelvertex3f_bufferobject = 0;
4816 rsurface.modelvertex3f_bufferoffset = 0;
4817 rsurface.modelsvector3f_bufferobject = 0;
4818 rsurface.modelsvector3f_bufferoffset = 0;
4819 rsurface.modeltvector3f_bufferobject = 0;
4820 rsurface.modeltvector3f_bufferoffset = 0;
4821 rsurface.modelnormal3f_bufferobject = 0;
4822 rsurface.modelnormal3f_bufferoffset = 0;
4823 rsurface.generatedvertex = true;
4827 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4828 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4829 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4830 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4831 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4832 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4833 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4834 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4835 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4836 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4837 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4838 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4839 rsurface.generatedvertex = false;
4841 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4842 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4843 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4844 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4845 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4846 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4847 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4848 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4849 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4850 rsurface.modelelement3i = model->surfmesh.data_element3i;
4851 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4852 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4853 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4854 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4855 rsurface.modelsurfaces = model->data_surfaces;
4856 rsurface.vertex3f = rsurface.modelvertex3f;
4857 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4858 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4859 rsurface.svector3f = rsurface.modelsvector3f;
4860 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4861 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4862 rsurface.tvector3f = rsurface.modeltvector3f;
4863 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4864 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4865 rsurface.normal3f = rsurface.modelnormal3f;
4866 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4867 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4868 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4871 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4872 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4875 int texturesurfaceindex;
4880 const float *v1, *in_tc;
4882 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4884 q3shaderinfo_deform_t *deform;
4885 // 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
4886 if (rsurface.generatedvertex)
4888 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4889 generatenormals = true;
4890 for (i = 0;i < Q3MAXDEFORMS;i++)
4892 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4894 generatetangents = true;
4895 generatenormals = true;
4897 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4898 generatenormals = true;
4900 if (generatenormals && !rsurface.modelnormal3f)
4902 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4903 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4904 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4905 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4907 if (generatetangents && !rsurface.modelsvector3f)
4909 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4910 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4911 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4912 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4913 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4914 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4915 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);
4918 rsurface.vertex3f = rsurface.modelvertex3f;
4919 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4920 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4921 rsurface.svector3f = rsurface.modelsvector3f;
4922 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4923 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4924 rsurface.tvector3f = rsurface.modeltvector3f;
4925 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4926 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4927 rsurface.normal3f = rsurface.modelnormal3f;
4928 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4929 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4930 // if vertices are deformed (sprite flares and things in maps, possibly
4931 // water waves, bulges and other deformations), generate them into
4932 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4933 // (may be static model data or generated data for an animated model, or
4934 // the previous deform pass)
4935 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4937 switch (deform->deform)
4940 case Q3DEFORM_PROJECTIONSHADOW:
4941 case Q3DEFORM_TEXT0:
4942 case Q3DEFORM_TEXT1:
4943 case Q3DEFORM_TEXT2:
4944 case Q3DEFORM_TEXT3:
4945 case Q3DEFORM_TEXT4:
4946 case Q3DEFORM_TEXT5:
4947 case Q3DEFORM_TEXT6:
4948 case Q3DEFORM_TEXT7:
4951 case Q3DEFORM_AUTOSPRITE:
4952 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4953 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4954 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4955 VectorNormalize(newforward);
4956 VectorNormalize(newright);
4957 VectorNormalize(newup);
4958 // make deformed versions of only the model vertices used by the specified surfaces
4959 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4961 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4962 // a single autosprite surface can contain multiple sprites...
4963 for (j = 0;j < surface->num_vertices - 3;j += 4)
4965 VectorClear(center);
4966 for (i = 0;i < 4;i++)
4967 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4968 VectorScale(center, 0.25f, center);
4969 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4970 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4971 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4972 for (i = 0;i < 4;i++)
4974 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4975 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4978 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);
4979 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);
4981 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4982 rsurface.vertex3f_bufferobject = 0;
4983 rsurface.vertex3f_bufferoffset = 0;
4984 rsurface.svector3f = rsurface.array_deformedsvector3f;
4985 rsurface.svector3f_bufferobject = 0;
4986 rsurface.svector3f_bufferoffset = 0;
4987 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4988 rsurface.tvector3f_bufferobject = 0;
4989 rsurface.tvector3f_bufferoffset = 0;
4990 rsurface.normal3f = rsurface.array_deformednormal3f;
4991 rsurface.normal3f_bufferobject = 0;
4992 rsurface.normal3f_bufferoffset = 0;
4994 case Q3DEFORM_AUTOSPRITE2:
4995 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4996 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4997 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4998 VectorNormalize(newforward);
4999 VectorNormalize(newright);
5000 VectorNormalize(newup);
5001 // make deformed versions of only the model vertices used by the specified surfaces
5002 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5004 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5005 const float *v1, *v2;
5015 memset(shortest, 0, sizeof(shortest));
5016 // a single autosprite surface can contain multiple sprites...
5017 for (j = 0;j < surface->num_vertices - 3;j += 4)
5019 VectorClear(center);
5020 for (i = 0;i < 4;i++)
5021 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5022 VectorScale(center, 0.25f, center);
5023 // find the two shortest edges, then use them to define the
5024 // axis vectors for rotating around the central axis
5025 for (i = 0;i < 6;i++)
5027 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5028 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5030 Debug_PolygonBegin(NULL, 0);
5031 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5032 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);
5033 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5036 l = VectorDistance2(v1, v2);
5037 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5039 l += (1.0f / 1024.0f);
5040 if (shortest[0].length2 > l || i == 0)
5042 shortest[1] = shortest[0];
5043 shortest[0].length2 = l;
5044 shortest[0].v1 = v1;
5045 shortest[0].v2 = v2;
5047 else if (shortest[1].length2 > l || i == 1)
5049 shortest[1].length2 = l;
5050 shortest[1].v1 = v1;
5051 shortest[1].v2 = v2;
5054 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5055 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5057 Debug_PolygonBegin(NULL, 0);
5058 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5059 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);
5060 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5063 // this calculates the right vector from the shortest edge
5064 // and the up vector from the edge midpoints
5065 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5066 VectorNormalize(right);
5067 VectorSubtract(end, start, up);
5068 VectorNormalize(up);
5069 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5070 //VectorSubtract(rsurface.modelorg, center, forward);
5071 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5072 VectorNegate(forward, forward);
5073 VectorReflect(forward, 0, up, forward);
5074 VectorNormalize(forward);
5075 CrossProduct(up, forward, newright);
5076 VectorNormalize(newright);
5078 Debug_PolygonBegin(NULL, 0);
5079 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);
5080 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5081 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5085 Debug_PolygonBegin(NULL, 0);
5086 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5087 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5088 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5091 // rotate the quad around the up axis vector, this is made
5092 // especially easy by the fact we know the quad is flat,
5093 // so we only have to subtract the center position and
5094 // measure distance along the right vector, and then
5095 // multiply that by the newright vector and add back the
5097 // we also need to subtract the old position to undo the
5098 // displacement from the center, which we do with a
5099 // DotProduct, the subtraction/addition of center is also
5100 // optimized into DotProducts here
5101 l = DotProduct(right, center);
5102 for (i = 0;i < 4;i++)
5104 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5105 f = DotProduct(right, v1) - l;
5106 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5109 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);
5110 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);
5112 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5113 rsurface.vertex3f_bufferobject = 0;
5114 rsurface.vertex3f_bufferoffset = 0;
5115 rsurface.svector3f = rsurface.array_deformedsvector3f;
5116 rsurface.svector3f_bufferobject = 0;
5117 rsurface.svector3f_bufferoffset = 0;
5118 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5119 rsurface.tvector3f_bufferobject = 0;
5120 rsurface.tvector3f_bufferoffset = 0;
5121 rsurface.normal3f = rsurface.array_deformednormal3f;
5122 rsurface.normal3f_bufferobject = 0;
5123 rsurface.normal3f_bufferoffset = 0;
5125 case Q3DEFORM_NORMAL:
5126 // deform the normals to make reflections wavey
5127 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5129 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5130 for (j = 0;j < surface->num_vertices;j++)
5133 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5134 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5135 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5136 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5137 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5138 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5139 VectorNormalize(normal);
5141 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);
5143 rsurface.svector3f = rsurface.array_deformedsvector3f;
5144 rsurface.svector3f_bufferobject = 0;
5145 rsurface.svector3f_bufferoffset = 0;
5146 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5147 rsurface.tvector3f_bufferobject = 0;
5148 rsurface.tvector3f_bufferoffset = 0;
5149 rsurface.normal3f = rsurface.array_deformednormal3f;
5150 rsurface.normal3f_bufferobject = 0;
5151 rsurface.normal3f_bufferoffset = 0;
5154 // deform vertex array to make wavey water and flags and such
5155 waveparms[0] = deform->waveparms[0];
5156 waveparms[1] = deform->waveparms[1];
5157 waveparms[2] = deform->waveparms[2];
5158 waveparms[3] = deform->waveparms[3];
5159 // this is how a divisor of vertex influence on deformation
5160 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5161 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5162 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5164 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5165 for (j = 0;j < surface->num_vertices;j++)
5167 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5168 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5169 // if the wavefunc depends on time, evaluate it per-vertex
5172 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5173 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5175 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5178 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5179 rsurface.vertex3f_bufferobject = 0;
5180 rsurface.vertex3f_bufferoffset = 0;
5182 case Q3DEFORM_BULGE:
5183 // deform vertex array to make the surface have moving bulges
5184 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5186 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5187 for (j = 0;j < surface->num_vertices;j++)
5189 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5190 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5193 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5194 rsurface.vertex3f_bufferobject = 0;
5195 rsurface.vertex3f_bufferoffset = 0;
5198 // deform vertex array
5199 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5200 VectorScale(deform->parms, scale, waveparms);
5201 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5203 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5204 for (j = 0;j < surface->num_vertices;j++)
5205 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5207 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5208 rsurface.vertex3f_bufferobject = 0;
5209 rsurface.vertex3f_bufferoffset = 0;
5213 // generate texcoords based on the chosen texcoord source
5214 switch(rsurface.texture->tcgen.tcgen)
5217 case Q3TCGEN_TEXTURE:
5218 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5219 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5220 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5222 case Q3TCGEN_LIGHTMAP:
5223 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5224 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5225 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5227 case Q3TCGEN_VECTOR:
5228 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5230 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5231 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)
5233 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5234 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5237 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5238 rsurface.texcoordtexture2f_bufferobject = 0;
5239 rsurface.texcoordtexture2f_bufferoffset = 0;
5241 case Q3TCGEN_ENVIRONMENT:
5242 // make environment reflections using a spheremap
5243 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5245 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5246 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5247 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5248 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5249 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5251 float l, d, eyedir[3];
5252 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5253 l = 0.5f / VectorLength(eyedir);
5254 d = DotProduct(normal, eyedir)*2;
5255 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5256 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5259 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5260 rsurface.texcoordtexture2f_bufferobject = 0;
5261 rsurface.texcoordtexture2f_bufferoffset = 0;
5264 // the only tcmod that needs software vertex processing is turbulent, so
5265 // check for it here and apply the changes if needed
5266 // and we only support that as the first one
5267 // (handling a mixture of turbulent and other tcmods would be problematic
5268 // without punting it entirely to a software path)
5269 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5271 amplitude = rsurface.texture->tcmods[0].parms[1];
5272 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5273 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5275 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5276 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)
5278 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5279 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5282 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5283 rsurface.texcoordtexture2f_bufferobject = 0;
5284 rsurface.texcoordtexture2f_bufferoffset = 0;
5286 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5287 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5288 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5289 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5292 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5295 const msurface_t *surface = texturesurfacelist[0];
5296 const msurface_t *surface2;
5301 // TODO: lock all array ranges before render, rather than on each surface
5302 if (texturenumsurfaces == 1)
5304 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5305 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5307 else if (r_batchmode.integer == 2)
5309 #define MAXBATCHTRIANGLES 4096
5310 int batchtriangles = 0;
5311 int batchelements[MAXBATCHTRIANGLES*3];
5312 for (i = 0;i < texturenumsurfaces;i = j)
5314 surface = texturesurfacelist[i];
5316 if (surface->num_triangles > MAXBATCHTRIANGLES)
5318 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5321 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5322 batchtriangles = surface->num_triangles;
5323 firstvertex = surface->num_firstvertex;
5324 endvertex = surface->num_firstvertex + surface->num_vertices;
5325 for (;j < texturenumsurfaces;j++)
5327 surface2 = texturesurfacelist[j];
5328 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5330 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5331 batchtriangles += surface2->num_triangles;
5332 firstvertex = min(firstvertex, surface2->num_firstvertex);
5333 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5335 surface2 = texturesurfacelist[j-1];
5336 numvertices = endvertex - firstvertex;
5337 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5340 else if (r_batchmode.integer == 1)
5342 for (i = 0;i < texturenumsurfaces;i = j)
5344 surface = texturesurfacelist[i];
5345 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5346 if (texturesurfacelist[j] != surface2)
5348 surface2 = texturesurfacelist[j-1];
5349 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5350 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5351 GL_LockArrays(surface->num_firstvertex, numvertices);
5352 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5357 for (i = 0;i < texturenumsurfaces;i++)
5359 surface = texturesurfacelist[i];
5360 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5361 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5366 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5368 int i, planeindex, vertexindex;
5372 r_waterstate_waterplane_t *p, *bestp;
5373 msurface_t *surface;
5374 if (r_waterstate.renderingscene)
5376 for (i = 0;i < texturenumsurfaces;i++)
5378 surface = texturesurfacelist[i];
5379 if (lightmaptexunit >= 0)
5380 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5381 if (deluxemaptexunit >= 0)
5382 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5383 // pick the closest matching water plane
5386 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5389 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5391 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5392 d += fabs(PlaneDiff(vert, &p->plane));
5394 if (bestd > d || !bestp)
5402 if (refractiontexunit >= 0)
5403 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5404 if (reflectiontexunit >= 0)
5405 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5409 if (refractiontexunit >= 0)
5410 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5411 if (reflectiontexunit >= 0)
5412 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5414 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5415 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5419 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5423 const msurface_t *surface = texturesurfacelist[0];
5424 const msurface_t *surface2;
5429 // TODO: lock all array ranges before render, rather than on each surface
5430 if (texturenumsurfaces == 1)
5432 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5433 if (deluxemaptexunit >= 0)
5434 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5435 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5436 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5438 else if (r_batchmode.integer == 2)
5440 #define MAXBATCHTRIANGLES 4096
5441 int batchtriangles = 0;
5442 int batchelements[MAXBATCHTRIANGLES*3];
5443 for (i = 0;i < texturenumsurfaces;i = j)
5445 surface = texturesurfacelist[i];
5446 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5447 if (deluxemaptexunit >= 0)
5448 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5450 if (surface->num_triangles > MAXBATCHTRIANGLES)
5452 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5455 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5456 batchtriangles = surface->num_triangles;
5457 firstvertex = surface->num_firstvertex;
5458 endvertex = surface->num_firstvertex + surface->num_vertices;
5459 for (;j < texturenumsurfaces;j++)
5461 surface2 = texturesurfacelist[j];
5462 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5464 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5465 batchtriangles += surface2->num_triangles;
5466 firstvertex = min(firstvertex, surface2->num_firstvertex);
5467 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5469 surface2 = texturesurfacelist[j-1];
5470 numvertices = endvertex - firstvertex;
5471 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5474 else if (r_batchmode.integer == 1)
5477 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5478 for (i = 0;i < texturenumsurfaces;i = j)
5480 surface = texturesurfacelist[i];
5481 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5482 if (texturesurfacelist[j] != surface2)
5484 Con_Printf(" %i", j - i);
5487 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5489 for (i = 0;i < texturenumsurfaces;i = j)
5491 surface = texturesurfacelist[i];
5492 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5493 if (deluxemaptexunit >= 0)
5494 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5495 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5496 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5499 Con_Printf(" %i", j - i);
5501 surface2 = texturesurfacelist[j-1];
5502 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5503 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5504 GL_LockArrays(surface->num_firstvertex, numvertices);
5505 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5513 for (i = 0;i < texturenumsurfaces;i++)
5515 surface = texturesurfacelist[i];
5516 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5517 if (deluxemaptexunit >= 0)
5518 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5519 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5520 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5525 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5528 int texturesurfaceindex;
5529 if (r_showsurfaces.integer == 2)
5531 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5533 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5534 for (j = 0;j < surface->num_triangles;j++)
5536 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5537 GL_Color(f, f, f, 1);
5538 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5544 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5546 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5547 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5548 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);
5549 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5550 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5555 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5557 int texturesurfaceindex;
5561 if (rsurface.lightmapcolor4f)
5563 // generate color arrays for the surfaces in this list
5564 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5566 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5567 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)
5569 f = FogPoint_Model(v);
5579 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5581 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5582 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)
5584 f = FogPoint_Model(v);
5592 rsurface.lightmapcolor4f = rsurface.array_color4f;
5593 rsurface.lightmapcolor4f_bufferobject = 0;
5594 rsurface.lightmapcolor4f_bufferoffset = 0;
5597 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5599 int texturesurfaceindex;
5602 if (!rsurface.lightmapcolor4f)
5604 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5606 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5607 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)
5615 rsurface.lightmapcolor4f = rsurface.array_color4f;
5616 rsurface.lightmapcolor4f_bufferobject = 0;
5617 rsurface.lightmapcolor4f_bufferoffset = 0;
5620 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5623 rsurface.lightmapcolor4f = NULL;
5624 rsurface.lightmapcolor4f_bufferobject = 0;
5625 rsurface.lightmapcolor4f_bufferoffset = 0;
5626 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5627 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5628 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5629 GL_Color(r, g, b, a);
5630 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5633 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5635 // TODO: optimize applyfog && applycolor case
5636 // just apply fog if necessary, and tint the fog color array if necessary
5637 rsurface.lightmapcolor4f = NULL;
5638 rsurface.lightmapcolor4f_bufferobject = 0;
5639 rsurface.lightmapcolor4f_bufferoffset = 0;
5640 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5641 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5642 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5643 GL_Color(r, g, b, a);
5644 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5647 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5649 int texturesurfaceindex;
5653 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5655 // generate color arrays for the surfaces in this list
5656 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5658 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5659 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5661 if (surface->lightmapinfo->samples)
5663 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5664 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5665 VectorScale(lm, scale, c);
5666 if (surface->lightmapinfo->styles[1] != 255)
5668 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5670 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5671 VectorMA(c, scale, lm, c);
5672 if (surface->lightmapinfo->styles[2] != 255)
5675 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5676 VectorMA(c, scale, lm, c);
5677 if (surface->lightmapinfo->styles[3] != 255)
5680 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5681 VectorMA(c, scale, lm, c);
5691 rsurface.lightmapcolor4f = rsurface.array_color4f;
5692 rsurface.lightmapcolor4f_bufferobject = 0;
5693 rsurface.lightmapcolor4f_bufferoffset = 0;
5697 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5698 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5699 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5701 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5702 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5703 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5704 GL_Color(r, g, b, a);
5705 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5708 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5710 int texturesurfaceindex;
5714 vec3_t ambientcolor;
5715 vec3_t diffusecolor;
5719 VectorCopy(rsurface.modellight_lightdir, lightdir);
5720 f = 0.5f * r_refdef.lightmapintensity;
5721 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5722 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5723 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5724 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5725 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5726 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5727 if (VectorLength2(diffusecolor) > 0)
5729 // generate color arrays for the surfaces in this list
5730 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5732 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5733 int numverts = surface->num_vertices;
5734 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5735 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5736 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5737 // q3-style directional shading
5738 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5740 if ((f = DotProduct(c2, lightdir)) > 0)
5741 VectorMA(ambientcolor, f, diffusecolor, c);
5743 VectorCopy(ambientcolor, c);
5752 rsurface.lightmapcolor4f = rsurface.array_color4f;
5753 rsurface.lightmapcolor4f_bufferobject = 0;
5754 rsurface.lightmapcolor4f_bufferoffset = 0;
5758 r = ambientcolor[0];
5759 g = ambientcolor[1];
5760 b = ambientcolor[2];
5761 rsurface.lightmapcolor4f = NULL;
5762 rsurface.lightmapcolor4f_bufferobject = 0;
5763 rsurface.lightmapcolor4f_bufferoffset = 0;
5765 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5766 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5767 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5768 GL_Color(r, g, b, a);
5769 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5772 void RSurf_SetupDepthAndCulling(void)
5774 // submodels are biased to avoid z-fighting with world surfaces that they
5775 // may be exactly overlapping (avoids z-fighting artifacts on certain
5776 // doors and things in Quake maps)
5777 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5778 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5779 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5780 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5783 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5785 // transparent sky would be ridiculous
5786 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5788 R_SetupGenericShader(false);
5791 skyrendernow = false;
5792 // we have to force off the water clipping plane while rendering sky
5796 // restore entity matrix
5797 R_Mesh_Matrix(&rsurface.matrix);
5799 RSurf_SetupDepthAndCulling();
5801 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5802 // skymasking on them, and Quake3 never did sky masking (unlike
5803 // software Quake and software Quake2), so disable the sky masking
5804 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5805 // and skymasking also looks very bad when noclipping outside the
5806 // level, so don't use it then either.
5807 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5809 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5810 R_Mesh_ColorPointer(NULL, 0, 0);
5811 R_Mesh_ResetTextureState();
5812 if (skyrendermasked)
5814 R_SetupDepthOrShadowShader();
5815 // depth-only (masking)
5816 GL_ColorMask(0,0,0,0);
5817 // just to make sure that braindead drivers don't draw
5818 // anything despite that colormask...
5819 GL_BlendFunc(GL_ZERO, GL_ONE);
5823 R_SetupGenericShader(false);
5825 GL_BlendFunc(GL_ONE, GL_ZERO);
5827 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5828 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5829 if (skyrendermasked)
5830 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5832 R_Mesh_ResetTextureState();
5833 GL_Color(1, 1, 1, 1);
5836 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5838 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5841 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5842 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5843 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5844 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5845 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5846 if (rsurface.texture->backgroundcurrentskinframe)
5848 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5849 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5850 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5851 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5853 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5854 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5855 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5856 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5857 R_Mesh_ColorPointer(NULL, 0, 0);
5859 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5861 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5863 // render background
5864 GL_BlendFunc(GL_ONE, GL_ZERO);
5866 GL_AlphaTest(false);
5868 GL_Color(1, 1, 1, 1);
5869 R_Mesh_ColorPointer(NULL, 0, 0);
5871 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5872 if (r_glsl_permutation)
5874 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5875 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5876 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5877 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5878 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5879 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5880 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);
5882 GL_LockArrays(0, 0);
5884 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5885 GL_DepthMask(false);
5886 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5887 R_Mesh_ColorPointer(NULL, 0, 0);
5889 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5890 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5891 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5894 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5895 if (!r_glsl_permutation)
5898 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5899 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5900 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5901 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5902 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5903 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5905 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5907 GL_BlendFunc(GL_ONE, GL_ZERO);
5909 GL_AlphaTest(false);
5913 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5914 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5915 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5918 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5920 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5921 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);
5923 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5927 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5928 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);
5930 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5932 GL_LockArrays(0, 0);
5935 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5937 // OpenGL 1.3 path - anything not completely ancient
5938 int texturesurfaceindex;
5939 qboolean applycolor;
5943 const texturelayer_t *layer;
5944 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5946 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5949 int layertexrgbscale;
5950 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5952 if (layerindex == 0)
5956 GL_AlphaTest(false);
5957 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5960 GL_DepthMask(layer->depthmask && writedepth);
5961 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5962 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5964 layertexrgbscale = 4;
5965 VectorScale(layer->color, 0.25f, layercolor);
5967 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5969 layertexrgbscale = 2;
5970 VectorScale(layer->color, 0.5f, layercolor);
5974 layertexrgbscale = 1;
5975 VectorScale(layer->color, 1.0f, layercolor);
5977 layercolor[3] = layer->color[3];
5978 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5979 R_Mesh_ColorPointer(NULL, 0, 0);
5980 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5981 switch (layer->type)
5983 case TEXTURELAYERTYPE_LITTEXTURE:
5984 memset(&m, 0, sizeof(m));
5985 m.tex[0] = R_GetTexture(r_texture_white);
5986 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5987 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5988 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5989 m.tex[1] = R_GetTexture(layer->texture);
5990 m.texmatrix[1] = layer->texmatrix;
5991 m.texrgbscale[1] = layertexrgbscale;
5992 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5993 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5994 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5995 R_Mesh_TextureState(&m);
5996 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5997 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5998 else if (rsurface.uselightmaptexture)
5999 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6001 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6003 case TEXTURELAYERTYPE_TEXTURE:
6004 memset(&m, 0, sizeof(m));
6005 m.tex[0] = R_GetTexture(layer->texture);
6006 m.texmatrix[0] = layer->texmatrix;
6007 m.texrgbscale[0] = layertexrgbscale;
6008 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6009 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6010 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6011 R_Mesh_TextureState(&m);
6012 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6014 case TEXTURELAYERTYPE_FOG:
6015 memset(&m, 0, sizeof(m));
6016 m.texrgbscale[0] = layertexrgbscale;
6019 m.tex[0] = R_GetTexture(layer->texture);
6020 m.texmatrix[0] = layer->texmatrix;
6021 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6022 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6023 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6025 R_Mesh_TextureState(&m);
6026 // generate a color array for the fog pass
6027 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6028 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6032 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6033 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)
6035 f = 1 - FogPoint_Model(v);
6036 c[0] = layercolor[0];
6037 c[1] = layercolor[1];
6038 c[2] = layercolor[2];
6039 c[3] = f * layercolor[3];
6042 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6045 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6047 GL_LockArrays(0, 0);
6050 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6052 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6053 GL_AlphaTest(false);
6057 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6059 // OpenGL 1.1 - crusty old voodoo path
6060 int texturesurfaceindex;
6064 const texturelayer_t *layer;
6065 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6067 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6069 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6071 if (layerindex == 0)
6075 GL_AlphaTest(false);
6076 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6079 GL_DepthMask(layer->depthmask && writedepth);
6080 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6081 R_Mesh_ColorPointer(NULL, 0, 0);
6082 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6083 switch (layer->type)
6085 case TEXTURELAYERTYPE_LITTEXTURE:
6086 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6088 // two-pass lit texture with 2x rgbscale
6089 // first the lightmap pass
6090 memset(&m, 0, sizeof(m));
6091 m.tex[0] = R_GetTexture(r_texture_white);
6092 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6093 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6094 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6095 R_Mesh_TextureState(&m);
6096 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6097 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6098 else if (rsurface.uselightmaptexture)
6099 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6101 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6102 GL_LockArrays(0, 0);
6103 // then apply the texture to it
6104 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6105 memset(&m, 0, sizeof(m));
6106 m.tex[0] = R_GetTexture(layer->texture);
6107 m.texmatrix[0] = layer->texmatrix;
6108 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6109 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6110 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6111 R_Mesh_TextureState(&m);
6112 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);
6116 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6117 memset(&m, 0, sizeof(m));
6118 m.tex[0] = R_GetTexture(layer->texture);
6119 m.texmatrix[0] = layer->texmatrix;
6120 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6121 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6122 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6123 R_Mesh_TextureState(&m);
6124 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6125 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);
6127 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);
6130 case TEXTURELAYERTYPE_TEXTURE:
6131 // singletexture unlit texture with transparency support
6132 memset(&m, 0, sizeof(m));
6133 m.tex[0] = R_GetTexture(layer->texture);
6134 m.texmatrix[0] = layer->texmatrix;
6135 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6136 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6137 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6138 R_Mesh_TextureState(&m);
6139 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);
6141 case TEXTURELAYERTYPE_FOG:
6142 // singletexture fogging
6143 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6146 memset(&m, 0, sizeof(m));
6147 m.tex[0] = R_GetTexture(layer->texture);
6148 m.texmatrix[0] = layer->texmatrix;
6149 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6150 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6151 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6152 R_Mesh_TextureState(&m);
6155 R_Mesh_ResetTextureState();
6156 // generate a color array for the fog pass
6157 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6161 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6162 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)
6164 f = 1 - FogPoint_Model(v);
6165 c[0] = layer->color[0];
6166 c[1] = layer->color[1];
6167 c[2] = layer->color[2];
6168 c[3] = f * layer->color[3];
6171 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6174 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6176 GL_LockArrays(0, 0);
6179 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6181 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6182 GL_AlphaTest(false);
6186 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6189 RSurf_SetupDepthAndCulling();
6190 if (r_glsl.integer && gl_support_fragment_shader)
6191 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6192 else if (gl_combine.integer && r_textureunits.integer >= 2)
6193 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6195 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6199 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6202 int texturenumsurfaces, endsurface;
6204 msurface_t *surface;
6205 msurface_t *texturesurfacelist[1024];
6207 // if the model is static it doesn't matter what value we give for
6208 // wantnormals and wanttangents, so this logic uses only rules applicable
6209 // to a model, knowing that they are meaningless otherwise
6210 if (ent == r_refdef.scene.worldentity)
6211 RSurf_ActiveWorldEntity();
6212 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6213 RSurf_ActiveModelEntity(ent, false, false);
6215 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6217 for (i = 0;i < numsurfaces;i = j)
6220 surface = rsurface.modelsurfaces + surfacelist[i];
6221 texture = surface->texture;
6222 R_UpdateTextureInfo(ent, texture);
6223 rsurface.texture = texture->currentframe;
6224 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6225 // scan ahead until we find a different texture
6226 endsurface = min(i + 1024, numsurfaces);
6227 texturenumsurfaces = 0;
6228 texturesurfacelist[texturenumsurfaces++] = surface;
6229 for (;j < endsurface;j++)
6231 surface = rsurface.modelsurfaces + surfacelist[j];
6232 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6234 texturesurfacelist[texturenumsurfaces++] = surface;
6236 // render the range of surfaces
6237 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6239 GL_AlphaTest(false);
6242 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6247 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6249 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6251 RSurf_SetupDepthAndCulling();
6252 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6253 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6255 else if (r_showsurfaces.integer)
6257 RSurf_SetupDepthAndCulling();
6259 GL_BlendFunc(GL_ONE, GL_ZERO);
6261 GL_AlphaTest(false);
6262 R_Mesh_ColorPointer(NULL, 0, 0);
6263 R_Mesh_ResetTextureState();
6264 R_SetupGenericShader(false);
6265 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6266 if (!r_refdef.view.showdebug)
6268 GL_Color(0, 0, 0, 1);
6269 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6272 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6274 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6275 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6276 else if (!rsurface.texture->currentnumlayers)
6278 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6280 // transparent surfaces get pushed off into the transparent queue
6281 int surfacelistindex;
6282 const msurface_t *surface;
6283 vec3_t tempcenter, center;
6284 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6286 surface = texturesurfacelist[surfacelistindex];
6287 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6288 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6289 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6290 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6291 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6296 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6297 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6302 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6306 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6309 for (i = 0;i < numsurfaces;i++)
6310 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6311 R_Water_AddWaterPlane(surfacelist[i]);
6314 // break the surface list down into batches by texture and use of lightmapping
6315 for (i = 0;i < numsurfaces;i = j)
6318 // texture is the base texture pointer, rsurface.texture is the
6319 // current frame/skin the texture is directing us to use (for example
6320 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6321 // use skin 1 instead)
6322 texture = surfacelist[i]->texture;
6323 rsurface.texture = texture->currentframe;
6324 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6325 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6327 // if this texture is not the kind we want, skip ahead to the next one
6328 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6332 // simply scan ahead until we find a different texture or lightmap state
6333 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6335 // render the range of surfaces
6336 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6340 float locboxvertex3f[6*4*3] =
6342 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6343 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6344 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6345 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6346 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6347 1,0,0, 0,0,0, 0,1,0, 1,1,0
6350 int locboxelement3i[6*2*3] =
6360 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6363 cl_locnode_t *loc = (cl_locnode_t *)ent;
6365 float vertex3f[6*4*3];
6367 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6368 GL_DepthMask(false);
6369 GL_DepthRange(0, 1);
6370 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6372 GL_CullFace(GL_NONE);
6373 R_Mesh_Matrix(&identitymatrix);
6375 R_Mesh_VertexPointer(vertex3f, 0, 0);
6376 R_Mesh_ColorPointer(NULL, 0, 0);
6377 R_Mesh_ResetTextureState();
6378 R_SetupGenericShader(false);
6381 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6382 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6383 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6384 surfacelist[0] < 0 ? 0.5f : 0.125f);
6386 if (VectorCompare(loc->mins, loc->maxs))
6388 VectorSet(size, 2, 2, 2);
6389 VectorMA(loc->mins, -0.5f, size, mins);
6393 VectorCopy(loc->mins, mins);
6394 VectorSubtract(loc->maxs, loc->mins, size);
6397 for (i = 0;i < 6*4*3;)
6398 for (j = 0;j < 3;j++, i++)
6399 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6401 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6404 void R_DrawLocs(void)
6407 cl_locnode_t *loc, *nearestloc;
6409 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6410 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6412 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6413 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6417 void R_DrawDebugModel(entity_render_t *ent)
6419 int i, j, k, l, flagsmask;
6420 const int *elements;
6422 msurface_t *surface;
6423 model_t *model = ent->model;
6426 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6428 R_Mesh_ColorPointer(NULL, 0, 0);
6429 R_Mesh_ResetTextureState();
6430 R_SetupGenericShader(false);
6431 GL_DepthRange(0, 1);
6432 GL_DepthTest(!r_showdisabledepthtest.integer);
6433 GL_DepthMask(false);
6434 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6436 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6438 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6439 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6441 if (brush->colbrushf && brush->colbrushf->numtriangles)
6443 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6444 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);
6445 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6448 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6450 if (surface->num_collisiontriangles)
6452 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6453 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);
6454 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6459 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6461 if (r_showtris.integer || r_shownormals.integer)
6463 if (r_showdisabledepthtest.integer)
6465 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6466 GL_DepthMask(false);
6470 GL_BlendFunc(GL_ONE, GL_ZERO);
6473 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6475 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6477 rsurface.texture = surface->texture->currentframe;
6478 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6480 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6481 if (r_showtris.value > 0)
6483 if (!rsurface.texture->currentlayers->depthmask)
6484 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6485 else if (ent == r_refdef.scene.worldentity)
6486 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6488 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6489 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6492 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6494 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6495 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6496 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6497 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6502 if (r_shownormals.value > 0)
6505 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6507 VectorCopy(rsurface.vertex3f + l * 3, v);
6508 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6509 qglVertex3f(v[0], v[1], v[2]);
6510 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6511 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6512 qglVertex3f(v[0], v[1], v[2]);
6517 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6519 VectorCopy(rsurface.vertex3f + l * 3, v);
6520 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6521 qglVertex3f(v[0], v[1], v[2]);
6522 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6523 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6524 qglVertex3f(v[0], v[1], v[2]);
6529 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6531 VectorCopy(rsurface.vertex3f + l * 3, v);
6532 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6533 qglVertex3f(v[0], v[1], v[2]);
6534 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6535 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6536 qglVertex3f(v[0], v[1], v[2]);
6543 rsurface.texture = NULL;
6547 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6548 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6550 int i, j, endj, f, flagsmask;
6551 msurface_t *surface;
6553 model_t *model = r_refdef.scene.worldmodel;
6554 const int maxsurfacelist = 1024;
6555 int numsurfacelist = 0;
6556 msurface_t *surfacelist[1024];
6560 RSurf_ActiveWorldEntity();
6562 // update light styles on this submodel
6563 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6565 model_brush_lightstyleinfo_t *style;
6566 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6568 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6570 msurface_t *surfaces = model->data_surfaces;
6571 int *list = style->surfacelist;
6572 style->value = r_refdef.scene.lightstylevalue[style->style];
6573 for (j = 0;j < style->numsurfaces;j++)
6574 surfaces[list[j]].cached_dlight = true;
6579 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6580 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6584 R_DrawDebugModel(r_refdef.scene.worldentity);
6590 rsurface.uselightmaptexture = false;
6591 rsurface.texture = NULL;
6592 rsurface.rtlight = NULL;
6594 j = model->firstmodelsurface;
6595 endj = j + model->nummodelsurfaces;
6598 // quickly skip over non-visible surfaces
6599 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6601 // quickly iterate over visible surfaces
6602 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6604 // process this surface
6605 surface = model->data_surfaces + j;
6606 // if this surface fits the criteria, add it to the list
6607 if (surface->num_triangles)
6609 // if lightmap parameters changed, rebuild lightmap texture
6610 if (surface->cached_dlight)
6611 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6612 // add face to draw list
6613 surfacelist[numsurfacelist++] = surface;
6614 r_refdef.stats.world_triangles += surface->num_triangles;
6615 if (numsurfacelist >= maxsurfacelist)
6617 r_refdef.stats.world_surfaces += numsurfacelist;
6618 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6624 r_refdef.stats.world_surfaces += numsurfacelist;
6626 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6627 GL_AlphaTest(false);
6630 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6632 int i, j, f, flagsmask;
6633 msurface_t *surface, *endsurface;
6635 model_t *model = ent->model;
6636 const int maxsurfacelist = 1024;
6637 int numsurfacelist = 0;
6638 msurface_t *surfacelist[1024];
6642 // if the model is static it doesn't matter what value we give for
6643 // wantnormals and wanttangents, so this logic uses only rules applicable
6644 // to a model, knowing that they are meaningless otherwise
6645 if (ent == r_refdef.scene.worldentity)
6646 RSurf_ActiveWorldEntity();
6647 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6648 RSurf_ActiveModelEntity(ent, false, false);
6650 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6652 // update light styles
6653 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6655 model_brush_lightstyleinfo_t *style;
6656 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6658 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6660 msurface_t *surfaces = model->data_surfaces;
6661 int *list = style->surfacelist;
6662 style->value = r_refdef.scene.lightstylevalue[style->style];
6663 for (j = 0;j < style->numsurfaces;j++)
6664 surfaces[list[j]].cached_dlight = true;
6669 R_UpdateAllTextureInfo(ent);
6670 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6674 R_DrawDebugModel(ent);
6680 rsurface.uselightmaptexture = false;
6681 rsurface.texture = NULL;
6682 rsurface.rtlight = NULL;
6684 surface = model->data_surfaces + model->firstmodelsurface;
6685 endsurface = surface + model->nummodelsurfaces;
6686 for (;surface < endsurface;surface++)
6688 // if this surface fits the criteria, add it to the list
6689 if (surface->num_triangles)
6691 // if lightmap parameters changed, rebuild lightmap texture
6692 if (surface->cached_dlight)
6693 R_BuildLightMap(ent, surface);
6694 // add face to draw list
6695 surfacelist[numsurfacelist++] = surface;
6696 r_refdef.stats.entities_triangles += surface->num_triangles;
6697 if (numsurfacelist >= maxsurfacelist)
6699 r_refdef.stats.entities_surfaces += numsurfacelist;
6700 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6705 r_refdef.stats.entities_surfaces += numsurfacelist;
6707 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6708 GL_AlphaTest(false);