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 if (developer_loading.integer)
1895 Con_Printf("loading skin \"%s\"\n", name);
1897 // we've got some pixels to store, so really allocate this new texture now
1899 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1900 skinframe->stain = NULL;
1901 skinframe->merged = NULL;
1902 skinframe->base = r_texture_notexture;
1903 skinframe->pants = NULL;
1904 skinframe->shirt = NULL;
1905 skinframe->nmap = r_texture_blanknormalmap;
1906 skinframe->gloss = NULL;
1907 skinframe->glow = NULL;
1908 skinframe->fog = NULL;
1910 basepixels_width = image_width;
1911 basepixels_height = image_height;
1912 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);
1914 if (textureflags & TEXF_ALPHA)
1916 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1917 if (basepixels[j] < 255)
1919 if (j < basepixels_width * basepixels_height * 4)
1921 // has transparent pixels
1922 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1923 for (j = 0;j < image_width * image_height * 4;j += 4)
1928 pixels[j+3] = basepixels[j+3];
1930 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);
1935 // _norm is the name used by tenebrae and has been adopted as standard
1938 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1940 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);
1944 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1946 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1947 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1948 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);
1950 Mem_Free(bumppixels);
1952 else if (r_shadow_bumpscale_basetexture.value > 0)
1954 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1955 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1956 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);
1960 // _luma is supported for tenebrae compatibility
1961 // (I think it's a very stupid name, but oh well)
1962 // _glow is the preferred name
1963 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;}
1964 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;}
1965 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;}
1966 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;}
1969 Mem_Free(basepixels);
1974 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)
1979 for (i = 0;i < width*height;i++)
1980 if (((unsigned char *)&palette[in[i]])[3] > 0)
1982 if (i == width*height)
1985 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1988 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1989 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1992 unsigned char *temp1, *temp2;
1993 skinframe_t *skinframe;
1995 if (cls.state == ca_dedicated)
1998 // if already loaded just return it, otherwise make a new skinframe
1999 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2000 if (skinframe && skinframe->base)
2003 skinframe->stain = NULL;
2004 skinframe->merged = NULL;
2005 skinframe->base = r_texture_notexture;
2006 skinframe->pants = NULL;
2007 skinframe->shirt = NULL;
2008 skinframe->nmap = r_texture_blanknormalmap;
2009 skinframe->gloss = NULL;
2010 skinframe->glow = NULL;
2011 skinframe->fog = NULL;
2013 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2017 if (developer_loading.integer)
2018 Con_Printf("loading 32bit skin \"%s\"\n", name);
2020 if (r_shadow_bumpscale_basetexture.value > 0)
2022 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2023 temp2 = temp1 + width * height * 4;
2024 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2025 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2028 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2029 if (textureflags & TEXF_ALPHA)
2031 for (i = 3;i < width * height * 4;i += 4)
2032 if (skindata[i] < 255)
2034 if (i < width * height * 4)
2036 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2037 memcpy(fogpixels, skindata, width * height * 4);
2038 for (i = 0;i < width * height * 4;i += 4)
2039 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2040 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2041 Mem_Free(fogpixels);
2048 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2051 unsigned char *temp1, *temp2;
2052 skinframe_t *skinframe;
2054 if (cls.state == ca_dedicated)
2057 // if already loaded just return it, otherwise make a new skinframe
2058 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2059 if (skinframe && skinframe->base)
2062 skinframe->stain = NULL;
2063 skinframe->merged = NULL;
2064 skinframe->base = r_texture_notexture;
2065 skinframe->pants = NULL;
2066 skinframe->shirt = NULL;
2067 skinframe->nmap = r_texture_blanknormalmap;
2068 skinframe->gloss = NULL;
2069 skinframe->glow = NULL;
2070 skinframe->fog = NULL;
2072 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2076 if (developer_loading.integer)
2077 Con_Printf("loading quake skin \"%s\"\n", name);
2079 if (r_shadow_bumpscale_basetexture.value > 0)
2081 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2082 temp2 = temp1 + width * height * 4;
2083 // use either a custom palette or the quake palette
2084 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2085 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2086 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2089 // use either a custom palette, or the quake palette
2090 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
2091 if (loadglowtexture)
2092 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2093 if (loadpantsandshirt)
2095 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2096 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2098 if (skinframe->pants || skinframe->shirt)
2099 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
2100 if (textureflags & TEXF_ALPHA)
2102 for (i = 0;i < width * height;i++)
2103 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2105 if (i < width * height)
2106 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2112 skinframe_t *R_SkinFrame_LoadMissing(void)
2114 skinframe_t *skinframe;
2116 if (cls.state == ca_dedicated)
2119 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2120 skinframe->stain = NULL;
2121 skinframe->merged = NULL;
2122 skinframe->base = r_texture_notexture;
2123 skinframe->pants = NULL;
2124 skinframe->shirt = NULL;
2125 skinframe->nmap = r_texture_blanknormalmap;
2126 skinframe->gloss = NULL;
2127 skinframe->glow = NULL;
2128 skinframe->fog = NULL;
2133 void gl_main_start(void)
2135 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2136 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2138 // set up r_skinframe loading system for textures
2139 memset(&r_skinframe, 0, sizeof(r_skinframe));
2140 r_skinframe.loadsequence = 1;
2141 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2143 r_main_texturepool = R_AllocTexturePool();
2144 R_BuildBlankTextures();
2146 if (gl_texturecubemap)
2149 R_BuildNormalizationCube();
2151 r_texture_fogattenuation = NULL;
2152 r_texture_gammaramps = NULL;
2153 //r_texture_fogintensity = NULL;
2154 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2155 memset(&r_waterstate, 0, sizeof(r_waterstate));
2156 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2157 memset(&r_svbsp, 0, sizeof (r_svbsp));
2159 r_refdef.fogmasktable_density = 0;
2162 void gl_main_shutdown(void)
2164 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2165 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2167 // clear out the r_skinframe state
2168 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2169 memset(&r_skinframe, 0, sizeof(r_skinframe));
2172 Mem_Free(r_svbsp.nodes);
2173 memset(&r_svbsp, 0, sizeof (r_svbsp));
2174 R_FreeTexturePool(&r_main_texturepool);
2175 r_texture_blanknormalmap = NULL;
2176 r_texture_white = NULL;
2177 r_texture_grey128 = NULL;
2178 r_texture_black = NULL;
2179 r_texture_whitecube = NULL;
2180 r_texture_normalizationcube = NULL;
2181 r_texture_fogattenuation = NULL;
2182 r_texture_gammaramps = NULL;
2183 //r_texture_fogintensity = NULL;
2184 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2185 memset(&r_waterstate, 0, sizeof(r_waterstate));
2189 extern void CL_ParseEntityLump(char *entitystring);
2190 void gl_main_newmap(void)
2192 // FIXME: move this code to client
2194 char *entities, entname[MAX_QPATH];
2197 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2198 l = (int)strlen(entname) - 4;
2199 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2201 memcpy(entname + l, ".ent", 5);
2202 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2204 CL_ParseEntityLump(entities);
2209 if (cl.worldmodel->brush.entities)
2210 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2214 void GL_Main_Init(void)
2216 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2218 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2219 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2220 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2221 if (gamemode == GAME_NEHAHRA)
2223 Cvar_RegisterVariable (&gl_fogenable);
2224 Cvar_RegisterVariable (&gl_fogdensity);
2225 Cvar_RegisterVariable (&gl_fogred);
2226 Cvar_RegisterVariable (&gl_foggreen);
2227 Cvar_RegisterVariable (&gl_fogblue);
2228 Cvar_RegisterVariable (&gl_fogstart);
2229 Cvar_RegisterVariable (&gl_fogend);
2230 Cvar_RegisterVariable (&gl_skyclip);
2232 Cvar_RegisterVariable(&r_depthfirst);
2233 Cvar_RegisterVariable(&r_nearclip);
2234 Cvar_RegisterVariable(&r_showbboxes);
2235 Cvar_RegisterVariable(&r_showsurfaces);
2236 Cvar_RegisterVariable(&r_showtris);
2237 Cvar_RegisterVariable(&r_shownormals);
2238 Cvar_RegisterVariable(&r_showlighting);
2239 Cvar_RegisterVariable(&r_showshadowvolumes);
2240 Cvar_RegisterVariable(&r_showcollisionbrushes);
2241 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2242 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2243 Cvar_RegisterVariable(&r_showdisabledepthtest);
2244 Cvar_RegisterVariable(&r_drawportals);
2245 Cvar_RegisterVariable(&r_drawentities);
2246 Cvar_RegisterVariable(&r_cullentities_trace);
2247 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2248 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2249 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2250 Cvar_RegisterVariable(&r_drawviewmodel);
2251 Cvar_RegisterVariable(&r_speeds);
2252 Cvar_RegisterVariable(&r_fullbrights);
2253 Cvar_RegisterVariable(&r_wateralpha);
2254 Cvar_RegisterVariable(&r_dynamic);
2255 Cvar_RegisterVariable(&r_fullbright);
2256 Cvar_RegisterVariable(&r_shadows);
2257 Cvar_RegisterVariable(&r_shadows_throwdistance);
2258 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2259 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2260 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2261 Cvar_RegisterVariable(&r_fog_exp2);
2262 Cvar_RegisterVariable(&r_textureunits);
2263 Cvar_RegisterVariable(&r_glsl);
2264 Cvar_RegisterVariable(&r_glsl_contrastboost);
2265 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2266 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2267 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2268 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2269 Cvar_RegisterVariable(&r_glsl_postprocess);
2270 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2271 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2272 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2273 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2274 Cvar_RegisterVariable(&r_glsl_usegeneric);
2275 Cvar_RegisterVariable(&r_water);
2276 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2277 Cvar_RegisterVariable(&r_water_clippingplanebias);
2278 Cvar_RegisterVariable(&r_water_refractdistort);
2279 Cvar_RegisterVariable(&r_water_reflectdistort);
2280 Cvar_RegisterVariable(&r_lerpsprites);
2281 Cvar_RegisterVariable(&r_lerpmodels);
2282 Cvar_RegisterVariable(&r_lerplightstyles);
2283 Cvar_RegisterVariable(&r_waterscroll);
2284 Cvar_RegisterVariable(&r_bloom);
2285 Cvar_RegisterVariable(&r_bloom_colorscale);
2286 Cvar_RegisterVariable(&r_bloom_brighten);
2287 Cvar_RegisterVariable(&r_bloom_blur);
2288 Cvar_RegisterVariable(&r_bloom_resolution);
2289 Cvar_RegisterVariable(&r_bloom_colorexponent);
2290 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2291 Cvar_RegisterVariable(&r_hdr);
2292 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2293 Cvar_RegisterVariable(&r_hdr_glowintensity);
2294 Cvar_RegisterVariable(&r_hdr_range);
2295 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2296 Cvar_RegisterVariable(&developer_texturelogging);
2297 Cvar_RegisterVariable(&gl_lightmaps);
2298 Cvar_RegisterVariable(&r_test);
2299 Cvar_RegisterVariable(&r_batchmode);
2300 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2301 Cvar_SetValue("r_fullbrights", 0);
2302 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2304 Cvar_RegisterVariable(&r_track_sprites);
2305 Cvar_RegisterVariable(&r_track_sprites_flags);
2306 Cvar_RegisterVariable(&r_track_sprites_scalew);
2307 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2310 extern void R_Textures_Init(void);
2311 extern void GL_Draw_Init(void);
2312 extern void GL_Main_Init(void);
2313 extern void R_Shadow_Init(void);
2314 extern void R_Sky_Init(void);
2315 extern void GL_Surf_Init(void);
2316 extern void R_Particles_Init(void);
2317 extern void R_Explosion_Init(void);
2318 extern void gl_backend_init(void);
2319 extern void Sbar_Init(void);
2320 extern void R_LightningBeams_Init(void);
2321 extern void Mod_RenderInit(void);
2323 void Render_Init(void)
2335 R_LightningBeams_Init();
2344 extern char *ENGINE_EXTENSIONS;
2347 VID_CheckExtensions();
2349 // LordHavoc: report supported extensions
2350 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2352 // clear to black (loading plaque will be seen over this)
2354 qglClearColor(0,0,0,1);CHECKGLERROR
2355 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2358 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2362 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2364 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2367 p = r_refdef.view.frustum + i;
2372 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2376 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2380 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2384 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2388 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2392 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2396 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2400 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2408 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2412 for (i = 0;i < numplanes;i++)
2419 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2423 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2427 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2431 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2435 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2439 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2443 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2447 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2455 //==================================================================================
2457 static void R_View_UpdateEntityVisible (void)
2460 entity_render_t *ent;
2462 if (!r_drawentities.integer)
2465 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2466 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2468 // worldmodel can check visibility
2469 for (i = 0;i < r_refdef.scene.numentities;i++)
2471 ent = r_refdef.scene.entities[i];
2472 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));
2475 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2477 for (i = 0;i < r_refdef.scene.numentities;i++)
2479 ent = r_refdef.scene.entities[i];
2480 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2482 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))
2483 ent->last_trace_visibility = realtime;
2484 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2485 r_refdef.viewcache.entityvisible[i] = 0;
2492 // no worldmodel or it can't check visibility
2493 for (i = 0;i < r_refdef.scene.numentities;i++)
2495 ent = r_refdef.scene.entities[i];
2496 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));
2501 // only used if skyrendermasked, and normally returns false
2502 int R_DrawBrushModelsSky (void)
2505 entity_render_t *ent;
2507 if (!r_drawentities.integer)
2511 for (i = 0;i < r_refdef.scene.numentities;i++)
2513 if (!r_refdef.viewcache.entityvisible[i])
2515 ent = r_refdef.scene.entities[i];
2516 if (!ent->model || !ent->model->DrawSky)
2518 ent->model->DrawSky(ent);
2524 static void R_DrawNoModel(entity_render_t *ent);
2525 static void R_DrawModels(void)
2528 entity_render_t *ent;
2530 if (!r_drawentities.integer)
2533 for (i = 0;i < r_refdef.scene.numentities;i++)
2535 if (!r_refdef.viewcache.entityvisible[i])
2537 ent = r_refdef.scene.entities[i];
2538 r_refdef.stats.entities++;
2539 if (ent->model && ent->model->Draw != NULL)
2540 ent->model->Draw(ent);
2546 static void R_DrawModelsDepth(void)
2549 entity_render_t *ent;
2551 if (!r_drawentities.integer)
2554 for (i = 0;i < r_refdef.scene.numentities;i++)
2556 if (!r_refdef.viewcache.entityvisible[i])
2558 ent = r_refdef.scene.entities[i];
2559 if (ent->model && ent->model->DrawDepth != NULL)
2560 ent->model->DrawDepth(ent);
2564 static void R_DrawModelsDebug(void)
2567 entity_render_t *ent;
2569 if (!r_drawentities.integer)
2572 for (i = 0;i < r_refdef.scene.numentities;i++)
2574 if (!r_refdef.viewcache.entityvisible[i])
2576 ent = r_refdef.scene.entities[i];
2577 if (ent->model && ent->model->DrawDebug != NULL)
2578 ent->model->DrawDebug(ent);
2582 static void R_DrawModelsAddWaterPlanes(void)
2585 entity_render_t *ent;
2587 if (!r_drawentities.integer)
2590 for (i = 0;i < r_refdef.scene.numentities;i++)
2592 if (!r_refdef.viewcache.entityvisible[i])
2594 ent = r_refdef.scene.entities[i];
2595 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2596 ent->model->DrawAddWaterPlanes(ent);
2600 static void R_View_SetFrustum(void)
2603 double slopex, slopey;
2604 vec3_t forward, left, up, origin;
2606 // we can't trust r_refdef.view.forward and friends in reflected scenes
2607 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2610 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2611 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2612 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2613 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2614 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2615 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2616 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2617 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2618 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2619 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2620 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2621 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2625 zNear = r_refdef.nearclip;
2626 nudge = 1.0 - 1.0 / (1<<23);
2627 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2628 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2629 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2630 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2631 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2632 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2633 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2634 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2640 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2641 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2642 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2643 r_refdef.view.frustum[0].dist = m[15] - m[12];
2645 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2646 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2647 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2648 r_refdef.view.frustum[1].dist = m[15] + m[12];
2650 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2651 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2652 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2653 r_refdef.view.frustum[2].dist = m[15] - m[13];
2655 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2656 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2657 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2658 r_refdef.view.frustum[3].dist = m[15] + m[13];
2660 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2661 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2662 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2663 r_refdef.view.frustum[4].dist = m[15] - m[14];
2665 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2666 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2667 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2668 r_refdef.view.frustum[5].dist = m[15] + m[14];
2671 if (r_refdef.view.useperspective)
2673 slopex = 1.0 / r_refdef.view.frustum_x;
2674 slopey = 1.0 / r_refdef.view.frustum_y;
2675 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2676 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2677 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2678 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2679 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2681 // Leaving those out was a mistake, those were in the old code, and they
2682 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2683 // I couldn't reproduce it after adding those normalizations. --blub
2684 VectorNormalize(r_refdef.view.frustum[0].normal);
2685 VectorNormalize(r_refdef.view.frustum[1].normal);
2686 VectorNormalize(r_refdef.view.frustum[2].normal);
2687 VectorNormalize(r_refdef.view.frustum[3].normal);
2689 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2690 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2691 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2692 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2693 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2695 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2696 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2697 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2698 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2699 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2703 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2704 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2705 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2706 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2707 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2708 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2709 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2710 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2711 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2712 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2714 r_refdef.view.numfrustumplanes = 5;
2716 if (r_refdef.view.useclipplane)
2718 r_refdef.view.numfrustumplanes = 6;
2719 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2722 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2723 PlaneClassify(r_refdef.view.frustum + i);
2725 // LordHavoc: note to all quake engine coders, Quake had a special case
2726 // for 90 degrees which assumed a square view (wrong), so I removed it,
2727 // Quake2 has it disabled as well.
2729 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2730 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2731 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2732 //PlaneClassify(&frustum[0]);
2734 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2735 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2736 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2737 //PlaneClassify(&frustum[1]);
2739 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2740 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2741 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2742 //PlaneClassify(&frustum[2]);
2744 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2745 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2746 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2747 //PlaneClassify(&frustum[3]);
2750 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2751 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2752 //PlaneClassify(&frustum[4]);
2755 void R_View_Update(void)
2757 R_View_SetFrustum();
2758 R_View_WorldVisibility(r_refdef.view.useclipplane);
2759 R_View_UpdateEntityVisible();
2762 void R_SetupView(qboolean allowwaterclippingplane)
2764 if (!r_refdef.view.useperspective)
2765 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);
2766 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2767 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2769 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2771 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2773 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2775 // LordHavoc: couldn't figure out how to make this approach the
2776 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2777 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2778 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2779 dist = r_refdef.view.clipplane.dist;
2780 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2784 void R_ResetViewRendering2D(void)
2788 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2789 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2790 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2791 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2792 GL_Color(1, 1, 1, 1);
2793 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2794 GL_BlendFunc(GL_ONE, GL_ZERO);
2795 GL_AlphaTest(false);
2796 GL_ScissorTest(false);
2797 GL_DepthMask(false);
2798 GL_DepthRange(0, 1);
2799 GL_DepthTest(false);
2800 R_Mesh_Matrix(&identitymatrix);
2801 R_Mesh_ResetTextureState();
2802 GL_PolygonOffset(0, 0);
2803 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2804 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2805 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2806 qglStencilMask(~0);CHECKGLERROR
2807 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2808 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2809 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2810 R_SetupGenericShader(true);
2813 void R_ResetViewRendering3D(void)
2817 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2818 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2820 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2821 GL_Color(1, 1, 1, 1);
2822 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2823 GL_BlendFunc(GL_ONE, GL_ZERO);
2824 GL_AlphaTest(false);
2825 GL_ScissorTest(true);
2827 GL_DepthRange(0, 1);
2829 R_Mesh_Matrix(&identitymatrix);
2830 R_Mesh_ResetTextureState();
2831 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2832 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2833 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2834 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2835 qglStencilMask(~0);CHECKGLERROR
2836 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2837 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2838 GL_CullFace(r_refdef.view.cullface_back);
2839 R_SetupGenericShader(true);
2842 void R_RenderScene(qboolean addwaterplanes);
2844 static void R_Water_StartFrame(void)
2847 int waterwidth, waterheight, texturewidth, textureheight;
2848 r_waterstate_waterplane_t *p;
2850 // set waterwidth and waterheight to the water resolution that will be
2851 // used (often less than the screen resolution for faster rendering)
2852 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2853 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2855 // calculate desired texture sizes
2856 // can't use water if the card does not support the texture size
2857 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2858 texturewidth = textureheight = waterwidth = waterheight = 0;
2859 else if (gl_support_arb_texture_non_power_of_two)
2861 texturewidth = waterwidth;
2862 textureheight = waterheight;
2866 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2867 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2870 // allocate textures as needed
2871 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2873 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2874 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2876 if (p->texture_refraction)
2877 R_FreeTexture(p->texture_refraction);
2878 p->texture_refraction = NULL;
2879 if (p->texture_reflection)
2880 R_FreeTexture(p->texture_reflection);
2881 p->texture_reflection = NULL;
2883 memset(&r_waterstate, 0, sizeof(r_waterstate));
2884 r_waterstate.waterwidth = waterwidth;
2885 r_waterstate.waterheight = waterheight;
2886 r_waterstate.texturewidth = texturewidth;
2887 r_waterstate.textureheight = textureheight;
2890 if (r_waterstate.waterwidth)
2892 r_waterstate.enabled = true;
2894 // set up variables that will be used in shader setup
2895 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2896 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2897 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2898 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2901 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2902 r_waterstate.numwaterplanes = 0;
2905 static void R_Water_AddWaterPlane(msurface_t *surface)
2907 int triangleindex, planeindex;
2913 r_waterstate_waterplane_t *p;
2914 // just use the first triangle with a valid normal for any decisions
2915 VectorClear(normal);
2916 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2918 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2919 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2920 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2921 TriangleNormal(vert[0], vert[1], vert[2], normal);
2922 if (VectorLength2(normal) >= 0.001)
2926 VectorCopy(normal, plane.normal);
2927 VectorNormalize(plane.normal);
2928 plane.dist = DotProduct(vert[0], plane.normal);
2929 PlaneClassify(&plane);
2930 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2932 // skip backfaces (except if nocullface is set)
2933 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2935 VectorNegate(plane.normal, plane.normal);
2937 PlaneClassify(&plane);
2941 // find a matching plane if there is one
2942 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2943 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2945 if (planeindex >= r_waterstate.maxwaterplanes)
2946 return; // nothing we can do, out of planes
2948 // if this triangle does not fit any known plane rendered this frame, add one
2949 if (planeindex >= r_waterstate.numwaterplanes)
2951 // store the new plane
2952 r_waterstate.numwaterplanes++;
2954 // clear materialflags and pvs
2955 p->materialflags = 0;
2956 p->pvsvalid = false;
2958 // merge this surface's materialflags into the waterplane
2959 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2960 // merge this surface's PVS into the waterplane
2961 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2962 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2963 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2965 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2970 static void R_Water_ProcessPlanes(void)
2972 r_refdef_view_t originalview;
2974 r_waterstate_waterplane_t *p;
2976 originalview = r_refdef.view;
2978 // make sure enough textures are allocated
2979 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2981 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2983 if (!p->texture_refraction)
2984 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);
2985 if (!p->texture_refraction)
2989 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2991 if (!p->texture_reflection)
2992 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);
2993 if (!p->texture_reflection)
2999 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3001 r_refdef.view.showdebug = false;
3002 r_refdef.view.width = r_waterstate.waterwidth;
3003 r_refdef.view.height = r_waterstate.waterheight;
3004 r_refdef.view.useclipplane = true;
3005 r_waterstate.renderingscene = true;
3007 // render the normal view scene and copy into texture
3008 // (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)
3009 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3011 r_refdef.view.clipplane = p->plane;
3012 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3013 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3014 PlaneClassify(&r_refdef.view.clipplane);
3016 R_RenderScene(false);
3018 // copy view into the screen texture
3019 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3020 GL_ActiveTexture(0);
3022 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
3025 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3027 // render reflected scene and copy into texture
3028 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3029 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3030 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3031 r_refdef.view.clipplane = p->plane;
3032 // reverse the cullface settings for this render
3033 r_refdef.view.cullface_front = GL_FRONT;
3034 r_refdef.view.cullface_back = GL_BACK;
3035 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3037 r_refdef.view.usecustompvs = true;
3039 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3041 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3044 R_ResetViewRendering3D();
3045 R_ClearScreen(r_refdef.fogenabled);
3046 if (r_timereport_active)
3047 R_TimeReport("viewclear");
3049 R_RenderScene(false);
3051 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3052 GL_ActiveTexture(0);
3054 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3056 R_ResetViewRendering3D();
3057 R_ClearScreen(r_refdef.fogenabled);
3058 if (r_timereport_active)
3059 R_TimeReport("viewclear");
3062 r_refdef.view = originalview;
3063 r_refdef.view.clear = true;
3064 r_waterstate.renderingscene = false;
3068 r_refdef.view = originalview;
3069 r_waterstate.renderingscene = false;
3070 Cvar_SetValueQuick(&r_water, 0);
3071 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3075 void R_Bloom_StartFrame(void)
3077 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3079 // set bloomwidth and bloomheight to the bloom resolution that will be
3080 // used (often less than the screen resolution for faster rendering)
3081 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3082 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3083 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3084 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3085 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3087 // calculate desired texture sizes
3088 if (gl_support_arb_texture_non_power_of_two)
3090 screentexturewidth = r_refdef.view.width;
3091 screentextureheight = r_refdef.view.height;
3092 bloomtexturewidth = r_bloomstate.bloomwidth;
3093 bloomtextureheight = r_bloomstate.bloomheight;
3097 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3098 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3099 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3100 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3103 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))
3105 Cvar_SetValueQuick(&r_hdr, 0);
3106 Cvar_SetValueQuick(&r_bloom, 0);
3109 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3110 screentexturewidth = screentextureheight = 0;
3111 if (!r_hdr.integer && !r_bloom.integer)
3112 bloomtexturewidth = bloomtextureheight = 0;
3114 // allocate textures as needed
3115 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3117 if (r_bloomstate.texture_screen)
3118 R_FreeTexture(r_bloomstate.texture_screen);
3119 r_bloomstate.texture_screen = NULL;
3120 r_bloomstate.screentexturewidth = screentexturewidth;
3121 r_bloomstate.screentextureheight = screentextureheight;
3122 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3123 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);
3125 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3127 if (r_bloomstate.texture_bloom)
3128 R_FreeTexture(r_bloomstate.texture_bloom);
3129 r_bloomstate.texture_bloom = NULL;
3130 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3131 r_bloomstate.bloomtextureheight = bloomtextureheight;
3132 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3133 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);
3136 // set up a texcoord array for the full resolution screen image
3137 // (we have to keep this around to copy back during final render)
3138 r_bloomstate.screentexcoord2f[0] = 0;
3139 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3140 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3141 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3142 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3143 r_bloomstate.screentexcoord2f[5] = 0;
3144 r_bloomstate.screentexcoord2f[6] = 0;
3145 r_bloomstate.screentexcoord2f[7] = 0;
3147 // set up a texcoord array for the reduced resolution bloom image
3148 // (which will be additive blended over the screen image)
3149 r_bloomstate.bloomtexcoord2f[0] = 0;
3150 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3151 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3152 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3153 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3154 r_bloomstate.bloomtexcoord2f[5] = 0;
3155 r_bloomstate.bloomtexcoord2f[6] = 0;
3156 r_bloomstate.bloomtexcoord2f[7] = 0;
3158 if (r_hdr.integer || r_bloom.integer)
3160 r_bloomstate.enabled = true;
3161 r_bloomstate.hdr = r_hdr.integer != 0;
3165 void R_Bloom_CopyBloomTexture(float colorscale)
3167 r_refdef.stats.bloom++;
3169 // scale down screen texture to the bloom texture size
3171 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3172 GL_BlendFunc(GL_ONE, GL_ZERO);
3173 GL_Color(colorscale, colorscale, colorscale, 1);
3174 // TODO: optimize with multitexture or GLSL
3175 R_SetupGenericShader(true);
3176 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3177 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3178 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3179 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3181 // we now have a bloom image in the framebuffer
3182 // copy it into the bloom image texture for later processing
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_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3187 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3190 void R_Bloom_CopyHDRTexture(void)
3192 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3193 GL_ActiveTexture(0);
3195 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
3196 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3199 void R_Bloom_MakeTexture(void)
3202 float xoffset, yoffset, r, brighten;
3204 r_refdef.stats.bloom++;
3206 R_ResetViewRendering2D();
3207 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3208 R_Mesh_ColorPointer(NULL, 0, 0);
3209 R_SetupGenericShader(true);
3211 // we have a bloom image in the framebuffer
3213 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3215 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3218 r = bound(0, r_bloom_colorexponent.value / x, 1);
3219 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3220 GL_Color(r, r, r, 1);
3221 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3222 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3223 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3224 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3226 // copy the vertically blurred bloom view to a texture
3227 GL_ActiveTexture(0);
3229 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
3230 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3233 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3234 brighten = r_bloom_brighten.value;
3236 brighten *= r_hdr_range.value;
3237 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3238 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3240 for (dir = 0;dir < 2;dir++)
3242 // blend on at multiple vertical offsets to achieve a vertical blur
3243 // TODO: do offset blends using GLSL
3244 GL_BlendFunc(GL_ONE, GL_ZERO);
3245 for (x = -range;x <= range;x++)
3247 if (!dir){xoffset = 0;yoffset = x;}
3248 else {xoffset = x;yoffset = 0;}
3249 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3250 yoffset /= (float)r_bloomstate.bloomtextureheight;
3251 // compute a texcoord array with the specified x and y offset
3252 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3253 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3254 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3255 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3256 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3257 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3258 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3259 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3260 // this r value looks like a 'dot' particle, fading sharply to
3261 // black at the edges
3262 // (probably not realistic but looks good enough)
3263 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3264 //r = (dir ? 1.0f : brighten)/(range*2+1);
3265 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3266 GL_Color(r, r, r, 1);
3267 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3268 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3269 GL_BlendFunc(GL_ONE, GL_ONE);
3272 // copy the vertically blurred bloom view to a texture
3273 GL_ActiveTexture(0);
3275 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
3276 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3279 // apply subtract last
3280 // (just like it would be in a GLSL shader)
3281 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3283 GL_BlendFunc(GL_ONE, GL_ZERO);
3284 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3285 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3286 GL_Color(1, 1, 1, 1);
3287 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3288 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3290 GL_BlendFunc(GL_ONE, GL_ONE);
3291 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3292 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3293 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3294 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3295 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3296 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3297 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3299 // copy the darkened bloom view to a texture
3300 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3301 GL_ActiveTexture(0);
3303 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
3304 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3308 void R_HDR_RenderBloomTexture(void)
3310 int oldwidth, oldheight;
3311 float oldcolorscale;
3313 oldcolorscale = r_refdef.view.colorscale;
3314 oldwidth = r_refdef.view.width;
3315 oldheight = r_refdef.view.height;
3316 r_refdef.view.width = r_bloomstate.bloomwidth;
3317 r_refdef.view.height = r_bloomstate.bloomheight;
3319 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3320 // TODO: add exposure compensation features
3321 // TODO: add fp16 framebuffer support
3323 r_refdef.view.showdebug = false;
3324 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3326 R_ClearScreen(r_refdef.fogenabled);
3327 if (r_timereport_active)
3328 R_TimeReport("HDRclear");
3330 r_waterstate.numwaterplanes = 0;
3331 R_RenderScene(r_waterstate.enabled);
3332 r_refdef.view.showdebug = true;
3334 R_ResetViewRendering2D();
3336 R_Bloom_CopyHDRTexture();
3337 R_Bloom_MakeTexture();
3339 // restore the view settings
3340 r_refdef.view.width = oldwidth;
3341 r_refdef.view.height = oldheight;
3342 r_refdef.view.colorscale = oldcolorscale;
3344 R_ResetViewRendering3D();
3346 R_ClearScreen(r_refdef.fogenabled);
3347 if (r_timereport_active)
3348 R_TimeReport("viewclear");
3351 static void R_BlendView(void)
3353 if (r_bloomstate.texture_screen)
3355 // copy view into the screen texture
3356 R_ResetViewRendering2D();
3357 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3358 R_Mesh_ColorPointer(NULL, 0, 0);
3359 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3360 GL_ActiveTexture(0);CHECKGLERROR
3361 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
3362 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3365 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3367 unsigned int permutation =
3368 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3369 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3370 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3371 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3373 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3375 // render simple bloom effect
3376 // copy the screen and shrink it and darken it for the bloom process
3377 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3378 // make the bloom texture
3379 R_Bloom_MakeTexture();
3382 R_ResetViewRendering2D();
3383 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3384 R_Mesh_ColorPointer(NULL, 0, 0);
3385 GL_Color(1, 1, 1, 1);
3386 GL_BlendFunc(GL_ONE, GL_ZERO);
3387 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3388 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3389 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3390 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3391 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3392 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3393 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3394 if (r_glsl_permutation->loc_TintColor >= 0)
3395 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3396 if (r_glsl_permutation->loc_ClientTime >= 0)
3397 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3398 if (r_glsl_permutation->loc_PixelSize >= 0)
3399 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3400 if (r_glsl_permutation->loc_UserVec1 >= 0)
3402 float a=0, b=0, c=0, d=0;
3403 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3404 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3406 if (r_glsl_permutation->loc_UserVec2 >= 0)
3408 float a=0, b=0, c=0, d=0;
3409 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3410 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3412 if (r_glsl_permutation->loc_UserVec3 >= 0)
3414 float a=0, b=0, c=0, d=0;
3415 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3416 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3418 if (r_glsl_permutation->loc_UserVec4 >= 0)
3420 float a=0, b=0, c=0, d=0;
3421 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3422 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3424 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3425 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3431 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3433 // render high dynamic range bloom effect
3434 // the bloom texture was made earlier this render, so we just need to
3435 // blend it onto the screen...
3436 R_ResetViewRendering2D();
3437 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3438 R_Mesh_ColorPointer(NULL, 0, 0);
3439 R_SetupGenericShader(true);
3440 GL_Color(1, 1, 1, 1);
3441 GL_BlendFunc(GL_ONE, GL_ONE);
3442 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3443 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3444 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3445 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3447 else if (r_bloomstate.texture_bloom)
3449 // render simple bloom effect
3450 // copy the screen and shrink it and darken it for the bloom process
3451 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3452 // make the bloom texture
3453 R_Bloom_MakeTexture();
3454 // put the original screen image back in place and blend the bloom
3456 R_ResetViewRendering2D();
3457 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3458 R_Mesh_ColorPointer(NULL, 0, 0);
3459 GL_Color(1, 1, 1, 1);
3460 GL_BlendFunc(GL_ONE, GL_ZERO);
3461 // do both in one pass if possible
3462 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3463 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3464 if (r_textureunits.integer >= 2 && gl_combine.integer)
3466 R_SetupGenericTwoTextureShader(GL_ADD);
3467 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3468 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3472 R_SetupGenericShader(true);
3473 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3474 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3475 // now blend on the bloom texture
3476 GL_BlendFunc(GL_ONE, GL_ONE);
3477 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3478 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3480 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3481 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3483 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3485 // apply a color tint to the whole view
3486 R_ResetViewRendering2D();
3487 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3488 R_Mesh_ColorPointer(NULL, 0, 0);
3489 R_SetupGenericShader(false);
3490 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3491 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3492 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3496 void R_RenderScene(qboolean addwaterplanes);
3498 matrix4x4_t r_waterscrollmatrix;
3500 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3502 if (r_refdef.fog_density)
3504 r_refdef.fogcolor[0] = r_refdef.fog_red;
3505 r_refdef.fogcolor[1] = r_refdef.fog_green;
3506 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3510 VectorCopy(r_refdef.fogcolor, fogvec);
3511 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3513 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3514 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3515 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3516 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3518 // color.rgb *= ContrastBoost * SceneBrightness;
3519 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3520 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3521 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3522 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3527 void R_UpdateVariables(void)
3531 r_refdef.farclip = 4096;
3532 if (r_refdef.scene.worldmodel)
3533 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3534 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3536 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3537 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3538 r_refdef.polygonfactor = 0;
3539 r_refdef.polygonoffset = 0;
3540 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3541 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3543 r_refdef.rtworld = r_shadow_realtime_world.integer;
3544 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3545 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3546 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3547 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3548 if (r_showsurfaces.integer)
3550 r_refdef.rtworld = false;
3551 r_refdef.rtworldshadows = false;
3552 r_refdef.rtdlight = false;
3553 r_refdef.rtdlightshadows = false;
3554 r_refdef.lightmapintensity = 0;
3557 if (gamemode == GAME_NEHAHRA)
3559 if (gl_fogenable.integer)
3561 r_refdef.oldgl_fogenable = true;
3562 r_refdef.fog_density = gl_fogdensity.value;
3563 r_refdef.fog_red = gl_fogred.value;
3564 r_refdef.fog_green = gl_foggreen.value;
3565 r_refdef.fog_blue = gl_fogblue.value;
3566 r_refdef.fog_alpha = 1;
3567 r_refdef.fog_start = 0;
3568 r_refdef.fog_end = gl_skyclip.value;
3570 else if (r_refdef.oldgl_fogenable)
3572 r_refdef.oldgl_fogenable = false;
3573 r_refdef.fog_density = 0;
3574 r_refdef.fog_red = 0;
3575 r_refdef.fog_green = 0;
3576 r_refdef.fog_blue = 0;
3577 r_refdef.fog_alpha = 0;
3578 r_refdef.fog_start = 0;
3579 r_refdef.fog_end = 0;
3583 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3584 r_refdef.fog_start = max(0, r_refdef.fog_start);
3585 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3587 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3589 if (r_refdef.fog_density)
3591 r_refdef.fogenabled = true;
3592 // this is the point where the fog reaches 0.9986 alpha, which we
3593 // consider a good enough cutoff point for the texture
3594 // (0.9986 * 256 == 255.6)
3595 if (r_fog_exp2.integer)
3596 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3598 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3599 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3600 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3601 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3602 // fog color was already set
3603 // update the fog texture
3604 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)
3605 R_BuildFogTexture();
3608 r_refdef.fogenabled = false;
3610 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3612 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3614 // build GLSL gamma texture
3615 #define RAMPWIDTH 256
3616 unsigned short ramp[RAMPWIDTH * 3];
3617 unsigned char ramprgb[RAMPWIDTH][4];
3620 r_texture_gammaramps_serial = vid_gammatables_serial;
3622 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3623 for(i = 0; i < RAMPWIDTH; ++i)
3625 ramprgb[i][0] = ramp[i] >> 8;
3626 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3627 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3630 if (r_texture_gammaramps)
3632 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3636 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);
3642 // remove GLSL gamma texture
3646 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3647 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3653 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3654 if( scenetype != r_currentscenetype ) {
3655 // store the old scenetype
3656 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3657 r_currentscenetype = scenetype;
3658 // move in the new scene
3659 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3668 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3670 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3671 if( scenetype == r_currentscenetype ) {
3672 return &r_refdef.scene;
3674 return &r_scenes_store[ scenetype ];
3683 void R_RenderView(void)
3685 if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3686 return; //Host_Error ("R_RenderView: NULL worldmodel");
3688 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3690 // break apart the view matrix into vectors for various purposes
3691 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3692 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3693 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3694 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3695 // make an inverted copy of the view matrix for tracking sprites
3696 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3698 R_Shadow_UpdateWorldLightSelection();
3700 R_Bloom_StartFrame();
3701 R_Water_StartFrame();
3704 if (r_timereport_active)
3705 R_TimeReport("viewsetup");
3707 R_ResetViewRendering3D();
3709 if (r_refdef.view.clear || r_refdef.fogenabled)
3711 R_ClearScreen(r_refdef.fogenabled);
3712 if (r_timereport_active)
3713 R_TimeReport("viewclear");
3715 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3716 GL_Clear( GL_DEPTH_BUFFER_BIT );
3717 R_TimeReport("depthclear");
3719 r_refdef.view.clear = true;
3721 r_refdef.view.showdebug = true;
3723 // this produces a bloom texture to be used in R_BlendView() later
3725 R_HDR_RenderBloomTexture();
3727 r_waterstate.numwaterplanes = 0;
3728 R_RenderScene(r_waterstate.enabled);
3731 if (r_timereport_active)
3732 R_TimeReport("blendview");
3734 GL_Scissor(0, 0, vid.width, vid.height);
3735 GL_ScissorTest(false);
3739 extern void R_DrawLightningBeams (void);
3740 extern void VM_CL_AddPolygonsToMeshQueue (void);
3741 extern void R_DrawPortals (void);
3742 extern cvar_t cl_locs_show;
3743 static void R_DrawLocs(void);
3744 static void R_DrawEntityBBoxes(void);
3745 void R_RenderScene(qboolean addwaterplanes)
3747 r_refdef.stats.renders++;
3753 R_ResetViewRendering3D();
3756 if (r_timereport_active)
3757 R_TimeReport("watervis");
3759 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3761 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3762 if (r_timereport_active)
3763 R_TimeReport("waterworld");
3766 // don't let sound skip if going slow
3767 if (r_refdef.scene.extraupdate)
3770 R_DrawModelsAddWaterPlanes();
3771 if (r_timereport_active)
3772 R_TimeReport("watermodels");
3774 R_Water_ProcessPlanes();
3775 if (r_timereport_active)
3776 R_TimeReport("waterscenes");
3779 R_ResetViewRendering3D();
3781 // don't let sound skip if going slow
3782 if (r_refdef.scene.extraupdate)
3785 R_MeshQueue_BeginScene();
3790 if (r_timereport_active)
3791 R_TimeReport("visibility");
3793 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);
3795 if (cl.csqc_vidvars.drawworld)
3797 // don't let sound skip if going slow
3798 if (r_refdef.scene.extraupdate)
3801 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3803 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3804 if (r_timereport_active)
3805 R_TimeReport("worldsky");
3808 if (R_DrawBrushModelsSky() && r_timereport_active)
3809 R_TimeReport("bmodelsky");
3812 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3814 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3815 if (r_timereport_active)
3816 R_TimeReport("worlddepth");
3818 if (r_depthfirst.integer >= 2)
3820 R_DrawModelsDepth();
3821 if (r_timereport_active)
3822 R_TimeReport("modeldepth");
3825 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3827 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3828 if (r_timereport_active)
3829 R_TimeReport("world");
3832 // don't let sound skip if going slow
3833 if (r_refdef.scene.extraupdate)
3837 if (r_timereport_active)
3838 R_TimeReport("models");
3840 // don't let sound skip if going slow
3841 if (r_refdef.scene.extraupdate)
3844 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3846 R_DrawModelShadows();
3848 R_ResetViewRendering3D();
3850 // don't let sound skip if going slow
3851 if (r_refdef.scene.extraupdate)
3855 R_ShadowVolumeLighting(false);
3856 if (r_timereport_active)
3857 R_TimeReport("rtlights");
3859 // don't let sound skip if going slow
3860 if (r_refdef.scene.extraupdate)
3863 if (cl.csqc_vidvars.drawworld)
3865 R_DrawLightningBeams();
3866 if (r_timereport_active)
3867 R_TimeReport("lightning");
3870 if (r_timereport_active)
3871 R_TimeReport("decals");
3874 if (r_timereport_active)
3875 R_TimeReport("particles");
3878 if (r_timereport_active)
3879 R_TimeReport("explosions");
3882 R_SetupGenericShader(true);
3883 VM_CL_AddPolygonsToMeshQueue();
3885 if (r_refdef.view.showdebug)
3887 if (cl_locs_show.integer)
3890 if (r_timereport_active)
3891 R_TimeReport("showlocs");
3894 if (r_drawportals.integer)
3897 if (r_timereport_active)
3898 R_TimeReport("portals");
3901 if (r_showbboxes.value > 0)
3903 R_DrawEntityBBoxes();
3904 if (r_timereport_active)
3905 R_TimeReport("bboxes");
3909 R_SetupGenericShader(true);
3910 R_MeshQueue_RenderTransparent();
3911 if (r_timereport_active)
3912 R_TimeReport("drawtrans");
3914 R_SetupGenericShader(true);
3916 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))
3918 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3919 if (r_timereport_active)
3920 R_TimeReport("worlddebug");
3921 R_DrawModelsDebug();
3922 if (r_timereport_active)
3923 R_TimeReport("modeldebug");
3926 R_SetupGenericShader(true);
3928 if (cl.csqc_vidvars.drawworld)
3931 if (r_timereport_active)
3932 R_TimeReport("coronas");
3935 // don't let sound skip if going slow
3936 if (r_refdef.scene.extraupdate)
3939 R_ResetViewRendering2D();
3942 static const int bboxelements[36] =
3952 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3955 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3956 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3957 GL_DepthMask(false);
3958 GL_DepthRange(0, 1);
3959 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3960 R_Mesh_Matrix(&identitymatrix);
3961 R_Mesh_ResetTextureState();
3963 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3964 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3965 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3966 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3967 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3968 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3969 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3970 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3971 R_FillColors(color4f, 8, cr, cg, cb, ca);
3972 if (r_refdef.fogenabled)
3974 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3976 f1 = FogPoint_World(v);
3978 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3979 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3980 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3983 R_Mesh_VertexPointer(vertex3f, 0, 0);
3984 R_Mesh_ColorPointer(color4f, 0, 0);
3985 R_Mesh_ResetTextureState();
3986 R_SetupGenericShader(false);
3987 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3990 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3994 prvm_edict_t *edict;
3995 // this function draws bounding boxes of server entities
3998 R_SetupGenericShader(false);
4000 for (i = 0;i < numsurfaces;i++)
4002 edict = PRVM_EDICT_NUM(surfacelist[i]);
4003 switch ((int)edict->fields.server->solid)
4005 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4006 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4007 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4008 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4009 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4010 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4012 color[3] *= r_showbboxes.value;
4013 color[3] = bound(0, color[3], 1);
4014 GL_DepthTest(!r_showdisabledepthtest.integer);
4015 GL_CullFace(r_refdef.view.cullface_front);
4016 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4021 static void R_DrawEntityBBoxes(void)
4024 prvm_edict_t *edict;
4026 // this function draws bounding boxes of server entities
4030 for (i = 0;i < prog->num_edicts;i++)
4032 edict = PRVM_EDICT_NUM(i);
4033 if (edict->priv.server->free)
4035 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4036 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4041 int nomodelelements[24] =
4053 float nomodelvertex3f[6*3] =
4063 float nomodelcolor4f[6*4] =
4065 0.0f, 0.0f, 0.5f, 1.0f,
4066 0.0f, 0.0f, 0.5f, 1.0f,
4067 0.0f, 0.5f, 0.0f, 1.0f,
4068 0.0f, 0.5f, 0.0f, 1.0f,
4069 0.5f, 0.0f, 0.0f, 1.0f,
4070 0.5f, 0.0f, 0.0f, 1.0f
4073 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4078 // this is only called once per entity so numsurfaces is always 1, and
4079 // surfacelist is always {0}, so this code does not handle batches
4080 R_Mesh_Matrix(&ent->matrix);
4082 if (ent->flags & EF_ADDITIVE)
4084 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4085 GL_DepthMask(false);
4087 else if (ent->alpha < 1)
4089 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4090 GL_DepthMask(false);
4094 GL_BlendFunc(GL_ONE, GL_ZERO);
4097 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4098 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4099 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4100 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4101 R_SetupGenericShader(false);
4102 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4103 if (r_refdef.fogenabled)
4106 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4107 R_Mesh_ColorPointer(color4f, 0, 0);
4108 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4109 f1 = FogPoint_World(org);
4111 for (i = 0, c = color4f;i < 6;i++, c += 4)
4113 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4114 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4115 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4119 else if (ent->alpha != 1)
4121 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4122 R_Mesh_ColorPointer(color4f, 0, 0);
4123 for (i = 0, c = color4f;i < 6;i++, c += 4)
4127 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4128 R_Mesh_ResetTextureState();
4129 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4132 void R_DrawNoModel(entity_render_t *ent)
4135 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4136 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4137 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4139 // R_DrawNoModelCallback(ent, 0);
4142 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4144 vec3_t right1, right2, diff, normal;
4146 VectorSubtract (org2, org1, normal);
4148 // calculate 'right' vector for start
4149 VectorSubtract (r_refdef.view.origin, org1, diff);
4150 CrossProduct (normal, diff, right1);
4151 VectorNormalize (right1);
4153 // calculate 'right' vector for end
4154 VectorSubtract (r_refdef.view.origin, org2, diff);
4155 CrossProduct (normal, diff, right2);
4156 VectorNormalize (right2);
4158 vert[ 0] = org1[0] + width * right1[0];
4159 vert[ 1] = org1[1] + width * right1[1];
4160 vert[ 2] = org1[2] + width * right1[2];
4161 vert[ 3] = org1[0] - width * right1[0];
4162 vert[ 4] = org1[1] - width * right1[1];
4163 vert[ 5] = org1[2] - width * right1[2];
4164 vert[ 6] = org2[0] - width * right2[0];
4165 vert[ 7] = org2[1] - width * right2[1];
4166 vert[ 8] = org2[2] - width * right2[2];
4167 vert[ 9] = org2[0] + width * right2[0];
4168 vert[10] = org2[1] + width * right2[1];
4169 vert[11] = org2[2] + width * right2[2];
4172 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4174 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)
4179 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4180 fog = FogPoint_World(origin);
4182 R_Mesh_Matrix(&identitymatrix);
4183 GL_BlendFunc(blendfunc1, blendfunc2);
4189 GL_CullFace(r_refdef.view.cullface_front);
4192 GL_CullFace(r_refdef.view.cullface_back);
4193 GL_CullFace(GL_NONE);
4195 GL_DepthMask(false);
4196 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4197 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4198 GL_DepthTest(!depthdisable);
4200 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4201 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4202 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4203 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4204 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4205 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4206 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4207 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4208 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4209 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4210 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4211 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4213 R_Mesh_VertexPointer(vertex3f, 0, 0);
4214 R_Mesh_ColorPointer(NULL, 0, 0);
4215 R_Mesh_ResetTextureState();
4216 R_SetupGenericShader(true);
4217 R_Mesh_TexBind(0, R_GetTexture(texture));
4218 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4219 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4220 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4221 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4223 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4225 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4226 GL_BlendFunc(blendfunc1, GL_ONE);
4228 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4229 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4233 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4238 VectorSet(v, x, y, z);
4239 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4240 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4242 if (i == mesh->numvertices)
4244 if (mesh->numvertices < mesh->maxvertices)
4246 VectorCopy(v, vertex3f);
4247 mesh->numvertices++;
4249 return mesh->numvertices;
4255 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4259 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4260 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4261 e = mesh->element3i + mesh->numtriangles * 3;
4262 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4264 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4265 if (mesh->numtriangles < mesh->maxtriangles)
4270 mesh->numtriangles++;
4272 element[1] = element[2];
4276 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4280 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4281 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4282 e = mesh->element3i + mesh->numtriangles * 3;
4283 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4285 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4286 if (mesh->numtriangles < mesh->maxtriangles)
4291 mesh->numtriangles++;
4293 element[1] = element[2];
4297 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4298 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4300 int planenum, planenum2;
4303 mplane_t *plane, *plane2;
4305 double temppoints[2][256*3];
4306 // figure out how large a bounding box we need to properly compute this brush
4308 for (w = 0;w < numplanes;w++)
4309 maxdist = max(maxdist, planes[w].dist);
4310 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4311 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4312 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4316 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4317 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4319 if (planenum2 == planenum)
4321 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);
4324 if (tempnumpoints < 3)
4326 // generate elements forming a triangle fan for this polygon
4327 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4331 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)
4333 texturelayer_t *layer;
4334 layer = t->currentlayers + t->currentnumlayers++;
4336 layer->depthmask = depthmask;
4337 layer->blendfunc1 = blendfunc1;
4338 layer->blendfunc2 = blendfunc2;
4339 layer->texture = texture;
4340 layer->texmatrix = *matrix;
4341 layer->color[0] = r * r_refdef.view.colorscale;
4342 layer->color[1] = g * r_refdef.view.colorscale;
4343 layer->color[2] = b * r_refdef.view.colorscale;
4344 layer->color[3] = a;
4347 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4350 index = parms[2] + r_refdef.scene.time * parms[3];
4351 index -= floor(index);
4355 case Q3WAVEFUNC_NONE:
4356 case Q3WAVEFUNC_NOISE:
4357 case Q3WAVEFUNC_COUNT:
4360 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4361 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4362 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4363 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4364 case Q3WAVEFUNC_TRIANGLE:
4366 f = index - floor(index);
4377 return (float)(parms[0] + parms[1] * f);
4380 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4383 model_t *model = ent->model;
4386 q3shaderinfo_layer_tcmod_t *tcmod;
4388 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4390 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4394 // switch to an alternate material if this is a q1bsp animated material
4396 texture_t *texture = t;
4397 int s = ent->skinnum;
4398 if ((unsigned int)s >= (unsigned int)model->numskins)
4400 if (model->skinscenes)
4402 if (model->skinscenes[s].framecount > 1)
4403 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4405 s = model->skinscenes[s].firstframe;
4408 t = t + s * model->num_surfaces;
4411 // use an alternate animation if the entity's frame is not 0,
4412 // and only if the texture has an alternate animation
4413 if (ent->frame2 != 0 && t->anim_total[1])
4414 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4416 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4418 texture->currentframe = t;
4421 // update currentskinframe to be a qw skin or animation frame
4422 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4424 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4426 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4427 if (developer_loading.integer)
4428 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4429 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);
4431 t->currentskinframe = r_qwskincache_skinframe[i];
4432 if (t->currentskinframe == NULL)
4433 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4435 else if (t->numskinframes >= 2)
4436 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4437 if (t->backgroundnumskinframes >= 2)
4438 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4440 t->currentmaterialflags = t->basematerialflags;
4441 t->currentalpha = ent->alpha;
4442 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4444 t->currentalpha *= r_wateralpha.value;
4446 * FIXME what is this supposed to do?
4447 // if rendering refraction/reflection, disable transparency
4448 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4449 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4452 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4453 t->currentalpha *= t->r_water_wateralpha;
4454 if(!r_waterstate.enabled)
4455 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4456 if (!(ent->flags & RENDER_LIGHT))
4457 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4458 else if (rsurface.modeltexcoordlightmap2f == NULL)
4460 // pick a model lighting mode
4461 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4462 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4464 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4466 if (ent->effects & EF_ADDITIVE)
4467 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4468 else if (t->currentalpha < 1)
4469 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4470 if (ent->effects & EF_DOUBLESIDED)
4471 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4472 if (ent->effects & EF_NODEPTHTEST)
4473 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4474 if (ent->flags & RENDER_VIEWMODEL)
4475 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4476 if (t->backgroundnumskinframes)
4477 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4478 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4480 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4481 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4484 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4486 // there is no tcmod
4487 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4488 t->currenttexmatrix = r_waterscrollmatrix;
4490 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4493 switch(tcmod->tcmod)
4497 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4498 matrix = r_waterscrollmatrix;
4500 matrix = identitymatrix;
4502 case Q3TCMOD_ENTITYTRANSLATE:
4503 // this is used in Q3 to allow the gamecode to control texcoord
4504 // scrolling on the entity, which is not supported in darkplaces yet.
4505 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4507 case Q3TCMOD_ROTATE:
4508 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4509 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4510 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4513 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4515 case Q3TCMOD_SCROLL:
4516 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4518 case Q3TCMOD_STRETCH:
4519 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4520 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4522 case Q3TCMOD_TRANSFORM:
4523 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4524 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4525 VectorSet(tcmat + 6, 0 , 0 , 1);
4526 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4527 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4529 case Q3TCMOD_TURBULENT:
4530 // this is handled in the RSurf_PrepareVertices function
4531 matrix = identitymatrix;
4534 // either replace or concatenate the transformation
4536 t->currenttexmatrix = matrix;
4539 matrix4x4_t temp = t->currenttexmatrix;
4540 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4544 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4545 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4546 t->glosstexture = r_texture_black;
4547 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4548 t->backgroundglosstexture = r_texture_black;
4549 t->specularpower = r_shadow_glossexponent.value;
4550 // TODO: store reference values for these in the texture?
4551 t->specularscale = 0;
4552 if (r_shadow_gloss.integer > 0)
4554 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4556 if (r_shadow_glossintensity.value > 0)
4558 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4559 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4560 t->specularscale = r_shadow_glossintensity.value;
4563 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4565 t->glosstexture = r_texture_white;
4566 t->backgroundglosstexture = r_texture_white;
4567 t->specularscale = r_shadow_gloss2intensity.value;
4571 // lightmaps mode looks bad with dlights using actual texturing, so turn
4572 // off the colormap and glossmap, but leave the normalmap on as it still
4573 // accurately represents the shading involved
4574 if (gl_lightmaps.integer)
4576 t->basetexture = r_texture_grey128;
4577 t->backgroundbasetexture = NULL;
4578 t->specularscale = 0;
4579 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4582 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4583 VectorClear(t->dlightcolor);
4584 t->currentnumlayers = 0;
4585 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4588 int blendfunc1, blendfunc2, depthmask;
4589 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4591 blendfunc1 = GL_SRC_ALPHA;
4592 blendfunc2 = GL_ONE;
4594 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4596 blendfunc1 = GL_SRC_ALPHA;
4597 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4599 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4601 blendfunc1 = t->customblendfunc[0];
4602 blendfunc2 = t->customblendfunc[1];
4606 blendfunc1 = GL_ONE;
4607 blendfunc2 = GL_ZERO;
4609 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4610 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4611 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4612 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4614 // fullbright is not affected by r_refdef.lightmapintensity
4615 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]);
4616 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4617 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]);
4618 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4619 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]);
4623 vec3_t ambientcolor;
4625 // set the color tint used for lights affecting this surface
4626 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4628 // q3bsp has no lightmap updates, so the lightstylevalue that
4629 // would normally be baked into the lightmap must be
4630 // applied to the color
4631 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4632 if (ent->model->type == mod_brushq3)
4633 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4634 colorscale *= r_refdef.lightmapintensity;
4635 VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4636 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4637 // basic lit geometry
4638 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]);
4639 // add pants/shirt if needed
4640 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4641 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]);
4642 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4643 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]);
4644 // now add ambient passes if needed
4645 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4647 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]);
4648 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4649 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]);
4650 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4651 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]);
4654 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4655 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]);
4656 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4658 // if this is opaque use alpha blend which will darken the earlier
4661 // if this is an alpha blended material, all the earlier passes
4662 // were darkened by fog already, so we only need to add the fog
4663 // color ontop through the fog mask texture
4665 // if this is an additive blended material, all the earlier passes
4666 // were darkened by fog already, and we should not add fog color
4667 // (because the background was not darkened, there is no fog color
4668 // that was lost behind it).
4669 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]);
4674 void R_UpdateAllTextureInfo(entity_render_t *ent)
4678 for (i = 0;i < ent->model->num_texturesperskin;i++)
4679 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4682 rsurfacestate_t rsurface;
4684 void R_Mesh_ResizeArrays(int newvertices)
4687 if (rsurface.array_size >= newvertices)
4689 if (rsurface.array_modelvertex3f)
4690 Mem_Free(rsurface.array_modelvertex3f);
4691 rsurface.array_size = (newvertices + 1023) & ~1023;
4692 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4693 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4694 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4695 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4696 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4697 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4698 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4699 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4700 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4701 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4702 rsurface.array_color4f = base + rsurface.array_size * 27;
4703 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4706 void RSurf_ActiveWorldEntity(void)
4708 model_t *model = r_refdef.scene.worldmodel;
4709 if (rsurface.array_size < model->surfmesh.num_vertices)
4710 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4711 rsurface.matrix = identitymatrix;
4712 rsurface.inversematrix = identitymatrix;
4713 R_Mesh_Matrix(&identitymatrix);
4714 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4715 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4716 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4717 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4718 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4719 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4720 rsurface.frameblend[0].frame = 0;
4721 rsurface.frameblend[0].lerp = 1;
4722 rsurface.frameblend[1].frame = 0;
4723 rsurface.frameblend[1].lerp = 0;
4724 rsurface.frameblend[2].frame = 0;
4725 rsurface.frameblend[2].lerp = 0;
4726 rsurface.frameblend[3].frame = 0;
4727 rsurface.frameblend[3].lerp = 0;
4728 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4729 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4730 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4731 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4732 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4733 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4734 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4735 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4736 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4737 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4738 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4739 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4740 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4741 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4742 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4743 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4744 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4745 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4746 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4747 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4748 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4749 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4750 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4751 rsurface.modelelement3i = model->surfmesh.data_element3i;
4752 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4753 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4754 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4755 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4756 rsurface.modelsurfaces = model->data_surfaces;
4757 rsurface.generatedvertex = false;
4758 rsurface.vertex3f = rsurface.modelvertex3f;
4759 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4760 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4761 rsurface.svector3f = rsurface.modelsvector3f;
4762 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4763 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4764 rsurface.tvector3f = rsurface.modeltvector3f;
4765 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4766 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4767 rsurface.normal3f = rsurface.modelnormal3f;
4768 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4769 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4770 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4773 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4775 model_t *model = ent->model;
4776 if (rsurface.array_size < model->surfmesh.num_vertices)
4777 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4778 rsurface.matrix = ent->matrix;
4779 rsurface.inversematrix = ent->inversematrix;
4780 R_Mesh_Matrix(&rsurface.matrix);
4781 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4782 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4783 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4784 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4785 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4786 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4787 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4788 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4789 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4790 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4791 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4792 rsurface.frameblend[0] = ent->frameblend[0];
4793 rsurface.frameblend[1] = ent->frameblend[1];
4794 rsurface.frameblend[2] = ent->frameblend[2];
4795 rsurface.frameblend[3] = ent->frameblend[3];
4796 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4797 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4798 if (ent->model->brush.submodel)
4800 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4801 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4803 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4807 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4808 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4809 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4810 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4811 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4813 else if (wantnormals)
4815 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4816 rsurface.modelsvector3f = NULL;
4817 rsurface.modeltvector3f = NULL;
4818 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4819 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4823 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4824 rsurface.modelsvector3f = NULL;
4825 rsurface.modeltvector3f = NULL;
4826 rsurface.modelnormal3f = NULL;
4827 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4829 rsurface.modelvertex3f_bufferobject = 0;
4830 rsurface.modelvertex3f_bufferoffset = 0;
4831 rsurface.modelsvector3f_bufferobject = 0;
4832 rsurface.modelsvector3f_bufferoffset = 0;
4833 rsurface.modeltvector3f_bufferobject = 0;
4834 rsurface.modeltvector3f_bufferoffset = 0;
4835 rsurface.modelnormal3f_bufferobject = 0;
4836 rsurface.modelnormal3f_bufferoffset = 0;
4837 rsurface.generatedvertex = true;
4841 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4842 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4843 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4844 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4845 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4846 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4847 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4848 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4849 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4850 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4851 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4852 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4853 rsurface.generatedvertex = false;
4855 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4856 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4857 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4858 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4859 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4860 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4861 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4862 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4863 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4864 rsurface.modelelement3i = model->surfmesh.data_element3i;
4865 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4866 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4867 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4868 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4869 rsurface.modelsurfaces = model->data_surfaces;
4870 rsurface.vertex3f = rsurface.modelvertex3f;
4871 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4872 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4873 rsurface.svector3f = rsurface.modelsvector3f;
4874 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4875 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4876 rsurface.tvector3f = rsurface.modeltvector3f;
4877 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4878 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4879 rsurface.normal3f = rsurface.modelnormal3f;
4880 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4881 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4882 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4885 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4886 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4889 int texturesurfaceindex;
4894 const float *v1, *in_tc;
4896 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4898 q3shaderinfo_deform_t *deform;
4899 // 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
4900 if (rsurface.generatedvertex)
4902 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4903 generatenormals = true;
4904 for (i = 0;i < Q3MAXDEFORMS;i++)
4906 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4908 generatetangents = true;
4909 generatenormals = true;
4911 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4912 generatenormals = true;
4914 if (generatenormals && !rsurface.modelnormal3f)
4916 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4917 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4918 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4919 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4921 if (generatetangents && !rsurface.modelsvector3f)
4923 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4924 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4925 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4926 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4927 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4928 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4929 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);
4932 rsurface.vertex3f = rsurface.modelvertex3f;
4933 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4934 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4935 rsurface.svector3f = rsurface.modelsvector3f;
4936 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4937 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4938 rsurface.tvector3f = rsurface.modeltvector3f;
4939 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4940 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4941 rsurface.normal3f = rsurface.modelnormal3f;
4942 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4943 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4944 // if vertices are deformed (sprite flares and things in maps, possibly
4945 // water waves, bulges and other deformations), generate them into
4946 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4947 // (may be static model data or generated data for an animated model, or
4948 // the previous deform pass)
4949 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4951 switch (deform->deform)
4954 case Q3DEFORM_PROJECTIONSHADOW:
4955 case Q3DEFORM_TEXT0:
4956 case Q3DEFORM_TEXT1:
4957 case Q3DEFORM_TEXT2:
4958 case Q3DEFORM_TEXT3:
4959 case Q3DEFORM_TEXT4:
4960 case Q3DEFORM_TEXT5:
4961 case Q3DEFORM_TEXT6:
4962 case Q3DEFORM_TEXT7:
4965 case Q3DEFORM_AUTOSPRITE:
4966 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4967 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4968 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4969 VectorNormalize(newforward);
4970 VectorNormalize(newright);
4971 VectorNormalize(newup);
4972 // make deformed versions of only the model vertices used by the specified surfaces
4973 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4975 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4976 // a single autosprite surface can contain multiple sprites...
4977 for (j = 0;j < surface->num_vertices - 3;j += 4)
4979 VectorClear(center);
4980 for (i = 0;i < 4;i++)
4981 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4982 VectorScale(center, 0.25f, center);
4983 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4984 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4985 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4986 for (i = 0;i < 4;i++)
4988 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4989 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4992 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);
4993 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);
4995 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4996 rsurface.vertex3f_bufferobject = 0;
4997 rsurface.vertex3f_bufferoffset = 0;
4998 rsurface.svector3f = rsurface.array_deformedsvector3f;
4999 rsurface.svector3f_bufferobject = 0;
5000 rsurface.svector3f_bufferoffset = 0;
5001 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5002 rsurface.tvector3f_bufferobject = 0;
5003 rsurface.tvector3f_bufferoffset = 0;
5004 rsurface.normal3f = rsurface.array_deformednormal3f;
5005 rsurface.normal3f_bufferobject = 0;
5006 rsurface.normal3f_bufferoffset = 0;
5008 case Q3DEFORM_AUTOSPRITE2:
5009 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5010 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5011 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5012 VectorNormalize(newforward);
5013 VectorNormalize(newright);
5014 VectorNormalize(newup);
5015 // make deformed versions of only the model vertices used by the specified surfaces
5016 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5018 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5019 const float *v1, *v2;
5029 memset(shortest, 0, sizeof(shortest));
5030 // a single autosprite surface can contain multiple sprites...
5031 for (j = 0;j < surface->num_vertices - 3;j += 4)
5033 VectorClear(center);
5034 for (i = 0;i < 4;i++)
5035 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5036 VectorScale(center, 0.25f, center);
5037 // find the two shortest edges, then use them to define the
5038 // axis vectors for rotating around the central axis
5039 for (i = 0;i < 6;i++)
5041 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5042 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5044 Debug_PolygonBegin(NULL, 0);
5045 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5046 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);
5047 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5050 l = VectorDistance2(v1, v2);
5051 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5053 l += (1.0f / 1024.0f);
5054 if (shortest[0].length2 > l || i == 0)
5056 shortest[1] = shortest[0];
5057 shortest[0].length2 = l;
5058 shortest[0].v1 = v1;
5059 shortest[0].v2 = v2;
5061 else if (shortest[1].length2 > l || i == 1)
5063 shortest[1].length2 = l;
5064 shortest[1].v1 = v1;
5065 shortest[1].v2 = v2;
5068 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5069 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5071 Debug_PolygonBegin(NULL, 0);
5072 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5073 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);
5074 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5077 // this calculates the right vector from the shortest edge
5078 // and the up vector from the edge midpoints
5079 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5080 VectorNormalize(right);
5081 VectorSubtract(end, start, up);
5082 VectorNormalize(up);
5083 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5084 //VectorSubtract(rsurface.modelorg, center, forward);
5085 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5086 VectorNegate(forward, forward);
5087 VectorReflect(forward, 0, up, forward);
5088 VectorNormalize(forward);
5089 CrossProduct(up, forward, newright);
5090 VectorNormalize(newright);
5092 Debug_PolygonBegin(NULL, 0);
5093 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);
5094 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5095 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5099 Debug_PolygonBegin(NULL, 0);
5100 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5101 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5102 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5105 // rotate the quad around the up axis vector, this is made
5106 // especially easy by the fact we know the quad is flat,
5107 // so we only have to subtract the center position and
5108 // measure distance along the right vector, and then
5109 // multiply that by the newright vector and add back the
5111 // we also need to subtract the old position to undo the
5112 // displacement from the center, which we do with a
5113 // DotProduct, the subtraction/addition of center is also
5114 // optimized into DotProducts here
5115 l = DotProduct(right, center);
5116 for (i = 0;i < 4;i++)
5118 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5119 f = DotProduct(right, v1) - l;
5120 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5123 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);
5124 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);
5126 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5127 rsurface.vertex3f_bufferobject = 0;
5128 rsurface.vertex3f_bufferoffset = 0;
5129 rsurface.svector3f = rsurface.array_deformedsvector3f;
5130 rsurface.svector3f_bufferobject = 0;
5131 rsurface.svector3f_bufferoffset = 0;
5132 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5133 rsurface.tvector3f_bufferobject = 0;
5134 rsurface.tvector3f_bufferoffset = 0;
5135 rsurface.normal3f = rsurface.array_deformednormal3f;
5136 rsurface.normal3f_bufferobject = 0;
5137 rsurface.normal3f_bufferoffset = 0;
5139 case Q3DEFORM_NORMAL:
5140 // deform the normals to make reflections wavey
5141 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5143 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5144 for (j = 0;j < surface->num_vertices;j++)
5147 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5148 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5149 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5150 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5151 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5152 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5153 VectorNormalize(normal);
5155 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);
5157 rsurface.svector3f = rsurface.array_deformedsvector3f;
5158 rsurface.svector3f_bufferobject = 0;
5159 rsurface.svector3f_bufferoffset = 0;
5160 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5161 rsurface.tvector3f_bufferobject = 0;
5162 rsurface.tvector3f_bufferoffset = 0;
5163 rsurface.normal3f = rsurface.array_deformednormal3f;
5164 rsurface.normal3f_bufferobject = 0;
5165 rsurface.normal3f_bufferoffset = 0;
5168 // deform vertex array to make wavey water and flags and such
5169 waveparms[0] = deform->waveparms[0];
5170 waveparms[1] = deform->waveparms[1];
5171 waveparms[2] = deform->waveparms[2];
5172 waveparms[3] = deform->waveparms[3];
5173 // this is how a divisor of vertex influence on deformation
5174 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5175 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5176 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5178 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5179 for (j = 0;j < surface->num_vertices;j++)
5181 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5182 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5183 // if the wavefunc depends on time, evaluate it per-vertex
5186 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5187 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5189 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5192 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5193 rsurface.vertex3f_bufferobject = 0;
5194 rsurface.vertex3f_bufferoffset = 0;
5196 case Q3DEFORM_BULGE:
5197 // deform vertex array to make the surface have moving bulges
5198 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5200 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5201 for (j = 0;j < surface->num_vertices;j++)
5203 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5204 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5207 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5208 rsurface.vertex3f_bufferobject = 0;
5209 rsurface.vertex3f_bufferoffset = 0;
5212 // deform vertex array
5213 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5214 VectorScale(deform->parms, scale, waveparms);
5215 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5217 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5218 for (j = 0;j < surface->num_vertices;j++)
5219 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5221 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5222 rsurface.vertex3f_bufferobject = 0;
5223 rsurface.vertex3f_bufferoffset = 0;
5227 // generate texcoords based on the chosen texcoord source
5228 switch(rsurface.texture->tcgen.tcgen)
5231 case Q3TCGEN_TEXTURE:
5232 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5233 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5234 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5236 case Q3TCGEN_LIGHTMAP:
5237 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5238 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5239 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5241 case Q3TCGEN_VECTOR:
5242 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5244 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5245 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)
5247 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5248 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5251 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5252 rsurface.texcoordtexture2f_bufferobject = 0;
5253 rsurface.texcoordtexture2f_bufferoffset = 0;
5255 case Q3TCGEN_ENVIRONMENT:
5256 // make environment reflections using a spheremap
5257 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5259 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5260 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5261 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5262 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5263 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5265 float l, d, eyedir[3];
5266 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5267 l = 0.5f / VectorLength(eyedir);
5268 d = DotProduct(normal, eyedir)*2;
5269 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5270 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5273 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5274 rsurface.texcoordtexture2f_bufferobject = 0;
5275 rsurface.texcoordtexture2f_bufferoffset = 0;
5278 // the only tcmod that needs software vertex processing is turbulent, so
5279 // check for it here and apply the changes if needed
5280 // and we only support that as the first one
5281 // (handling a mixture of turbulent and other tcmods would be problematic
5282 // without punting it entirely to a software path)
5283 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5285 amplitude = rsurface.texture->tcmods[0].parms[1];
5286 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5287 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5289 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5290 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)
5292 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5293 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5296 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5297 rsurface.texcoordtexture2f_bufferobject = 0;
5298 rsurface.texcoordtexture2f_bufferoffset = 0;
5300 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5301 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5302 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5303 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5306 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5309 const msurface_t *surface = texturesurfacelist[0];
5310 const msurface_t *surface2;
5315 // TODO: lock all array ranges before render, rather than on each surface
5316 if (texturenumsurfaces == 1)
5318 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5319 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 else if (r_batchmode.integer == 2)
5323 #define MAXBATCHTRIANGLES 4096
5324 int batchtriangles = 0;
5325 int batchelements[MAXBATCHTRIANGLES*3];
5326 for (i = 0;i < texturenumsurfaces;i = j)
5328 surface = texturesurfacelist[i];
5330 if (surface->num_triangles > MAXBATCHTRIANGLES)
5332 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));
5335 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5336 batchtriangles = surface->num_triangles;
5337 firstvertex = surface->num_firstvertex;
5338 endvertex = surface->num_firstvertex + surface->num_vertices;
5339 for (;j < texturenumsurfaces;j++)
5341 surface2 = texturesurfacelist[j];
5342 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5344 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5345 batchtriangles += surface2->num_triangles;
5346 firstvertex = min(firstvertex, surface2->num_firstvertex);
5347 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5349 surface2 = texturesurfacelist[j-1];
5350 numvertices = endvertex - firstvertex;
5351 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5354 else if (r_batchmode.integer == 1)
5356 for (i = 0;i < texturenumsurfaces;i = j)
5358 surface = texturesurfacelist[i];
5359 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5360 if (texturesurfacelist[j] != surface2)
5362 surface2 = texturesurfacelist[j-1];
5363 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5364 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5365 GL_LockArrays(surface->num_firstvertex, numvertices);
5366 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5371 for (i = 0;i < texturenumsurfaces;i++)
5373 surface = texturesurfacelist[i];
5374 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5375 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));
5380 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5382 int i, planeindex, vertexindex;
5386 r_waterstate_waterplane_t *p, *bestp;
5387 msurface_t *surface;
5388 if (r_waterstate.renderingscene)
5390 for (i = 0;i < texturenumsurfaces;i++)
5392 surface = texturesurfacelist[i];
5393 if (lightmaptexunit >= 0)
5394 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5395 if (deluxemaptexunit >= 0)
5396 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5397 // pick the closest matching water plane
5400 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5403 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5405 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5406 d += fabs(PlaneDiff(vert, &p->plane));
5408 if (bestd > d || !bestp)
5416 if (refractiontexunit >= 0)
5417 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5418 if (reflectiontexunit >= 0)
5419 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5423 if (refractiontexunit >= 0)
5424 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5425 if (reflectiontexunit >= 0)
5426 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5428 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5429 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));
5433 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5437 const msurface_t *surface = texturesurfacelist[0];
5438 const msurface_t *surface2;
5443 // TODO: lock all array ranges before render, rather than on each surface
5444 if (texturenumsurfaces == 1)
5446 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5447 if (deluxemaptexunit >= 0)
5448 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5449 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5450 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));
5452 else if (r_batchmode.integer == 2)
5454 #define MAXBATCHTRIANGLES 4096
5455 int batchtriangles = 0;
5456 int batchelements[MAXBATCHTRIANGLES*3];
5457 for (i = 0;i < texturenumsurfaces;i = j)
5459 surface = texturesurfacelist[i];
5460 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5461 if (deluxemaptexunit >= 0)
5462 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5464 if (surface->num_triangles > MAXBATCHTRIANGLES)
5466 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));
5469 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5470 batchtriangles = surface->num_triangles;
5471 firstvertex = surface->num_firstvertex;
5472 endvertex = surface->num_firstvertex + surface->num_vertices;
5473 for (;j < texturenumsurfaces;j++)
5475 surface2 = texturesurfacelist[j];
5476 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5478 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5479 batchtriangles += surface2->num_triangles;
5480 firstvertex = min(firstvertex, surface2->num_firstvertex);
5481 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5483 surface2 = texturesurfacelist[j-1];
5484 numvertices = endvertex - firstvertex;
5485 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5488 else if (r_batchmode.integer == 1)
5491 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5492 for (i = 0;i < texturenumsurfaces;i = j)
5494 surface = texturesurfacelist[i];
5495 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5496 if (texturesurfacelist[j] != surface2)
5498 Con_Printf(" %i", j - i);
5501 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5503 for (i = 0;i < texturenumsurfaces;i = j)
5505 surface = texturesurfacelist[i];
5506 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5507 if (deluxemaptexunit >= 0)
5508 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5509 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5510 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5513 Con_Printf(" %i", j - i);
5515 surface2 = texturesurfacelist[j-1];
5516 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5517 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5518 GL_LockArrays(surface->num_firstvertex, numvertices);
5519 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5527 for (i = 0;i < texturenumsurfaces;i++)
5529 surface = texturesurfacelist[i];
5530 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5531 if (deluxemaptexunit >= 0)
5532 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5533 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5534 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));
5539 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5542 int texturesurfaceindex;
5543 if (r_showsurfaces.integer == 2)
5545 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5547 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5548 for (j = 0;j < surface->num_triangles;j++)
5550 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5551 GL_Color(f, f, f, 1);
5552 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)));
5558 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5560 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5561 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5562 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);
5563 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5564 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));
5569 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5571 int texturesurfaceindex;
5575 if (rsurface.lightmapcolor4f)
5577 // generate color arrays for the surfaces in this list
5578 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5580 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5581 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)
5583 f = FogPoint_Model(v);
5593 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5595 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5596 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)
5598 f = FogPoint_Model(v);
5606 rsurface.lightmapcolor4f = rsurface.array_color4f;
5607 rsurface.lightmapcolor4f_bufferobject = 0;
5608 rsurface.lightmapcolor4f_bufferoffset = 0;
5611 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5613 int texturesurfaceindex;
5616 if (!rsurface.lightmapcolor4f)
5618 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5620 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5621 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)
5629 rsurface.lightmapcolor4f = rsurface.array_color4f;
5630 rsurface.lightmapcolor4f_bufferobject = 0;
5631 rsurface.lightmapcolor4f_bufferoffset = 0;
5634 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
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_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5647 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5649 // TODO: optimize applyfog && applycolor case
5650 // just apply fog if necessary, and tint the fog color array if necessary
5651 rsurface.lightmapcolor4f = NULL;
5652 rsurface.lightmapcolor4f_bufferobject = 0;
5653 rsurface.lightmapcolor4f_bufferoffset = 0;
5654 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5655 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5656 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5657 GL_Color(r, g, b, a);
5658 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5661 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5663 int texturesurfaceindex;
5667 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5669 // generate color arrays for the surfaces in this list
5670 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5672 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5673 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5675 if (surface->lightmapinfo->samples)
5677 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5678 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5679 VectorScale(lm, scale, c);
5680 if (surface->lightmapinfo->styles[1] != 255)
5682 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5684 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5685 VectorMA(c, scale, lm, c);
5686 if (surface->lightmapinfo->styles[2] != 255)
5689 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5690 VectorMA(c, scale, lm, c);
5691 if (surface->lightmapinfo->styles[3] != 255)
5694 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5695 VectorMA(c, scale, lm, c);
5705 rsurface.lightmapcolor4f = rsurface.array_color4f;
5706 rsurface.lightmapcolor4f_bufferobject = 0;
5707 rsurface.lightmapcolor4f_bufferoffset = 0;
5711 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5712 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5713 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5715 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5716 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5717 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5718 GL_Color(r, g, b, a);
5719 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5722 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5724 int texturesurfaceindex;
5728 vec3_t ambientcolor;
5729 vec3_t diffusecolor;
5733 VectorCopy(rsurface.modellight_lightdir, lightdir);
5734 f = 0.5f * r_refdef.lightmapintensity;
5735 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5736 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5737 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5738 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5739 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5740 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5741 if (VectorLength2(diffusecolor) > 0)
5743 // generate color arrays for the surfaces in this list
5744 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5746 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5747 int numverts = surface->num_vertices;
5748 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5749 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5750 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5751 // q3-style directional shading
5752 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5754 if ((f = DotProduct(c2, lightdir)) > 0)
5755 VectorMA(ambientcolor, f, diffusecolor, c);
5757 VectorCopy(ambientcolor, c);
5766 rsurface.lightmapcolor4f = rsurface.array_color4f;
5767 rsurface.lightmapcolor4f_bufferobject = 0;
5768 rsurface.lightmapcolor4f_bufferoffset = 0;
5772 r = ambientcolor[0];
5773 g = ambientcolor[1];
5774 b = ambientcolor[2];
5775 rsurface.lightmapcolor4f = NULL;
5776 rsurface.lightmapcolor4f_bufferobject = 0;
5777 rsurface.lightmapcolor4f_bufferoffset = 0;
5779 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5780 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5781 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5782 GL_Color(r, g, b, a);
5783 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5786 void RSurf_SetupDepthAndCulling(void)
5788 // submodels are biased to avoid z-fighting with world surfaces that they
5789 // may be exactly overlapping (avoids z-fighting artifacts on certain
5790 // doors and things in Quake maps)
5791 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5792 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5793 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5794 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5797 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5799 // transparent sky would be ridiculous
5800 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5802 R_SetupGenericShader(false);
5805 skyrendernow = false;
5806 // we have to force off the water clipping plane while rendering sky
5810 // restore entity matrix
5811 R_Mesh_Matrix(&rsurface.matrix);
5813 RSurf_SetupDepthAndCulling();
5815 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5816 // skymasking on them, and Quake3 never did sky masking (unlike
5817 // software Quake and software Quake2), so disable the sky masking
5818 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5819 // and skymasking also looks very bad when noclipping outside the
5820 // level, so don't use it then either.
5821 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5823 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5824 R_Mesh_ColorPointer(NULL, 0, 0);
5825 R_Mesh_ResetTextureState();
5826 if (skyrendermasked)
5828 R_SetupDepthOrShadowShader();
5829 // depth-only (masking)
5830 GL_ColorMask(0,0,0,0);
5831 // just to make sure that braindead drivers don't draw
5832 // anything despite that colormask...
5833 GL_BlendFunc(GL_ZERO, GL_ONE);
5837 R_SetupGenericShader(false);
5839 GL_BlendFunc(GL_ONE, GL_ZERO);
5841 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5842 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5843 if (skyrendermasked)
5844 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5846 R_Mesh_ResetTextureState();
5847 GL_Color(1, 1, 1, 1);
5850 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5852 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5855 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5856 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5857 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5858 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5859 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5860 if (rsurface.texture->backgroundcurrentskinframe)
5862 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5863 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5864 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5865 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5867 if(rsurface.texture->colormapping)
5869 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5870 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5872 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5873 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5874 R_Mesh_ColorPointer(NULL, 0, 0);
5876 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5878 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5880 // render background
5881 GL_BlendFunc(GL_ONE, GL_ZERO);
5883 GL_AlphaTest(false);
5885 GL_Color(1, 1, 1, 1);
5886 R_Mesh_ColorPointer(NULL, 0, 0);
5888 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5889 if (r_glsl_permutation)
5891 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5892 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5893 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5894 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5895 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5896 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5897 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);
5899 GL_LockArrays(0, 0);
5901 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5902 GL_DepthMask(false);
5903 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5904 R_Mesh_ColorPointer(NULL, 0, 0);
5906 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5907 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5908 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5911 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5912 if (!r_glsl_permutation)
5915 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5916 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5917 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5918 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5919 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5920 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5922 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5924 GL_BlendFunc(GL_ONE, GL_ZERO);
5926 GL_AlphaTest(false);
5930 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5931 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5932 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5935 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5937 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5938 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);
5940 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5944 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5945 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);
5947 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5949 GL_LockArrays(0, 0);
5952 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5954 // OpenGL 1.3 path - anything not completely ancient
5955 int texturesurfaceindex;
5956 qboolean applycolor;
5960 const texturelayer_t *layer;
5961 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5963 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5966 int layertexrgbscale;
5967 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5969 if (layerindex == 0)
5973 GL_AlphaTest(false);
5974 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5977 GL_DepthMask(layer->depthmask && writedepth);
5978 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5979 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5981 layertexrgbscale = 4;
5982 VectorScale(layer->color, 0.25f, layercolor);
5984 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5986 layertexrgbscale = 2;
5987 VectorScale(layer->color, 0.5f, layercolor);
5991 layertexrgbscale = 1;
5992 VectorScale(layer->color, 1.0f, layercolor);
5994 layercolor[3] = layer->color[3];
5995 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5996 R_Mesh_ColorPointer(NULL, 0, 0);
5997 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5998 switch (layer->type)
6000 case TEXTURELAYERTYPE_LITTEXTURE:
6001 memset(&m, 0, sizeof(m));
6002 m.tex[0] = R_GetTexture(r_texture_white);
6003 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6004 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6005 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6006 m.tex[1] = R_GetTexture(layer->texture);
6007 m.texmatrix[1] = layer->texmatrix;
6008 m.texrgbscale[1] = layertexrgbscale;
6009 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6010 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6011 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6012 R_Mesh_TextureState(&m);
6013 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6014 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6015 else if (rsurface.uselightmaptexture)
6016 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6018 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6020 case TEXTURELAYERTYPE_TEXTURE:
6021 memset(&m, 0, sizeof(m));
6022 m.tex[0] = R_GetTexture(layer->texture);
6023 m.texmatrix[0] = layer->texmatrix;
6024 m.texrgbscale[0] = layertexrgbscale;
6025 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6026 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6027 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6028 R_Mesh_TextureState(&m);
6029 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6031 case TEXTURELAYERTYPE_FOG:
6032 memset(&m, 0, sizeof(m));
6033 m.texrgbscale[0] = layertexrgbscale;
6036 m.tex[0] = R_GetTexture(layer->texture);
6037 m.texmatrix[0] = layer->texmatrix;
6038 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6039 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6040 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6042 R_Mesh_TextureState(&m);
6043 // generate a color array for the fog pass
6044 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6045 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6049 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6050 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)
6052 f = 1 - FogPoint_Model(v);
6053 c[0] = layercolor[0];
6054 c[1] = layercolor[1];
6055 c[2] = layercolor[2];
6056 c[3] = f * layercolor[3];
6059 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6062 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6064 GL_LockArrays(0, 0);
6067 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6069 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6070 GL_AlphaTest(false);
6074 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6076 // OpenGL 1.1 - crusty old voodoo path
6077 int texturesurfaceindex;
6081 const texturelayer_t *layer;
6082 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6084 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6086 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6088 if (layerindex == 0)
6092 GL_AlphaTest(false);
6093 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6096 GL_DepthMask(layer->depthmask && writedepth);
6097 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6098 R_Mesh_ColorPointer(NULL, 0, 0);
6099 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6100 switch (layer->type)
6102 case TEXTURELAYERTYPE_LITTEXTURE:
6103 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6105 // two-pass lit texture with 2x rgbscale
6106 // first the lightmap pass
6107 memset(&m, 0, sizeof(m));
6108 m.tex[0] = R_GetTexture(r_texture_white);
6109 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6110 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6111 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6112 R_Mesh_TextureState(&m);
6113 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6114 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6115 else if (rsurface.uselightmaptexture)
6116 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6118 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6119 GL_LockArrays(0, 0);
6120 // then apply the texture to it
6121 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6122 memset(&m, 0, sizeof(m));
6123 m.tex[0] = R_GetTexture(layer->texture);
6124 m.texmatrix[0] = layer->texmatrix;
6125 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6126 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6127 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6128 R_Mesh_TextureState(&m);
6129 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);
6133 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6134 memset(&m, 0, sizeof(m));
6135 m.tex[0] = R_GetTexture(layer->texture);
6136 m.texmatrix[0] = layer->texmatrix;
6137 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6138 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6139 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6140 R_Mesh_TextureState(&m);
6141 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6142 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);
6144 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);
6147 case TEXTURELAYERTYPE_TEXTURE:
6148 // singletexture unlit texture with transparency support
6149 memset(&m, 0, sizeof(m));
6150 m.tex[0] = R_GetTexture(layer->texture);
6151 m.texmatrix[0] = layer->texmatrix;
6152 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6153 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6154 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6155 R_Mesh_TextureState(&m);
6156 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);
6158 case TEXTURELAYERTYPE_FOG:
6159 // singletexture fogging
6160 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6163 memset(&m, 0, sizeof(m));
6164 m.tex[0] = R_GetTexture(layer->texture);
6165 m.texmatrix[0] = layer->texmatrix;
6166 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6167 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6168 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6169 R_Mesh_TextureState(&m);
6172 R_Mesh_ResetTextureState();
6173 // generate a color array for the fog pass
6174 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6178 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6179 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)
6181 f = 1 - FogPoint_Model(v);
6182 c[0] = layer->color[0];
6183 c[1] = layer->color[1];
6184 c[2] = layer->color[2];
6185 c[3] = f * layer->color[3];
6188 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6191 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6193 GL_LockArrays(0, 0);
6196 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6198 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6199 GL_AlphaTest(false);
6203 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6206 RSurf_SetupDepthAndCulling();
6207 if (r_glsl.integer && gl_support_fragment_shader)
6208 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6209 else if (gl_combine.integer && r_textureunits.integer >= 2)
6210 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6212 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6216 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6219 int texturenumsurfaces, endsurface;
6221 msurface_t *surface;
6222 msurface_t *texturesurfacelist[1024];
6224 // if the model is static it doesn't matter what value we give for
6225 // wantnormals and wanttangents, so this logic uses only rules applicable
6226 // to a model, knowing that they are meaningless otherwise
6227 if (ent == r_refdef.scene.worldentity)
6228 RSurf_ActiveWorldEntity();
6229 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6230 RSurf_ActiveModelEntity(ent, false, false);
6232 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6234 for (i = 0;i < numsurfaces;i = j)
6237 surface = rsurface.modelsurfaces + surfacelist[i];
6238 texture = surface->texture;
6239 R_UpdateTextureInfo(ent, texture);
6240 rsurface.texture = texture->currentframe;
6241 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6242 // scan ahead until we find a different texture
6243 endsurface = min(i + 1024, numsurfaces);
6244 texturenumsurfaces = 0;
6245 texturesurfacelist[texturenumsurfaces++] = surface;
6246 for (;j < endsurface;j++)
6248 surface = rsurface.modelsurfaces + surfacelist[j];
6249 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6251 texturesurfacelist[texturenumsurfaces++] = surface;
6253 // render the range of surfaces
6254 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6256 GL_AlphaTest(false);
6259 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6264 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6266 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6268 RSurf_SetupDepthAndCulling();
6269 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6270 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6272 else if (r_showsurfaces.integer)
6274 RSurf_SetupDepthAndCulling();
6276 GL_BlendFunc(GL_ONE, GL_ZERO);
6278 GL_AlphaTest(false);
6279 R_Mesh_ColorPointer(NULL, 0, 0);
6280 R_Mesh_ResetTextureState();
6281 R_SetupGenericShader(false);
6282 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6283 if (!r_refdef.view.showdebug)
6285 GL_Color(0, 0, 0, 1);
6286 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6289 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6291 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6292 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6293 else if (!rsurface.texture->currentnumlayers)
6295 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6297 // transparent surfaces get pushed off into the transparent queue
6298 int surfacelistindex;
6299 const msurface_t *surface;
6300 vec3_t tempcenter, center;
6301 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6303 surface = texturesurfacelist[surfacelistindex];
6304 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6305 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6306 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6307 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6308 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6313 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6314 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6319 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6323 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6326 for (i = 0;i < numsurfaces;i++)
6327 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6328 R_Water_AddWaterPlane(surfacelist[i]);
6331 // break the surface list down into batches by texture and use of lightmapping
6332 for (i = 0;i < numsurfaces;i = j)
6335 // texture is the base texture pointer, rsurface.texture is the
6336 // current frame/skin the texture is directing us to use (for example
6337 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6338 // use skin 1 instead)
6339 texture = surfacelist[i]->texture;
6340 rsurface.texture = texture->currentframe;
6341 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6342 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6344 // if this texture is not the kind we want, skip ahead to the next one
6345 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6349 // simply scan ahead until we find a different texture or lightmap state
6350 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6352 // render the range of surfaces
6353 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6357 float locboxvertex3f[6*4*3] =
6359 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6360 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6361 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6362 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6363 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6364 1,0,0, 0,0,0, 0,1,0, 1,1,0
6367 int locboxelement3i[6*2*3] =
6377 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6380 cl_locnode_t *loc = (cl_locnode_t *)ent;
6382 float vertex3f[6*4*3];
6384 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6385 GL_DepthMask(false);
6386 GL_DepthRange(0, 1);
6387 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6389 GL_CullFace(GL_NONE);
6390 R_Mesh_Matrix(&identitymatrix);
6392 R_Mesh_VertexPointer(vertex3f, 0, 0);
6393 R_Mesh_ColorPointer(NULL, 0, 0);
6394 R_Mesh_ResetTextureState();
6395 R_SetupGenericShader(false);
6398 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6399 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6400 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6401 surfacelist[0] < 0 ? 0.5f : 0.125f);
6403 if (VectorCompare(loc->mins, loc->maxs))
6405 VectorSet(size, 2, 2, 2);
6406 VectorMA(loc->mins, -0.5f, size, mins);
6410 VectorCopy(loc->mins, mins);
6411 VectorSubtract(loc->maxs, loc->mins, size);
6414 for (i = 0;i < 6*4*3;)
6415 for (j = 0;j < 3;j++, i++)
6416 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6418 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6421 void R_DrawLocs(void)
6424 cl_locnode_t *loc, *nearestloc;
6426 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6427 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6429 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6430 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6434 void R_DrawDebugModel(entity_render_t *ent)
6436 int i, j, k, l, flagsmask;
6437 const int *elements;
6439 msurface_t *surface;
6440 model_t *model = ent->model;
6443 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6445 R_Mesh_ColorPointer(NULL, 0, 0);
6446 R_Mesh_ResetTextureState();
6447 R_SetupGenericShader(false);
6448 GL_DepthRange(0, 1);
6449 GL_DepthTest(!r_showdisabledepthtest.integer);
6450 GL_DepthMask(false);
6451 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6453 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6455 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6456 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6458 if (brush->colbrushf && brush->colbrushf->numtriangles)
6460 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6461 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);
6462 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6465 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6467 if (surface->num_collisiontriangles)
6469 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6470 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);
6471 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6476 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6478 if (r_showtris.integer || r_shownormals.integer)
6480 if (r_showdisabledepthtest.integer)
6482 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6483 GL_DepthMask(false);
6487 GL_BlendFunc(GL_ONE, GL_ZERO);
6490 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6492 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6494 rsurface.texture = surface->texture->currentframe;
6495 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6497 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6498 if (r_showtris.value > 0)
6500 if (!rsurface.texture->currentlayers->depthmask)
6501 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6502 else if (ent == r_refdef.scene.worldentity)
6503 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6505 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6506 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6509 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6511 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6512 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6513 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6514 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6519 if (r_shownormals.value > 0)
6522 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6524 VectorCopy(rsurface.vertex3f + l * 3, v);
6525 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6526 qglVertex3f(v[0], v[1], v[2]);
6527 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6528 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6529 qglVertex3f(v[0], v[1], v[2]);
6534 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6536 VectorCopy(rsurface.vertex3f + l * 3, v);
6537 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6538 qglVertex3f(v[0], v[1], v[2]);
6539 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6540 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6541 qglVertex3f(v[0], v[1], v[2]);
6546 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6548 VectorCopy(rsurface.vertex3f + l * 3, v);
6549 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6550 qglVertex3f(v[0], v[1], v[2]);
6551 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6552 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6553 qglVertex3f(v[0], v[1], v[2]);
6560 rsurface.texture = NULL;
6564 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6565 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6567 int i, j, endj, f, flagsmask;
6568 msurface_t *surface;
6570 model_t *model = r_refdef.scene.worldmodel;
6571 const int maxsurfacelist = 1024;
6572 int numsurfacelist = 0;
6573 msurface_t *surfacelist[1024];
6577 RSurf_ActiveWorldEntity();
6579 // update light styles on this submodel
6580 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6582 model_brush_lightstyleinfo_t *style;
6583 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6585 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6587 msurface_t *surfaces = model->data_surfaces;
6588 int *list = style->surfacelist;
6589 style->value = r_refdef.scene.lightstylevalue[style->style];
6590 for (j = 0;j < style->numsurfaces;j++)
6591 surfaces[list[j]].cached_dlight = true;
6596 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6597 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6601 R_DrawDebugModel(r_refdef.scene.worldentity);
6607 rsurface.uselightmaptexture = false;
6608 rsurface.texture = NULL;
6609 rsurface.rtlight = NULL;
6611 j = model->firstmodelsurface;
6612 endj = j + model->nummodelsurfaces;
6615 // quickly skip over non-visible surfaces
6616 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6618 // quickly iterate over visible surfaces
6619 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6621 // process this surface
6622 surface = model->data_surfaces + j;
6623 // if this surface fits the criteria, add it to the list
6624 if (surface->num_triangles)
6626 // if lightmap parameters changed, rebuild lightmap texture
6627 if (surface->cached_dlight)
6628 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6629 // add face to draw list
6630 surfacelist[numsurfacelist++] = surface;
6631 r_refdef.stats.world_triangles += surface->num_triangles;
6632 if (numsurfacelist >= maxsurfacelist)
6634 r_refdef.stats.world_surfaces += numsurfacelist;
6635 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6641 r_refdef.stats.world_surfaces += numsurfacelist;
6643 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6644 GL_AlphaTest(false);
6647 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6649 int i, j, f, flagsmask;
6650 msurface_t *surface, *endsurface;
6652 model_t *model = ent->model;
6653 const int maxsurfacelist = 1024;
6654 int numsurfacelist = 0;
6655 msurface_t *surfacelist[1024];
6659 // if the model is static it doesn't matter what value we give for
6660 // wantnormals and wanttangents, so this logic uses only rules applicable
6661 // to a model, knowing that they are meaningless otherwise
6662 if (ent == r_refdef.scene.worldentity)
6663 RSurf_ActiveWorldEntity();
6664 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6665 RSurf_ActiveModelEntity(ent, false, false);
6667 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6669 // update light styles
6670 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6672 model_brush_lightstyleinfo_t *style;
6673 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6675 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6677 msurface_t *surfaces = model->data_surfaces;
6678 int *list = style->surfacelist;
6679 style->value = r_refdef.scene.lightstylevalue[style->style];
6680 for (j = 0;j < style->numsurfaces;j++)
6681 surfaces[list[j]].cached_dlight = true;
6686 R_UpdateAllTextureInfo(ent);
6687 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6691 R_DrawDebugModel(ent);
6697 rsurface.uselightmaptexture = false;
6698 rsurface.texture = NULL;
6699 rsurface.rtlight = NULL;
6701 surface = model->data_surfaces + model->firstmodelsurface;
6702 endsurface = surface + model->nummodelsurfaces;
6703 for (;surface < endsurface;surface++)
6705 // if this surface fits the criteria, add it to the list
6706 if (surface->num_triangles)
6708 // if lightmap parameters changed, rebuild lightmap texture
6709 if (surface->cached_dlight)
6710 R_BuildLightMap(ent, surface);
6711 // add face to draw list
6712 surfacelist[numsurfacelist++] = surface;
6713 r_refdef.stats.entities_triangles += surface->num_triangles;
6714 if (numsurfacelist >= maxsurfacelist)
6716 r_refdef.stats.entities_surfaces += numsurfacelist;
6717 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6722 r_refdef.stats.entities_surfaces += numsurfacelist;
6724 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6725 GL_AlphaTest(false);