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_contrastboost = {CVAR_SAVE, "r_glsl_postprocess_contrastboost", "1", "brightening effect (1 is no change, higher values brighten the view)"};
86 cvar_t r_glsl_postprocess_gamma = {CVAR_SAVE, "r_glsl_postprocess_gamma", "1", "inverse gamma correction value, a brightness effect that does not affect white or black, and tends to make the image grey and dull"};
87 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
90 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
93 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
117 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
119 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern 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 typedef struct r_waterstate_waterplane_s
154 rtexture_t *texture_refraction;
155 rtexture_t *texture_reflection;
157 int materialflags; // combined flags of all water surfaces on this plane
158 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
161 r_waterstate_waterplane_t;
163 #define MAX_WATERPLANES 16
165 static struct r_waterstate_s
169 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
171 int waterwidth, waterheight;
172 int texturewidth, textureheight;
174 int maxwaterplanes; // same as MAX_WATERPLANES
176 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
178 float screenscale[2];
179 float screencenter[2];
183 // shadow volume bsp struct with automatically growing nodes buffer
186 rtexture_t *r_texture_blanknormalmap;
187 rtexture_t *r_texture_white;
188 rtexture_t *r_texture_grey128;
189 rtexture_t *r_texture_black;
190 rtexture_t *r_texture_notexture;
191 rtexture_t *r_texture_whitecube;
192 rtexture_t *r_texture_normalizationcube;
193 rtexture_t *r_texture_fogattenuation;
194 //rtexture_t *r_texture_fogintensity;
196 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
197 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
199 // vertex coordinates for a quad that covers the screen exactly
200 const static float r_screenvertex3f[12] =
208 extern void R_DrawModelShadows(void);
210 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
213 for (i = 0;i < verts;i++)
224 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
227 for (i = 0;i < verts;i++)
237 // FIXME: move this to client?
240 if (gamemode == GAME_NEHAHRA)
242 Cvar_Set("gl_fogenable", "0");
243 Cvar_Set("gl_fogdensity", "0.2");
244 Cvar_Set("gl_fogred", "0.3");
245 Cvar_Set("gl_foggreen", "0.3");
246 Cvar_Set("gl_fogblue", "0.3");
248 r_refdef.fog_density = 0;
249 r_refdef.fog_red = 0;
250 r_refdef.fog_green = 0;
251 r_refdef.fog_blue = 0;
252 r_refdef.fog_alpha = 1;
253 r_refdef.fog_start = 0;
254 r_refdef.fog_end = 0;
257 float FogForDistance(vec_t dist)
259 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
260 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
263 float FogPoint_World(const vec3_t p)
265 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
268 float FogPoint_Model(const vec3_t p)
270 return FogForDistance(VectorDistance((p), rsurface.modelorg));
273 static void R_BuildBlankTextures(void)
275 unsigned char data[4];
276 data[2] = 128; // normal X
277 data[1] = 128; // normal Y
278 data[0] = 255; // normal Z
279 data[3] = 128; // height
280 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
285 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
290 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
295 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
298 static void R_BuildNoTexture(void)
301 unsigned char pix[16][16][4];
302 // this makes a light grey/dark grey checkerboard texture
303 for (y = 0;y < 16;y++)
305 for (x = 0;x < 16;x++)
307 if ((y < 8) ^ (x < 8))
323 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
326 static void R_BuildWhiteCube(void)
328 unsigned char data[6*1*1*4];
329 memset(data, 255, sizeof(data));
330 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
333 static void R_BuildNormalizationCube(void)
337 vec_t s, t, intensity;
339 unsigned char data[6][NORMSIZE][NORMSIZE][4];
340 for (side = 0;side < 6;side++)
342 for (y = 0;y < NORMSIZE;y++)
344 for (x = 0;x < NORMSIZE;x++)
346 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
347 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
382 intensity = 127.0f / sqrt(DotProduct(v, v));
383 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
384 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
385 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
386 data[side][y][x][3] = 255;
390 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
393 static void R_BuildFogTexture(void)
397 unsigned char data1[FOGWIDTH][4];
398 //unsigned char data2[FOGWIDTH][4];
401 r_refdef.fogmasktable_start = r_refdef.fog_start;
402 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
403 r_refdef.fogmasktable_range = r_refdef.fogrange;
404 r_refdef.fogmasktable_density = r_refdef.fog_density;
406 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
407 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
409 d = (x * r - r_refdef.fogmasktable_start);
410 if(developer.integer >= 100)
411 Con_Printf("%f ", d);
413 if (r_fog_exp2.integer)
414 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
416 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
417 if(developer.integer >= 100)
418 Con_Printf(" : %f ", alpha);
419 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
420 if(developer.integer >= 100)
421 Con_Printf(" = %f\n", alpha);
422 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
425 for (x = 0;x < FOGWIDTH;x++)
427 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
432 //data2[x][0] = 255 - b;
433 //data2[x][1] = 255 - b;
434 //data2[x][2] = 255 - b;
437 if (r_texture_fogattenuation)
439 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
440 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
444 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);
445 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
449 static const char *builtinshaderstring =
450 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
451 "// written by Forest 'LordHavoc' Hale\n"
453 "// common definitions between vertex shader and fragment shader:\n"
455 "//#ifdef __GLSL_CG_DATA_TYPES\n"
456 "//# define myhalf half\n"
457 "//# define myhalf2 half2\n"
458 "//# define myhalf3 half3\n"
459 "//# define myhalf4 half4\n"
461 "# define myhalf float\n"
462 "# define myhalf2 vec2\n"
463 "# define myhalf3 vec3\n"
464 "# define myhalf4 vec4\n"
467 "#ifdef MODE_DEPTH_OR_SHADOW\n"
469 "# ifdef VERTEX_SHADER\n"
472 " gl_Position = ftransform();\n"
478 "#ifdef MODE_POSTPROCESS\n"
479 "# ifdef VERTEX_SHADER\n"
482 " gl_FrontColor = gl_Color;\n"
483 " gl_Position = ftransform();\n"
484 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
486 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
490 "# ifdef FRAGMENT_SHADER\n"
492 "uniform sampler2D Texture_First;\n"
494 "uniform sampler2D Texture_Second;\n"
496 "#ifdef USEVERTEXTEXTUREBLEND\n"
497 "uniform vec4 TintColor;\n"
499 "#ifdef USECOLORMOD\n"
500 "uniform vec3 Gamma;\n"
502 "#ifdef USECONTRASTBOOST\n"
503 "uniform float ContrastBoostCoeff;\n"
506 "uniform float GammaCoeff;\n"
508 "//uncomment these if you want to use them:\n"
509 "// uniform vec4 UserVec1;\n"
510 "// uniform vec4 UserVec2;\n"
511 "// uniform vec4 UserVec3;\n"
512 "// uniform vec4 UserVec4;\n"
513 "// uniform float ClientTime;\n"
516 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
518 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
520 "#ifdef USECONTRASTBOOST\n"
521 " gl_FragColor.rgb /= (ContrastBoostCoeff * gl_FragColor.rgb + vec3(1.0, 1.0, 1.0));\n"
522 " gl_FragColor.rgb *= (ContrastBoostCoeff + 1.0);\n"
525 " gl_FragColor.rgb = pow(gl_FragColor.rgb, GammaCoeff);\n"
527 "#ifdef USEVERTEXTEXTUREBLEND\n"
528 " gl_FragColor = mix(TintColor, gl_FragColor, TintColor.a);\n"
531 "#ifdef USEPOSTPROCESSING\n"
532 "// add your own postprocessing here or make your own ifdef for it\n"
540 "#ifdef MODE_GENERIC\n"
541 "# ifdef VERTEX_SHADER\n"
544 " gl_FrontColor = gl_Color;\n"
545 "# ifdef USEDIFFUSE\n"
546 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
548 "# ifdef USESPECULAR\n"
549 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
551 " gl_Position = ftransform();\n"
554 "# ifdef FRAGMENT_SHADER\n"
556 "# ifdef USEDIFFUSE\n"
557 "uniform sampler2D Texture_First;\n"
559 "# ifdef USESPECULAR\n"
560 "uniform sampler2D Texture_Second;\n"
565 " gl_FragColor = gl_Color;\n"
566 "# ifdef USEDIFFUSE\n"
567 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
570 "# ifdef USESPECULAR\n"
571 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
573 "# ifdef USECOLORMAPPING\n"
574 " gl_FragColor *= tex2;\n"
577 " gl_FragColor += tex2;\n"
579 "# ifdef USEVERTEXTEXTUREBLEND\n"
580 " gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
585 "#else // !MODE_GENERIC\n"
587 "varying vec2 TexCoord;\n"
588 "varying vec2 TexCoordLightmap;\n"
590 "#ifdef MODE_LIGHTSOURCE\n"
591 "varying vec3 CubeVector;\n"
594 "#ifdef MODE_LIGHTSOURCE\n"
595 "varying vec3 LightVector;\n"
597 "#ifdef MODE_LIGHTDIRECTION\n"
598 "varying vec3 LightVector;\n"
601 "varying vec3 EyeVector;\n"
603 "varying vec3 EyeVectorModelSpace;\n"
606 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
607 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
608 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
610 "#ifdef MODE_WATER\n"
611 "varying vec4 ModelViewProjectionPosition;\n"
612 "#ifdef MODE_REFRACTION\n"
613 "varying vec4 ModelViewProjectionPosition;\n"
615 "# ifdef USEREFLECTION\n"
616 "varying vec4 ModelViewProjectionPosition;\n"
625 "// vertex shader specific:\n"
626 "#ifdef VERTEX_SHADER\n"
628 "uniform vec3 LightPosition;\n"
629 "uniform vec3 EyePosition;\n"
630 "uniform vec3 LightDir;\n"
632 "// 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"
636 " gl_FrontColor = gl_Color;\n"
637 " // copy the surface texcoord\n"
638 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
639 "#ifndef MODE_LIGHTSOURCE\n"
640 "# ifndef MODE_LIGHTDIRECTION\n"
641 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
645 "#ifdef MODE_LIGHTSOURCE\n"
646 " // transform vertex position into light attenuation/cubemap space\n"
647 " // (-1 to +1 across the light box)\n"
648 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
650 " // transform unnormalized light direction into tangent space\n"
651 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
652 " // normalize it per pixel)\n"
653 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
654 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
655 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
656 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
659 "#ifdef MODE_LIGHTDIRECTION\n"
660 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
661 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
662 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
665 " // transform unnormalized eye direction into tangent space\n"
667 " vec3 EyeVectorModelSpace;\n"
669 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
670 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
671 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
672 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
674 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
675 " VectorS = gl_MultiTexCoord1.xyz;\n"
676 " VectorT = gl_MultiTexCoord2.xyz;\n"
677 " VectorR = gl_MultiTexCoord3.xyz;\n"
680 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
681 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
682 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
683 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
686 "// transform vertex to camera space, using ftransform to match non-VS\n"
688 " gl_Position = ftransform();\n"
690 "#ifdef MODE_WATER\n"
691 " ModelViewProjectionPosition = gl_Position;\n"
693 "#ifdef MODE_REFRACTION\n"
694 " ModelViewProjectionPosition = gl_Position;\n"
696 "#ifdef USEREFLECTION\n"
697 " ModelViewProjectionPosition = gl_Position;\n"
701 "#endif // VERTEX_SHADER\n"
706 "// fragment shader specific:\n"
707 "#ifdef FRAGMENT_SHADER\n"
709 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
710 "uniform sampler2D Texture_Normal;\n"
711 "uniform sampler2D Texture_Color;\n"
712 "uniform sampler2D Texture_Gloss;\n"
713 "uniform sampler2D Texture_Glow;\n"
714 "uniform sampler2D Texture_SecondaryNormal;\n"
715 "uniform sampler2D Texture_SecondaryColor;\n"
716 "uniform sampler2D Texture_SecondaryGloss;\n"
717 "uniform sampler2D Texture_SecondaryGlow;\n"
718 "uniform sampler2D Texture_Pants;\n"
719 "uniform sampler2D Texture_Shirt;\n"
720 "uniform sampler2D Texture_FogMask;\n"
721 "uniform sampler2D Texture_Lightmap;\n"
722 "uniform sampler2D Texture_Deluxemap;\n"
723 "uniform sampler2D Texture_Refraction;\n"
724 "uniform sampler2D Texture_Reflection;\n"
725 "uniform sampler2D Texture_Attenuation;\n"
726 "uniform samplerCube Texture_Cube;\n"
728 "uniform myhalf3 LightColor;\n"
729 "uniform myhalf3 AmbientColor;\n"
730 "uniform myhalf3 DiffuseColor;\n"
731 "uniform myhalf3 SpecularColor;\n"
732 "uniform myhalf3 Color_Pants;\n"
733 "uniform myhalf3 Color_Shirt;\n"
734 "uniform myhalf3 FogColor;\n"
736 "uniform myhalf4 TintColor;\n"
739 "//#ifdef MODE_WATER\n"
740 "uniform vec4 DistortScaleRefractReflect;\n"
741 "uniform vec4 ScreenScaleRefractReflect;\n"
742 "uniform vec4 ScreenCenterRefractReflect;\n"
743 "uniform myhalf4 RefractColor;\n"
744 "uniform myhalf4 ReflectColor;\n"
745 "uniform myhalf ReflectFactor;\n"
746 "uniform myhalf ReflectOffset;\n"
748 "//# ifdef MODE_REFRACTION\n"
749 "//uniform vec4 DistortScaleRefractReflect;\n"
750 "//uniform vec4 ScreenScaleRefractReflect;\n"
751 "//uniform vec4 ScreenCenterRefractReflect;\n"
752 "//uniform myhalf4 RefractColor;\n"
753 "//# ifdef USEREFLECTION\n"
754 "//uniform myhalf4 ReflectColor;\n"
757 "//# ifdef USEREFLECTION\n"
758 "//uniform vec4 DistortScaleRefractReflect;\n"
759 "//uniform vec4 ScreenScaleRefractReflect;\n"
760 "//uniform vec4 ScreenCenterRefractReflect;\n"
761 "//uniform myhalf4 ReflectColor;\n"
766 "uniform myhalf GlowScale;\n"
767 "uniform myhalf SceneBrightness;\n"
768 "#ifdef USECONTRASTBOOST\n"
769 "uniform myhalf ContrastBoostCoeff;\n"
772 "uniform float OffsetMapping_Scale;\n"
773 "uniform float OffsetMapping_Bias;\n"
774 "uniform float FogRangeRecip;\n"
776 "uniform myhalf AmbientScale;\n"
777 "uniform myhalf DiffuseScale;\n"
778 "uniform myhalf SpecularScale;\n"
779 "uniform myhalf SpecularPower;\n"
781 "#ifdef USEOFFSETMAPPING\n"
782 "vec2 OffsetMapping(vec2 TexCoord)\n"
784 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
785 " // 14 sample relief mapping: linear search and then binary search\n"
786 " // this basically steps forward a small amount repeatedly until it finds\n"
787 " // itself inside solid, then jitters forward and back using decreasing\n"
788 " // amounts to find the impact\n"
789 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
790 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
791 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
792 " vec3 RT = vec3(TexCoord, 1);\n"
793 " OffsetVector *= 0.1;\n"
794 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
795 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
796 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
797 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
798 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
799 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
800 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
801 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
802 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
803 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
804 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
805 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
806 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
807 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
810 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
811 " // this basically moves forward the full distance, and then backs up based\n"
812 " // on height of samples\n"
813 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
814 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
815 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
816 " TexCoord += OffsetVector;\n"
817 " OffsetVector *= 0.333;\n"
818 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
819 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
820 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
821 " return TexCoord;\n"
824 "#endif // USEOFFSETMAPPING\n"
826 "#ifdef MODE_WATER\n"
831 "#ifdef USEOFFSETMAPPING\n"
832 " // apply offsetmapping\n"
833 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
834 "#define TexCoord TexCoordOffset\n"
837 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
838 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
839 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
840 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
841 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
844 "#else // !MODE_WATER\n"
845 "#ifdef MODE_REFRACTION\n"
847 "// refraction pass\n"
850 "#ifdef USEOFFSETMAPPING\n"
851 " // apply offsetmapping\n"
852 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
853 "#define TexCoord TexCoordOffset\n"
856 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
857 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
858 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
859 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
862 "#else // !MODE_REFRACTION\n"
865 "#ifdef USEOFFSETMAPPING\n"
866 " // apply offsetmapping\n"
867 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
868 "#define TexCoord TexCoordOffset\n"
871 " // combine the diffuse textures (base, pants, shirt)\n"
872 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
873 "#ifdef USECOLORMAPPING\n"
874 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
876 "#ifdef USEVERTEXTEXTUREBLEND\n"
877 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
878 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
879 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
880 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
881 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
884 "#ifdef USEDIFFUSE\n"
885 " // get the surface normal and the gloss color\n"
886 "# ifdef USEVERTEXTEXTUREBLEND\n"
887 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
888 "# ifdef USESPECULAR\n"
889 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
892 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
893 "# ifdef USESPECULAR\n"
894 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
901 "#ifdef MODE_LIGHTSOURCE\n"
904 " // calculate surface normal, light normal, and specular normal\n"
905 " // compute color intensity for the two textures (colormap and glossmap)\n"
906 " // scale by light color and attenuation as efficiently as possible\n"
907 " // (do as much scalar math as possible rather than vector math)\n"
908 "# ifdef USEDIFFUSE\n"
909 " // get the light normal\n"
910 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
912 "# ifdef USESPECULAR\n"
913 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
915 " // calculate directional shading\n"
916 " 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"
918 "# ifdef USEDIFFUSE\n"
919 " // calculate directional shading\n"
920 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
922 " // calculate directionless shading\n"
923 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
927 "# ifdef USECUBEFILTER\n"
928 " // apply light cubemap filter\n"
929 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
930 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
932 "#endif // MODE_LIGHTSOURCE\n"
937 "#ifdef MODE_LIGHTDIRECTION\n"
938 " // directional model lighting\n"
939 "# ifdef USEDIFFUSE\n"
940 " // get the light normal\n"
941 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
943 "# ifdef USESPECULAR\n"
944 " // calculate directional shading\n"
945 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
946 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
947 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
949 "# ifdef USEDIFFUSE\n"
951 " // calculate directional shading\n"
952 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
954 " color.rgb *= AmbientColor;\n"
957 "#endif // MODE_LIGHTDIRECTION\n"
962 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
963 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
965 " // get the light normal\n"
966 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
967 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
968 " // calculate directional shading\n"
969 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
970 "# ifdef USESPECULAR\n"
971 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
972 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
975 " // apply lightmap color\n"
976 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
977 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
982 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
983 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
985 " // get the light normal\n"
986 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
987 " // calculate directional shading\n"
988 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
989 "# ifdef USESPECULAR\n"
990 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
991 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
994 " // apply lightmap color\n"
995 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
996 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1001 "#ifdef MODE_LIGHTMAP\n"
1002 " // apply lightmap color\n"
1003 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1004 "#endif // MODE_LIGHTMAP\n"
1009 "#ifdef MODE_VERTEXCOLOR\n"
1010 " // apply lightmap color\n"
1011 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1012 "#endif // MODE_VERTEXCOLOR\n"
1017 "#ifdef MODE_FLATCOLOR\n"
1018 "#endif // MODE_FLATCOLOR\n"
1026 " color *= TintColor;\n"
1029 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1032 "#ifdef USECONTRASTBOOST\n"
1033 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1036 " color.rgb *= SceneBrightness;\n"
1038 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1040 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1043 " // 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"
1044 "#ifdef USEREFLECTION\n"
1045 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1046 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1047 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1048 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1051 " gl_FragColor = vec4(color);\n"
1053 "#endif // !MODE_REFRACTION\n"
1054 "#endif // !MODE_WATER\n"
1056 "#endif // FRAGMENT_SHADER\n"
1058 "#endif // !MODE_GENERIC\n"
1059 "#endif // !MODE_POSTPROCESS\n"
1060 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1063 typedef struct shaderpermutationinfo_s
1065 const char *pretext;
1068 shaderpermutationinfo_t;
1070 typedef struct shadermodeinfo_s
1072 const char *vertexfilename;
1073 const char *geometryfilename;
1074 const char *fragmentfilename;
1075 const char *pretext;
1080 typedef enum shaderpermutation_e
1082 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1083 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1084 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1085 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1086 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1087 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1088 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1089 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1090 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1091 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1092 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1093 SHADERPERMUTATION_GAMMA = 1<<11, // gamma (postprocessing only)
1094 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // gamma (postprocessing only)
1095 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1096 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1098 shaderpermutation_t;
1100 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1101 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1103 {"#define USEDIFFUSE\n", " diffuse"},
1104 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1105 {"#define USECOLORMAPPING\n", " colormapping"},
1106 {"#define USECONTRASTBOOST\n", " contrastboost"},
1107 {"#define USEFOG\n", " fog"},
1108 {"#define USECUBEFILTER\n", " cubefilter"},
1109 {"#define USEGLOW\n", " glow"},
1110 {"#define USESPECULAR\n", " specular"},
1111 {"#define USEREFLECTION\n", " reflection"},
1112 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1113 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1114 {"#define USEGAMMA\n", " gamma"},
1115 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1118 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1119 typedef enum shadermode_e
1121 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1122 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1123 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1124 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1125 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1126 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1127 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1128 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1129 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1130 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1131 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1132 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1137 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1138 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1140 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1141 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1142 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1143 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1144 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1145 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1146 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1147 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1148 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1149 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1150 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1151 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1154 typedef struct r_glsl_permutation_s
1156 // indicates if we have tried compiling this permutation already
1158 // 0 if compilation failed
1160 // locations of detected uniforms in program object, or -1 if not found
1161 int loc_Texture_First;
1162 int loc_Texture_Second;
1163 int loc_Texture_Normal;
1164 int loc_Texture_Color;
1165 int loc_Texture_Gloss;
1166 int loc_Texture_Glow;
1167 int loc_Texture_SecondaryNormal;
1168 int loc_Texture_SecondaryColor;
1169 int loc_Texture_SecondaryGloss;
1170 int loc_Texture_SecondaryGlow;
1171 int loc_Texture_Pants;
1172 int loc_Texture_Shirt;
1173 int loc_Texture_FogMask;
1174 int loc_Texture_Lightmap;
1175 int loc_Texture_Deluxemap;
1176 int loc_Texture_Attenuation;
1177 int loc_Texture_Cube;
1178 int loc_Texture_Refraction;
1179 int loc_Texture_Reflection;
1181 int loc_LightPosition;
1182 int loc_EyePosition;
1183 int loc_Color_Pants;
1184 int loc_Color_Shirt;
1185 int loc_FogRangeRecip;
1186 int loc_AmbientScale;
1187 int loc_DiffuseScale;
1188 int loc_SpecularScale;
1189 int loc_SpecularPower;
1191 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1192 int loc_OffsetMapping_Scale;
1194 int loc_AmbientColor;
1195 int loc_DiffuseColor;
1196 int loc_SpecularColor;
1198 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1199 int loc_GammaCoeff; // 1 / gamma
1200 int loc_DistortScaleRefractReflect;
1201 int loc_ScreenScaleRefractReflect;
1202 int loc_ScreenCenterRefractReflect;
1203 int loc_RefractColor;
1204 int loc_ReflectColor;
1205 int loc_ReflectFactor;
1206 int loc_ReflectOffset;
1213 r_glsl_permutation_t;
1215 // information about each possible shader permutation
1216 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1217 // currently selected permutation
1218 r_glsl_permutation_t *r_glsl_permutation;
1220 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1223 if (!filename || !filename[0])
1225 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1228 if (printfromdisknotice)
1229 Con_DPrint("from disk... ");
1230 return shaderstring;
1232 else if (!strcmp(filename, "glsl/default.glsl"))
1234 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1235 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1237 return shaderstring;
1240 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1243 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1244 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1245 int vertstrings_count = 0;
1246 int geomstrings_count = 0;
1247 int fragstrings_count = 0;
1248 char *vertexstring, *geometrystring, *fragmentstring;
1249 const char *vertstrings_list[32+3];
1250 const char *geomstrings_list[32+3];
1251 const char *fragstrings_list[32+3];
1252 char permutationname[256];
1259 permutationname[0] = 0;
1260 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1261 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1262 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1264 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1266 // the first pretext is which type of shader to compile as
1267 // (later these will all be bound together as a program object)
1268 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1269 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1270 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1272 // the second pretext is the mode (for example a light source)
1273 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1274 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1275 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1276 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1278 // now add all the permutation pretexts
1279 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1281 if (permutation & (1<<i))
1283 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1284 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1285 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1286 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1290 // keep line numbers correct
1291 vertstrings_list[vertstrings_count++] = "\n";
1292 geomstrings_list[geomstrings_count++] = "\n";
1293 fragstrings_list[fragstrings_count++] = "\n";
1297 // now append the shader text itself
1298 vertstrings_list[vertstrings_count++] = vertexstring;
1299 geomstrings_list[geomstrings_count++] = geometrystring;
1300 fragstrings_list[fragstrings_count++] = fragmentstring;
1302 // if any sources were NULL, clear the respective list
1304 vertstrings_count = 0;
1305 if (!geometrystring)
1306 geomstrings_count = 0;
1307 if (!fragmentstring)
1308 fragstrings_count = 0;
1310 // compile the shader program
1311 if (vertstrings_count + geomstrings_count + fragstrings_count)
1312 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1316 qglUseProgramObjectARB(p->program);CHECKGLERROR
1317 // look up all the uniform variable names we care about, so we don't
1318 // have to look them up every time we set them
1319 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1320 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1321 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1322 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1323 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1324 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1325 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1326 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1327 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1328 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1329 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1330 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1331 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1332 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1333 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1334 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1335 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1336 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1337 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1338 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1339 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1340 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1341 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1342 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1343 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1344 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1345 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1346 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1347 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1348 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1349 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1350 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1351 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1352 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1353 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1354 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1355 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1356 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1357 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1358 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1359 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1360 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1361 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1362 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1363 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1364 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1365 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1366 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1367 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1368 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1369 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1370 // initialize the samplers to refer to the texture units we use
1371 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1372 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1373 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1374 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1375 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1376 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1377 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1378 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1379 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1380 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1381 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1382 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1383 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1384 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1385 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1386 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1387 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1388 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1389 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1391 if (developer.integer)
1392 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1395 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1399 Mem_Free(vertexstring);
1401 Mem_Free(geometrystring);
1403 Mem_Free(fragmentstring);
1406 void R_GLSL_Restart_f(void)
1409 shaderpermutation_t permutation;
1410 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1411 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1412 if (r_glsl_permutations[mode][permutation].program)
1413 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1414 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1417 void R_GLSL_DumpShader_f(void)
1421 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1424 Con_Printf("failed to write to glsl/default.glsl\n");
1428 FS_Print(file, "// The engine may define the following macros:\n");
1429 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1430 for (i = 0;i < SHADERMODE_COUNT;i++)
1431 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1432 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1433 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1434 FS_Print(file, "\n");
1435 FS_Print(file, builtinshaderstring);
1438 Con_Printf("glsl/default.glsl written\n");
1441 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1443 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1444 if (r_glsl_permutation != perm)
1446 r_glsl_permutation = perm;
1447 if (!r_glsl_permutation->program)
1449 if (!r_glsl_permutation->compiled)
1450 R_GLSL_CompilePermutation(mode, permutation);
1451 if (!r_glsl_permutation->program)
1453 // remove features until we find a valid permutation
1455 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1457 // reduce i more quickly whenever it would not remove any bits
1458 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1459 if (!(permutation & j))
1462 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1463 if (!r_glsl_permutation->compiled)
1464 R_GLSL_CompilePermutation(mode, permutation);
1465 if (r_glsl_permutation->program)
1468 if (i >= SHADERPERMUTATION_COUNT)
1470 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");
1471 Cvar_SetValueQuick(&r_glsl, 0);
1472 R_GLSL_Restart_f(); // unload shaders
1473 return; // no bit left to clear
1478 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1482 void R_SetupGenericShader(qboolean usetexture)
1484 if (gl_support_fragment_shader)
1486 if (r_glsl.integer && r_glsl_usegeneric.integer)
1487 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1488 else if (r_glsl_permutation)
1490 r_glsl_permutation = NULL;
1491 qglUseProgramObjectARB(0);CHECKGLERROR
1496 void R_SetupGenericTwoTextureShader(int texturemode)
1498 if (gl_support_fragment_shader)
1500 if (r_glsl.integer && r_glsl_usegeneric.integer)
1501 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))));
1502 else if (r_glsl_permutation)
1504 r_glsl_permutation = NULL;
1505 qglUseProgramObjectARB(0);CHECKGLERROR
1508 if (!r_glsl_permutation)
1510 if (texturemode == GL_DECAL && gl_combine.integer)
1511 texturemode = GL_INTERPOLATE_ARB;
1512 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1516 void R_SetupDepthOrShadowShader(void)
1518 if (gl_support_fragment_shader)
1520 if (r_glsl.integer && r_glsl_usegeneric.integer)
1521 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1522 else if (r_glsl_permutation)
1524 r_glsl_permutation = NULL;
1525 qglUseProgramObjectARB(0);CHECKGLERROR
1530 extern rtexture_t *r_shadow_attenuationgradienttexture;
1531 extern rtexture_t *r_shadow_attenuation2dtexture;
1532 extern rtexture_t *r_shadow_attenuation3dtexture;
1533 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1535 // select a permutation of the lighting shader appropriate to this
1536 // combination of texture, entity, light source, and fogging, only use the
1537 // minimum features necessary to avoid wasting rendering time in the
1538 // fragment shader on features that are not being used
1539 unsigned int permutation = 0;
1540 shadermode_t mode = 0;
1541 // TODO: implement geometry-shader based shadow volumes someday
1542 if (r_glsl_offsetmapping.integer)
1544 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1545 if (r_glsl_offsetmapping_reliefmapping.integer)
1546 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1548 if (rsurfacepass == RSURFPASS_BACKGROUND)
1550 // distorted background
1551 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1552 mode = SHADERMODE_WATER;
1554 mode = SHADERMODE_REFRACTION;
1556 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1559 mode = SHADERMODE_LIGHTSOURCE;
1560 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1561 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1562 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1563 permutation |= SHADERPERMUTATION_CUBEFILTER;
1564 if (diffusescale > 0)
1565 permutation |= SHADERPERMUTATION_DIFFUSE;
1566 if (specularscale > 0)
1567 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1568 if (r_refdef.fogenabled)
1569 permutation |= SHADERPERMUTATION_FOG;
1570 if (rsurface.texture->colormapping)
1571 permutation |= SHADERPERMUTATION_COLORMAPPING;
1572 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1573 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1575 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1577 // unshaded geometry (fullbright or ambient model lighting)
1578 mode = SHADERMODE_FLATCOLOR;
1579 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1580 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1581 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1582 permutation |= SHADERPERMUTATION_GLOW;
1583 if (r_refdef.fogenabled)
1584 permutation |= SHADERPERMUTATION_FOG;
1585 if (rsurface.texture->colormapping)
1586 permutation |= SHADERPERMUTATION_COLORMAPPING;
1587 if (r_glsl_offsetmapping.integer)
1589 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1590 if (r_glsl_offsetmapping_reliefmapping.integer)
1591 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1593 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1594 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1595 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1596 permutation |= SHADERPERMUTATION_REFLECTION;
1598 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1600 // directional model lighting
1601 mode = SHADERMODE_LIGHTDIRECTION;
1602 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1603 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1604 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1605 permutation |= SHADERPERMUTATION_GLOW;
1606 permutation |= SHADERPERMUTATION_DIFFUSE;
1607 if (specularscale > 0)
1608 permutation |= SHADERPERMUTATION_SPECULAR;
1609 if (r_refdef.fogenabled)
1610 permutation |= SHADERPERMUTATION_FOG;
1611 if (rsurface.texture->colormapping)
1612 permutation |= SHADERPERMUTATION_COLORMAPPING;
1613 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1614 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1615 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1616 permutation |= SHADERPERMUTATION_REFLECTION;
1618 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1620 // ambient model lighting
1621 mode = SHADERMODE_LIGHTDIRECTION;
1622 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1623 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1624 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1625 permutation |= SHADERPERMUTATION_GLOW;
1626 if (r_refdef.fogenabled)
1627 permutation |= SHADERPERMUTATION_FOG;
1628 if (rsurface.texture->colormapping)
1629 permutation |= SHADERPERMUTATION_COLORMAPPING;
1630 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1631 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1632 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1633 permutation |= SHADERPERMUTATION_REFLECTION;
1638 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1640 // deluxemapping (light direction texture)
1641 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1642 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1644 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1645 permutation |= SHADERPERMUTATION_DIFFUSE;
1646 if (specularscale > 0)
1647 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1649 else if (r_glsl_deluxemapping.integer >= 2)
1651 // fake deluxemapping (uniform light direction in tangentspace)
1652 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1653 permutation |= SHADERPERMUTATION_DIFFUSE;
1654 if (specularscale > 0)
1655 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1657 else if (rsurface.uselightmaptexture)
1659 // ordinary lightmapping (q1bsp, q3bsp)
1660 mode = SHADERMODE_LIGHTMAP;
1664 // ordinary vertex coloring (q3bsp)
1665 mode = SHADERMODE_VERTEXCOLOR;
1667 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1668 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1669 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1670 permutation |= SHADERPERMUTATION_GLOW;
1671 if (r_refdef.fogenabled)
1672 permutation |= SHADERPERMUTATION_FOG;
1673 if (rsurface.texture->colormapping)
1674 permutation |= SHADERPERMUTATION_COLORMAPPING;
1675 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1676 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1677 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1678 permutation |= SHADERPERMUTATION_REFLECTION;
1680 R_SetupShader_SetPermutation(mode, permutation);
1681 if (mode == SHADERMODE_LIGHTSOURCE)
1683 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1684 if (permutation & SHADERPERMUTATION_DIFFUSE)
1686 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1687 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1688 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1689 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1693 // ambient only is simpler
1694 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]);
1695 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1696 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1697 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1699 // additive passes are only darkened by fog, not tinted
1700 if (r_glsl_permutation->loc_FogColor >= 0)
1701 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1705 if (mode == SHADERMODE_LIGHTDIRECTION)
1707 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);
1708 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);
1709 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);
1710 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]);
1714 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1715 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1716 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1718 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]);
1719 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1720 // additive passes are only darkened by fog, not tinted
1721 if (r_glsl_permutation->loc_FogColor >= 0)
1723 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1724 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1726 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1728 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);
1729 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]);
1730 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]);
1731 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1732 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1733 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1734 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1736 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1738 // The formula used is actually:
1739 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1740 // color.rgb *= SceneBrightness;
1742 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1743 // and do [[calculations]] here in the engine
1744 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1745 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1748 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1749 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1750 if (r_glsl_permutation->loc_Color_Pants >= 0)
1752 if (rsurface.texture->currentskinframe->pants)
1753 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1755 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1757 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1759 if (rsurface.texture->currentskinframe->shirt)
1760 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1762 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1764 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1765 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1766 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1770 #define SKINFRAME_HASH 1024
1774 int loadsequence; // incremented each level change
1775 memexpandablearray_t array;
1776 skinframe_t *hash[SKINFRAME_HASH];
1780 void R_SkinFrame_PrepareForPurge(void)
1782 r_skinframe.loadsequence++;
1783 // wrap it without hitting zero
1784 if (r_skinframe.loadsequence >= 200)
1785 r_skinframe.loadsequence = 1;
1788 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1792 // mark the skinframe as used for the purging code
1793 skinframe->loadsequence = r_skinframe.loadsequence;
1796 void R_SkinFrame_Purge(void)
1800 for (i = 0;i < SKINFRAME_HASH;i++)
1802 for (s = r_skinframe.hash[i];s;s = s->next)
1804 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1806 if (s->merged == s->base)
1808 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1809 R_PurgeTexture(s->stain );s->stain = NULL;
1810 R_PurgeTexture(s->merged);s->merged = NULL;
1811 R_PurgeTexture(s->base );s->base = NULL;
1812 R_PurgeTexture(s->pants );s->pants = NULL;
1813 R_PurgeTexture(s->shirt );s->shirt = NULL;
1814 R_PurgeTexture(s->nmap );s->nmap = NULL;
1815 R_PurgeTexture(s->gloss );s->gloss = NULL;
1816 R_PurgeTexture(s->glow );s->glow = NULL;
1817 R_PurgeTexture(s->fog );s->fog = NULL;
1818 s->loadsequence = 0;
1824 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1826 char basename[MAX_QPATH];
1828 Image_StripImageExtension(name, basename, sizeof(basename));
1830 if( last == NULL ) {
1832 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1833 item = r_skinframe.hash[hashindex];
1838 // linearly search through the hash bucket
1839 for( ; item ; item = item->next ) {
1840 if( !strcmp( item->basename, basename ) ) {
1847 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1851 char basename[MAX_QPATH];
1853 Image_StripImageExtension(name, basename, sizeof(basename));
1855 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1856 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1857 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1861 rtexture_t *dyntexture;
1862 // check whether its a dynamic texture
1863 dyntexture = CL_GetDynTexture( basename );
1864 if (!add && !dyntexture)
1866 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1867 memset(item, 0, sizeof(*item));
1868 strlcpy(item->basename, basename, sizeof(item->basename));
1869 item->base = dyntexture; // either NULL or dyntexture handle
1870 item->textureflags = textureflags;
1871 item->comparewidth = comparewidth;
1872 item->compareheight = compareheight;
1873 item->comparecrc = comparecrc;
1874 item->next = r_skinframe.hash[hashindex];
1875 r_skinframe.hash[hashindex] = item;
1877 else if( item->base == NULL )
1879 rtexture_t *dyntexture;
1880 // check whether its a dynamic texture
1881 // 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]
1882 dyntexture = CL_GetDynTexture( basename );
1883 item->base = dyntexture; // either NULL or dyntexture handle
1886 R_SkinFrame_MarkUsed(item);
1890 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1892 // FIXME: it should be possible to disable loading various layers using
1893 // cvars, to prevent wasted loading time and memory usage if the user does
1895 qboolean loadnormalmap = true;
1896 qboolean loadgloss = true;
1897 qboolean loadpantsandshirt = true;
1898 qboolean loadglow = true;
1900 unsigned char *pixels;
1901 unsigned char *bumppixels;
1902 unsigned char *basepixels = NULL;
1903 int basepixels_width;
1904 int basepixels_height;
1905 skinframe_t *skinframe;
1907 if (cls.state == ca_dedicated)
1910 // return an existing skinframe if already loaded
1911 // if loading of the first image fails, don't make a new skinframe as it
1912 // would cause all future lookups of this to be missing
1913 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1914 if (skinframe && skinframe->base)
1917 basepixels = loadimagepixelsbgra(name, complain, true);
1918 if (basepixels == NULL)
1921 // we've got some pixels to store, so really allocate this new texture now
1923 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1924 skinframe->stain = NULL;
1925 skinframe->merged = NULL;
1926 skinframe->base = r_texture_notexture;
1927 skinframe->pants = NULL;
1928 skinframe->shirt = NULL;
1929 skinframe->nmap = r_texture_blanknormalmap;
1930 skinframe->gloss = NULL;
1931 skinframe->glow = NULL;
1932 skinframe->fog = NULL;
1934 basepixels_width = image_width;
1935 basepixels_height = image_height;
1936 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);
1938 if (textureflags & TEXF_ALPHA)
1940 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1941 if (basepixels[j] < 255)
1943 if (j < basepixels_width * basepixels_height * 4)
1945 // has transparent pixels
1946 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1947 for (j = 0;j < image_width * image_height * 4;j += 4)
1952 pixels[j+3] = basepixels[j+3];
1954 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);
1959 // _norm is the name used by tenebrae and has been adopted as standard
1962 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1964 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);
1968 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1970 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1971 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1972 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);
1974 Mem_Free(bumppixels);
1976 else if (r_shadow_bumpscale_basetexture.value > 0)
1978 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1979 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1980 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);
1984 // _luma is supported for tenebrae compatibility
1985 // (I think it's a very stupid name, but oh well)
1986 // _glow is the preferred name
1987 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;}
1988 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;}
1989 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;}
1990 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;}
1993 Mem_Free(basepixels);
1998 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)
2003 for (i = 0;i < width*height;i++)
2004 if (((unsigned char *)&palette[in[i]])[3] > 0)
2006 if (i == width*height)
2009 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2012 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2013 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2016 unsigned char *temp1, *temp2;
2017 skinframe_t *skinframe;
2019 if (cls.state == ca_dedicated)
2022 // if already loaded just return it, otherwise make a new skinframe
2023 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2024 if (skinframe && skinframe->base)
2027 skinframe->stain = NULL;
2028 skinframe->merged = NULL;
2029 skinframe->base = r_texture_notexture;
2030 skinframe->pants = NULL;
2031 skinframe->shirt = NULL;
2032 skinframe->nmap = r_texture_blanknormalmap;
2033 skinframe->gloss = NULL;
2034 skinframe->glow = NULL;
2035 skinframe->fog = NULL;
2037 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2041 if (r_shadow_bumpscale_basetexture.value > 0)
2043 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2044 temp2 = temp1 + width * height * 4;
2045 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2046 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2049 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2050 if (textureflags & TEXF_ALPHA)
2052 for (i = 3;i < width * height * 4;i += 4)
2053 if (skindata[i] < 255)
2055 if (i < width * height * 4)
2057 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2058 memcpy(fogpixels, skindata, width * height * 4);
2059 for (i = 0;i < width * height * 4;i += 4)
2060 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2061 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2062 Mem_Free(fogpixels);
2069 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2072 unsigned char *temp1, *temp2;
2073 skinframe_t *skinframe;
2075 if (cls.state == ca_dedicated)
2078 // if already loaded just return it, otherwise make a new skinframe
2079 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2080 if (skinframe && skinframe->base)
2083 skinframe->stain = NULL;
2084 skinframe->merged = NULL;
2085 skinframe->base = r_texture_notexture;
2086 skinframe->pants = NULL;
2087 skinframe->shirt = NULL;
2088 skinframe->nmap = r_texture_blanknormalmap;
2089 skinframe->gloss = NULL;
2090 skinframe->glow = NULL;
2091 skinframe->fog = NULL;
2093 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2097 if (r_shadow_bumpscale_basetexture.value > 0)
2099 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2100 temp2 = temp1 + width * height * 4;
2101 // use either a custom palette or the quake palette
2102 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2103 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2104 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2107 // use either a custom palette, or the quake palette
2108 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
2109 if (loadglowtexture)
2110 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2111 if (loadpantsandshirt)
2113 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2114 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2116 if (skinframe->pants || skinframe->shirt)
2117 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
2118 if (textureflags & TEXF_ALPHA)
2120 for (i = 0;i < width * height;i++)
2121 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2123 if (i < width * height)
2124 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2130 skinframe_t *R_SkinFrame_LoadMissing(void)
2132 skinframe_t *skinframe;
2134 if (cls.state == ca_dedicated)
2137 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2138 skinframe->stain = NULL;
2139 skinframe->merged = NULL;
2140 skinframe->base = r_texture_notexture;
2141 skinframe->pants = NULL;
2142 skinframe->shirt = NULL;
2143 skinframe->nmap = r_texture_blanknormalmap;
2144 skinframe->gloss = NULL;
2145 skinframe->glow = NULL;
2146 skinframe->fog = NULL;
2151 void gl_main_start(void)
2153 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2154 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2156 // set up r_skinframe loading system for textures
2157 memset(&r_skinframe, 0, sizeof(r_skinframe));
2158 r_skinframe.loadsequence = 1;
2159 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2161 r_main_texturepool = R_AllocTexturePool();
2162 R_BuildBlankTextures();
2164 if (gl_texturecubemap)
2167 R_BuildNormalizationCube();
2169 r_texture_fogattenuation = NULL;
2170 //r_texture_fogintensity = NULL;
2171 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2172 memset(&r_waterstate, 0, sizeof(r_waterstate));
2173 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2174 memset(&r_svbsp, 0, sizeof (r_svbsp));
2176 r_refdef.fogmasktable_density = 0;
2179 void gl_main_shutdown(void)
2181 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2182 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2184 // clear out the r_skinframe state
2185 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2186 memset(&r_skinframe, 0, sizeof(r_skinframe));
2189 Mem_Free(r_svbsp.nodes);
2190 memset(&r_svbsp, 0, sizeof (r_svbsp));
2191 R_FreeTexturePool(&r_main_texturepool);
2192 r_texture_blanknormalmap = NULL;
2193 r_texture_white = NULL;
2194 r_texture_grey128 = NULL;
2195 r_texture_black = NULL;
2196 r_texture_whitecube = NULL;
2197 r_texture_normalizationcube = NULL;
2198 r_texture_fogattenuation = NULL;
2199 //r_texture_fogintensity = NULL;
2200 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2201 memset(&r_waterstate, 0, sizeof(r_waterstate));
2205 extern void CL_ParseEntityLump(char *entitystring);
2206 void gl_main_newmap(void)
2208 // FIXME: move this code to client
2210 char *entities, entname[MAX_QPATH];
2213 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2214 l = (int)strlen(entname) - 4;
2215 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2217 memcpy(entname + l, ".ent", 5);
2218 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2220 CL_ParseEntityLump(entities);
2225 if (cl.worldmodel->brush.entities)
2226 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2230 void GL_Main_Init(void)
2232 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2234 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2235 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2236 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2237 if (gamemode == GAME_NEHAHRA)
2239 Cvar_RegisterVariable (&gl_fogenable);
2240 Cvar_RegisterVariable (&gl_fogdensity);
2241 Cvar_RegisterVariable (&gl_fogred);
2242 Cvar_RegisterVariable (&gl_foggreen);
2243 Cvar_RegisterVariable (&gl_fogblue);
2244 Cvar_RegisterVariable (&gl_fogstart);
2245 Cvar_RegisterVariable (&gl_fogend);
2246 Cvar_RegisterVariable (&gl_skyclip);
2248 Cvar_RegisterVariable(&r_depthfirst);
2249 Cvar_RegisterVariable(&r_nearclip);
2250 Cvar_RegisterVariable(&r_showbboxes);
2251 Cvar_RegisterVariable(&r_showsurfaces);
2252 Cvar_RegisterVariable(&r_showtris);
2253 Cvar_RegisterVariable(&r_shownormals);
2254 Cvar_RegisterVariable(&r_showlighting);
2255 Cvar_RegisterVariable(&r_showshadowvolumes);
2256 Cvar_RegisterVariable(&r_showcollisionbrushes);
2257 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2258 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2259 Cvar_RegisterVariable(&r_showdisabledepthtest);
2260 Cvar_RegisterVariable(&r_drawportals);
2261 Cvar_RegisterVariable(&r_drawentities);
2262 Cvar_RegisterVariable(&r_cullentities_trace);
2263 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2264 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2265 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2266 Cvar_RegisterVariable(&r_drawviewmodel);
2267 Cvar_RegisterVariable(&r_speeds);
2268 Cvar_RegisterVariable(&r_fullbrights);
2269 Cvar_RegisterVariable(&r_wateralpha);
2270 Cvar_RegisterVariable(&r_dynamic);
2271 Cvar_RegisterVariable(&r_fullbright);
2272 Cvar_RegisterVariable(&r_shadows);
2273 Cvar_RegisterVariable(&r_shadows_throwdistance);
2274 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2275 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2276 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2277 Cvar_RegisterVariable(&r_fog_exp2);
2278 Cvar_RegisterVariable(&r_textureunits);
2279 Cvar_RegisterVariable(&r_glsl);
2280 Cvar_RegisterVariable(&r_glsl_contrastboost);
2281 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2282 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2283 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2284 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2285 Cvar_RegisterVariable(&r_glsl_postprocess);
2286 Cvar_RegisterVariable(&r_glsl_postprocess_contrastboost);
2287 Cvar_RegisterVariable(&r_glsl_postprocess_gamma);
2288 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2289 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2290 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2291 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2292 Cvar_RegisterVariable(&r_glsl_usegeneric);
2293 Cvar_RegisterVariable(&r_water);
2294 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2295 Cvar_RegisterVariable(&r_water_clippingplanebias);
2296 Cvar_RegisterVariable(&r_water_refractdistort);
2297 Cvar_RegisterVariable(&r_water_reflectdistort);
2298 Cvar_RegisterVariable(&r_lerpsprites);
2299 Cvar_RegisterVariable(&r_lerpmodels);
2300 Cvar_RegisterVariable(&r_lerplightstyles);
2301 Cvar_RegisterVariable(&r_waterscroll);
2302 Cvar_RegisterVariable(&r_bloom);
2303 Cvar_RegisterVariable(&r_bloom_colorscale);
2304 Cvar_RegisterVariable(&r_bloom_brighten);
2305 Cvar_RegisterVariable(&r_bloom_blur);
2306 Cvar_RegisterVariable(&r_bloom_resolution);
2307 Cvar_RegisterVariable(&r_bloom_colorexponent);
2308 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2309 Cvar_RegisterVariable(&r_hdr);
2310 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2311 Cvar_RegisterVariable(&r_hdr_glowintensity);
2312 Cvar_RegisterVariable(&r_hdr_range);
2313 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2314 Cvar_RegisterVariable(&developer_texturelogging);
2315 Cvar_RegisterVariable(&gl_lightmaps);
2316 Cvar_RegisterVariable(&r_test);
2317 Cvar_RegisterVariable(&r_batchmode);
2318 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2319 Cvar_SetValue("r_fullbrights", 0);
2320 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2322 Cvar_RegisterVariable(&r_track_sprites);
2323 Cvar_RegisterVariable(&r_track_sprites_flags);
2324 Cvar_RegisterVariable(&r_track_sprites_scalew);
2325 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2328 extern void R_Textures_Init(void);
2329 extern void GL_Draw_Init(void);
2330 extern void GL_Main_Init(void);
2331 extern void R_Shadow_Init(void);
2332 extern void R_Sky_Init(void);
2333 extern void GL_Surf_Init(void);
2334 extern void R_Particles_Init(void);
2335 extern void R_Explosion_Init(void);
2336 extern void gl_backend_init(void);
2337 extern void Sbar_Init(void);
2338 extern void R_LightningBeams_Init(void);
2339 extern void Mod_RenderInit(void);
2341 void Render_Init(void)
2353 R_LightningBeams_Init();
2362 extern char *ENGINE_EXTENSIONS;
2365 VID_CheckExtensions();
2367 // LordHavoc: report supported extensions
2368 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2370 // clear to black (loading plaque will be seen over this)
2372 qglClearColor(0,0,0,1);CHECKGLERROR
2373 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2376 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2380 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2382 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2385 p = r_refdef.view.frustum + i;
2390 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2394 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2398 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2402 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2406 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2410 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2414 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2418 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2426 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2430 for (i = 0;i < numplanes;i++)
2437 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2441 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2445 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2449 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2453 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2457 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2461 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2465 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2473 //==================================================================================
2475 static void R_View_UpdateEntityVisible (void)
2478 entity_render_t *ent;
2480 if (!r_drawentities.integer)
2483 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2484 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2486 // worldmodel can check visibility
2487 for (i = 0;i < r_refdef.scene.numentities;i++)
2489 ent = r_refdef.scene.entities[i];
2490 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));
2493 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2495 for (i = 0;i < r_refdef.scene.numentities;i++)
2497 ent = r_refdef.scene.entities[i];
2498 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2500 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))
2501 ent->last_trace_visibility = realtime;
2502 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2503 r_refdef.viewcache.entityvisible[i] = 0;
2510 // no worldmodel or it can't check visibility
2511 for (i = 0;i < r_refdef.scene.numentities;i++)
2513 ent = r_refdef.scene.entities[i];
2514 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));
2519 // only used if skyrendermasked, and normally returns false
2520 int R_DrawBrushModelsSky (void)
2523 entity_render_t *ent;
2525 if (!r_drawentities.integer)
2529 for (i = 0;i < r_refdef.scene.numentities;i++)
2531 if (!r_refdef.viewcache.entityvisible[i])
2533 ent = r_refdef.scene.entities[i];
2534 if (!ent->model || !ent->model->DrawSky)
2536 ent->model->DrawSky(ent);
2542 static void R_DrawNoModel(entity_render_t *ent);
2543 static void R_DrawModels(void)
2546 entity_render_t *ent;
2548 if (!r_drawentities.integer)
2551 for (i = 0;i < r_refdef.scene.numentities;i++)
2553 if (!r_refdef.viewcache.entityvisible[i])
2555 ent = r_refdef.scene.entities[i];
2556 r_refdef.stats.entities++;
2557 if (ent->model && ent->model->Draw != NULL)
2558 ent->model->Draw(ent);
2564 static void R_DrawModelsDepth(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->DrawDepth != NULL)
2578 ent->model->DrawDepth(ent);
2582 static void R_DrawModelsDebug(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->DrawDebug != NULL)
2596 ent->model->DrawDebug(ent);
2600 static void R_DrawModelsAddWaterPlanes(void)
2603 entity_render_t *ent;
2605 if (!r_drawentities.integer)
2608 for (i = 0;i < r_refdef.scene.numentities;i++)
2610 if (!r_refdef.viewcache.entityvisible[i])
2612 ent = r_refdef.scene.entities[i];
2613 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2614 ent->model->DrawAddWaterPlanes(ent);
2618 static void R_View_SetFrustum(void)
2621 double slopex, slopey;
2622 vec3_t forward, left, up, origin;
2624 // we can't trust r_refdef.view.forward and friends in reflected scenes
2625 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2628 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2629 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2630 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2631 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2632 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2633 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2634 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2635 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2636 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2637 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2638 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2639 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2643 zNear = r_refdef.nearclip;
2644 nudge = 1.0 - 1.0 / (1<<23);
2645 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2646 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2647 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2648 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2649 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2650 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2651 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2652 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2658 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2659 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2660 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2661 r_refdef.view.frustum[0].dist = m[15] - m[12];
2663 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2664 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2665 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2666 r_refdef.view.frustum[1].dist = m[15] + m[12];
2668 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2669 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2670 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2671 r_refdef.view.frustum[2].dist = m[15] - m[13];
2673 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2674 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2675 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2676 r_refdef.view.frustum[3].dist = m[15] + m[13];
2678 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2679 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2680 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2681 r_refdef.view.frustum[4].dist = m[15] - m[14];
2683 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2684 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2685 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2686 r_refdef.view.frustum[5].dist = m[15] + m[14];
2689 if (r_refdef.view.useperspective)
2691 slopex = 1.0 / r_refdef.view.frustum_x;
2692 slopey = 1.0 / r_refdef.view.frustum_y;
2693 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2694 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2695 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2696 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2697 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2699 // Leaving those out was a mistake, those were in the old code, and they
2700 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2701 // I couldn't reproduce it after adding those normalizations. --blub
2702 VectorNormalize(r_refdef.view.frustum[0].normal);
2703 VectorNormalize(r_refdef.view.frustum[1].normal);
2704 VectorNormalize(r_refdef.view.frustum[2].normal);
2705 VectorNormalize(r_refdef.view.frustum[3].normal);
2707 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2708 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2709 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2710 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2711 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2713 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2714 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2715 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2716 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2717 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2721 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2722 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2723 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2724 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2725 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2726 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2727 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2728 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2729 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2730 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2732 r_refdef.view.numfrustumplanes = 5;
2734 if (r_refdef.view.useclipplane)
2736 r_refdef.view.numfrustumplanes = 6;
2737 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2740 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2741 PlaneClassify(r_refdef.view.frustum + i);
2743 // LordHavoc: note to all quake engine coders, Quake had a special case
2744 // for 90 degrees which assumed a square view (wrong), so I removed it,
2745 // Quake2 has it disabled as well.
2747 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2748 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2749 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2750 //PlaneClassify(&frustum[0]);
2752 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2753 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2754 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2755 //PlaneClassify(&frustum[1]);
2757 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2758 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2759 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2760 //PlaneClassify(&frustum[2]);
2762 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2763 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2764 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2765 //PlaneClassify(&frustum[3]);
2768 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2769 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2770 //PlaneClassify(&frustum[4]);
2773 void R_View_Update(void)
2775 R_View_SetFrustum();
2776 R_View_WorldVisibility(r_refdef.view.useclipplane);
2777 R_View_UpdateEntityVisible();
2780 void R_SetupView(qboolean allowwaterclippingplane)
2782 if (!r_refdef.view.useperspective)
2783 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);
2784 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2785 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2787 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2789 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2791 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2793 // LordHavoc: couldn't figure out how to make this approach the
2794 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2795 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2796 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2797 dist = r_refdef.view.clipplane.dist;
2798 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2802 void R_ResetViewRendering2D(void)
2806 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2807 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2808 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2809 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2810 GL_Color(1, 1, 1, 1);
2811 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2812 GL_BlendFunc(GL_ONE, GL_ZERO);
2813 GL_AlphaTest(false);
2814 GL_ScissorTest(false);
2815 GL_DepthMask(false);
2816 GL_DepthRange(0, 1);
2817 GL_DepthTest(false);
2818 R_Mesh_Matrix(&identitymatrix);
2819 R_Mesh_ResetTextureState();
2820 GL_PolygonOffset(0, 0);
2821 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2822 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2823 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2824 qglStencilMask(~0);CHECKGLERROR
2825 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2826 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2827 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2828 R_SetupGenericShader(true);
2831 void R_ResetViewRendering3D(void)
2835 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2836 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2838 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2839 GL_Color(1, 1, 1, 1);
2840 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2841 GL_BlendFunc(GL_ONE, GL_ZERO);
2842 GL_AlphaTest(false);
2843 GL_ScissorTest(true);
2845 GL_DepthRange(0, 1);
2847 R_Mesh_Matrix(&identitymatrix);
2848 R_Mesh_ResetTextureState();
2849 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2850 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2851 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2852 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2853 qglStencilMask(~0);CHECKGLERROR
2854 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2855 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2856 GL_CullFace(r_refdef.view.cullface_back);
2857 R_SetupGenericShader(true);
2860 void R_RenderScene(qboolean addwaterplanes);
2862 static void R_Water_StartFrame(void)
2865 int waterwidth, waterheight, texturewidth, textureheight;
2866 r_waterstate_waterplane_t *p;
2868 // set waterwidth and waterheight to the water resolution that will be
2869 // used (often less than the screen resolution for faster rendering)
2870 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2871 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2873 // calculate desired texture sizes
2874 // can't use water if the card does not support the texture size
2875 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2876 texturewidth = textureheight = waterwidth = waterheight = 0;
2877 else if (gl_support_arb_texture_non_power_of_two)
2879 texturewidth = waterwidth;
2880 textureheight = waterheight;
2884 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2885 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2888 // allocate textures as needed
2889 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2891 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2892 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2894 if (p->texture_refraction)
2895 R_FreeTexture(p->texture_refraction);
2896 p->texture_refraction = NULL;
2897 if (p->texture_reflection)
2898 R_FreeTexture(p->texture_reflection);
2899 p->texture_reflection = NULL;
2901 memset(&r_waterstate, 0, sizeof(r_waterstate));
2902 r_waterstate.waterwidth = waterwidth;
2903 r_waterstate.waterheight = waterheight;
2904 r_waterstate.texturewidth = texturewidth;
2905 r_waterstate.textureheight = textureheight;
2908 if (r_waterstate.waterwidth)
2910 r_waterstate.enabled = true;
2912 // set up variables that will be used in shader setup
2913 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2914 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2915 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2916 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2919 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2920 r_waterstate.numwaterplanes = 0;
2923 static void R_Water_AddWaterPlane(msurface_t *surface)
2925 int triangleindex, planeindex;
2930 r_waterstate_waterplane_t *p;
2931 // just use the first triangle with a valid normal for any decisions
2932 VectorClear(normal);
2933 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2935 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2936 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2937 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2938 TriangleNormal(vert[0], vert[1], vert[2], normal);
2939 if (VectorLength2(normal) >= 0.001)
2943 // find a matching plane if there is one
2944 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2945 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2947 if (planeindex >= r_waterstate.maxwaterplanes)
2948 return; // nothing we can do, out of planes
2950 // if this triangle does not fit any known plane rendered this frame, add one
2951 if (planeindex >= r_waterstate.numwaterplanes)
2953 // store the new plane
2954 r_waterstate.numwaterplanes++;
2955 VectorCopy(normal, p->plane.normal);
2956 VectorNormalize(p->plane.normal);
2957 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2958 PlaneClassify(&p->plane);
2959 // flip the plane if it does not face the viewer
2960 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2962 VectorNegate(p->plane.normal, p->plane.normal);
2963 p->plane.dist *= -1;
2964 PlaneClassify(&p->plane);
2966 // clear materialflags and pvs
2967 p->materialflags = 0;
2968 p->pvsvalid = false;
2970 // merge this surface's materialflags into the waterplane
2971 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2972 // merge this surface's PVS into the waterplane
2973 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2974 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2975 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2977 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2982 static void R_Water_ProcessPlanes(void)
2984 r_refdef_view_t originalview;
2986 r_waterstate_waterplane_t *p;
2988 originalview = r_refdef.view;
2990 // make sure enough textures are allocated
2991 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2993 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2995 if (!p->texture_refraction)
2996 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);
2997 if (!p->texture_refraction)
3001 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3003 if (!p->texture_reflection)
3004 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);
3005 if (!p->texture_reflection)
3011 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3013 r_refdef.view.showdebug = false;
3014 r_refdef.view.width = r_waterstate.waterwidth;
3015 r_refdef.view.height = r_waterstate.waterheight;
3016 r_refdef.view.useclipplane = true;
3017 r_waterstate.renderingscene = true;
3019 // render the normal view scene and copy into texture
3020 // (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)
3021 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3023 r_refdef.view.clipplane = p->plane;
3024 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3025 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3026 PlaneClassify(&r_refdef.view.clipplane);
3028 R_RenderScene(false);
3030 // copy view into the screen texture
3031 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3032 GL_ActiveTexture(0);
3034 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
3037 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3039 // render reflected scene and copy into texture
3040 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3041 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3042 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3043 r_refdef.view.clipplane = p->plane;
3044 // reverse the cullface settings for this render
3045 r_refdef.view.cullface_front = GL_FRONT;
3046 r_refdef.view.cullface_back = GL_BACK;
3047 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3049 r_refdef.view.usecustompvs = true;
3051 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3053 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3056 R_ResetViewRendering3D();
3057 R_ClearScreen(r_refdef.fogenabled);
3058 if (r_timereport_active)
3059 R_TimeReport("viewclear");
3061 R_RenderScene(false);
3063 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3064 GL_ActiveTexture(0);
3066 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
3068 R_ResetViewRendering3D();
3069 R_ClearScreen(r_refdef.fogenabled);
3070 if (r_timereport_active)
3071 R_TimeReport("viewclear");
3074 r_refdef.view = originalview;
3075 r_refdef.view.clear = true;
3076 r_waterstate.renderingscene = false;
3080 r_refdef.view = originalview;
3081 r_waterstate.renderingscene = false;
3082 Cvar_SetValueQuick(&r_water, 0);
3083 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3087 void R_Bloom_StartFrame(void)
3089 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3091 // set bloomwidth and bloomheight to the bloom resolution that will be
3092 // used (often less than the screen resolution for faster rendering)
3093 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3094 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3095 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3096 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3097 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3099 // calculate desired texture sizes
3100 if (gl_support_arb_texture_non_power_of_two)
3102 screentexturewidth = r_refdef.view.width;
3103 screentextureheight = r_refdef.view.height;
3104 bloomtexturewidth = r_bloomstate.bloomwidth;
3105 bloomtextureheight = r_bloomstate.bloomheight;
3109 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3110 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3111 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3112 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3115 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))
3117 Cvar_SetValueQuick(&r_hdr, 0);
3118 Cvar_SetValueQuick(&r_bloom, 0);
3121 if (!(r_glsl.integer && (r_glsl_postprocess.integer || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3122 screentexturewidth = screentextureheight = 0;
3123 if (!r_hdr.integer && !r_bloom.integer)
3124 bloomtexturewidth = bloomtextureheight = 0;
3126 // allocate textures as needed
3127 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3129 if (r_bloomstate.texture_screen)
3130 R_FreeTexture(r_bloomstate.texture_screen);
3131 r_bloomstate.texture_screen = NULL;
3132 r_bloomstate.screentexturewidth = screentexturewidth;
3133 r_bloomstate.screentextureheight = screentextureheight;
3134 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3135 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);
3137 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3139 if (r_bloomstate.texture_bloom)
3140 R_FreeTexture(r_bloomstate.texture_bloom);
3141 r_bloomstate.texture_bloom = NULL;
3142 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3143 r_bloomstate.bloomtextureheight = bloomtextureheight;
3144 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3145 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);
3148 // set up a texcoord array for the full resolution screen image
3149 // (we have to keep this around to copy back during final render)
3150 r_bloomstate.screentexcoord2f[0] = 0;
3151 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3152 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3153 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3154 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3155 r_bloomstate.screentexcoord2f[5] = 0;
3156 r_bloomstate.screentexcoord2f[6] = 0;
3157 r_bloomstate.screentexcoord2f[7] = 0;
3159 // set up a texcoord array for the reduced resolution bloom image
3160 // (which will be additive blended over the screen image)
3161 r_bloomstate.bloomtexcoord2f[0] = 0;
3162 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3163 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3164 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3165 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3166 r_bloomstate.bloomtexcoord2f[5] = 0;
3167 r_bloomstate.bloomtexcoord2f[6] = 0;
3168 r_bloomstate.bloomtexcoord2f[7] = 0;
3170 if (r_hdr.integer || r_bloom.integer)
3172 r_bloomstate.enabled = true;
3173 r_bloomstate.hdr = r_hdr.integer != 0;
3177 void R_Bloom_CopyBloomTexture(float colorscale)
3179 r_refdef.stats.bloom++;
3181 // scale down screen texture to the bloom texture size
3183 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3184 GL_BlendFunc(GL_ONE, GL_ZERO);
3185 GL_Color(colorscale, colorscale, colorscale, 1);
3186 // TODO: optimize with multitexture or GLSL
3187 R_SetupGenericShader(true);
3188 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3189 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3190 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3191 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3193 // we now have a bloom image in the framebuffer
3194 // copy it into the bloom image texture for later processing
3195 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3196 GL_ActiveTexture(0);
3198 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
3199 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3202 void R_Bloom_CopyHDRTexture(void)
3204 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3205 GL_ActiveTexture(0);
3207 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
3208 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3211 void R_Bloom_MakeTexture(void)
3214 float xoffset, yoffset, r, brighten;
3216 r_refdef.stats.bloom++;
3218 R_ResetViewRendering2D();
3219 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3220 R_Mesh_ColorPointer(NULL, 0, 0);
3221 R_SetupGenericShader(true);
3223 // we have a bloom image in the framebuffer
3225 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3227 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3230 r = bound(0, r_bloom_colorexponent.value / x, 1);
3231 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3232 GL_Color(r, r, r, 1);
3233 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3234 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3235 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3236 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3238 // copy the vertically blurred bloom view to a texture
3239 GL_ActiveTexture(0);
3241 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
3242 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3245 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3246 brighten = r_bloom_brighten.value;
3248 brighten *= r_hdr_range.value;
3249 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3250 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3252 for (dir = 0;dir < 2;dir++)
3254 // blend on at multiple vertical offsets to achieve a vertical blur
3255 // TODO: do offset blends using GLSL
3256 GL_BlendFunc(GL_ONE, GL_ZERO);
3257 for (x = -range;x <= range;x++)
3259 if (!dir){xoffset = 0;yoffset = x;}
3260 else {xoffset = x;yoffset = 0;}
3261 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3262 yoffset /= (float)r_bloomstate.bloomtextureheight;
3263 // compute a texcoord array with the specified x and y offset
3264 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3265 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3266 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3267 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3268 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3269 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3270 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3271 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3272 // this r value looks like a 'dot' particle, fading sharply to
3273 // black at the edges
3274 // (probably not realistic but looks good enough)
3275 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3276 //r = (dir ? 1.0f : brighten)/(range*2+1);
3277 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3278 GL_Color(r, r, r, 1);
3279 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3280 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3281 GL_BlendFunc(GL_ONE, GL_ONE);
3284 // copy the vertically blurred bloom view to a texture
3285 GL_ActiveTexture(0);
3287 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
3288 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3291 // apply subtract last
3292 // (just like it would be in a GLSL shader)
3293 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3295 GL_BlendFunc(GL_ONE, GL_ZERO);
3296 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3297 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3298 GL_Color(1, 1, 1, 1);
3299 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3300 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3302 GL_BlendFunc(GL_ONE, GL_ONE);
3303 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3304 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3305 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3306 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3307 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3308 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3309 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3311 // copy the darkened bloom view to a texture
3312 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3313 GL_ActiveTexture(0);
3315 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
3316 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3320 void R_HDR_RenderBloomTexture(void)
3322 int oldwidth, oldheight;
3323 float oldcolorscale;
3325 oldcolorscale = r_refdef.view.colorscale;
3326 oldwidth = r_refdef.view.width;
3327 oldheight = r_refdef.view.height;
3328 r_refdef.view.width = r_bloomstate.bloomwidth;
3329 r_refdef.view.height = r_bloomstate.bloomheight;
3331 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3332 // TODO: add exposure compensation features
3333 // TODO: add fp16 framebuffer support
3335 r_refdef.view.showdebug = false;
3336 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3338 R_ClearScreen(r_refdef.fogenabled);
3339 if (r_timereport_active)
3340 R_TimeReport("HDRclear");
3342 r_waterstate.numwaterplanes = 0;
3343 R_RenderScene(r_waterstate.enabled);
3344 r_refdef.view.showdebug = true;
3346 R_ResetViewRendering2D();
3348 R_Bloom_CopyHDRTexture();
3349 R_Bloom_MakeTexture();
3351 // restore the view settings
3352 r_refdef.view.width = oldwidth;
3353 r_refdef.view.height = oldheight;
3354 r_refdef.view.colorscale = oldcolorscale;
3356 R_ResetViewRendering3D();
3358 R_ClearScreen(r_refdef.fogenabled);
3359 if (r_timereport_active)
3360 R_TimeReport("viewclear");
3363 static void R_BlendView(void)
3365 if (r_bloomstate.texture_screen)
3367 // copy view into the screen texture
3368 R_ResetViewRendering2D();
3369 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3370 R_Mesh_ColorPointer(NULL, 0, 0);
3371 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3372 GL_ActiveTexture(0);CHECKGLERROR
3373 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
3374 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3377 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3379 unsigned int permutation =
3380 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3381 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0);
3382 if(r_glsl_postprocess.value)
3383 permutation |= SHADERPERMUTATION_POSTPROCESSING
3384 | (r_glsl_postprocess_contrastboost.value != 1 ? SHADERPERMUTATION_CONTRASTBOOST : 0)
3385 | (r_glsl_postprocess_gamma.value != 1 ? SHADERPERMUTATION_GAMMA : 0);
3387 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3389 // render simple bloom effect
3390 // copy the screen and shrink it and darken it for the bloom process
3391 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3392 // make the bloom texture
3393 R_Bloom_MakeTexture();
3396 R_ResetViewRendering2D();
3397 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3398 R_Mesh_ColorPointer(NULL, 0, 0);
3399 GL_Color(1, 1, 1, 1);
3400 GL_BlendFunc(GL_ONE, GL_ZERO);
3401 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3402 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3403 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3404 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3405 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3406 if (r_glsl_permutation->loc_TintColor >= 0)
3407 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3408 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
3409 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_postprocess_contrastboost.value - 1);
3410 if (r_glsl_permutation->loc_GammaCoeff >= 0)
3411 qglUniform1fARB(r_glsl_permutation->loc_GammaCoeff, 1 / r_glsl_postprocess_gamma.value);
3412 if (r_glsl_permutation->loc_ClientTime >= 0)
3413 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3414 if (r_glsl_permutation->loc_UserVec1 >= 0)
3416 float a=0, b=0, c=0, d=0;
3417 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3418 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3420 if (r_glsl_permutation->loc_UserVec2 >= 0)
3422 float a=0, b=0, c=0, d=0;
3423 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3424 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3426 if (r_glsl_permutation->loc_UserVec3 >= 0)
3428 float a=0, b=0, c=0, d=0;
3429 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3430 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3432 if (r_glsl_permutation->loc_UserVec4 >= 0)
3434 float a=0, b=0, c=0, d=0;
3435 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3436 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3438 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3439 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3445 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3447 // render high dynamic range bloom effect
3448 // the bloom texture was made earlier this render, so we just need to
3449 // blend it onto the screen...
3450 R_ResetViewRendering2D();
3451 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3452 R_Mesh_ColorPointer(NULL, 0, 0);
3453 R_SetupGenericShader(true);
3454 GL_Color(1, 1, 1, 1);
3455 GL_BlendFunc(GL_ONE, GL_ONE);
3456 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3457 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3458 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3459 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3461 else if (r_bloomstate.texture_bloom)
3463 // render simple bloom effect
3464 // copy the screen and shrink it and darken it for the bloom process
3465 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3466 // make the bloom texture
3467 R_Bloom_MakeTexture();
3468 // put the original screen image back in place and blend the bloom
3470 R_ResetViewRendering2D();
3471 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3472 R_Mesh_ColorPointer(NULL, 0, 0);
3473 GL_Color(1, 1, 1, 1);
3474 GL_BlendFunc(GL_ONE, GL_ZERO);
3475 // do both in one pass if possible
3476 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3477 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3478 if (r_textureunits.integer >= 2 && gl_combine.integer)
3480 R_SetupGenericTwoTextureShader(GL_ADD);
3481 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3482 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3486 R_SetupGenericShader(true);
3487 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3488 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3489 // now blend on the bloom texture
3490 GL_BlendFunc(GL_ONE, GL_ONE);
3491 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3492 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3494 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3495 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3497 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3499 // apply a color tint to the whole view
3500 R_ResetViewRendering2D();
3501 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3502 R_Mesh_ColorPointer(NULL, 0, 0);
3503 R_SetupGenericShader(false);
3504 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3505 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3506 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3510 void R_RenderScene(qboolean addwaterplanes);
3512 matrix4x4_t r_waterscrollmatrix;
3514 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3516 if (r_refdef.fog_density)
3518 r_refdef.fogcolor[0] = r_refdef.fog_red;
3519 r_refdef.fogcolor[1] = r_refdef.fog_green;
3520 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3524 VectorCopy(r_refdef.fogcolor, fogvec);
3525 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3527 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3528 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3529 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3530 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3532 // color.rgb *= ContrastBoost * SceneBrightness;
3533 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3534 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3535 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3536 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3541 void R_UpdateVariables(void)
3545 r_refdef.farclip = 4096;
3546 if (r_refdef.scene.worldmodel)
3547 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3548 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3550 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3551 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3552 r_refdef.polygonfactor = 0;
3553 r_refdef.polygonoffset = 0;
3554 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3555 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3557 r_refdef.rtworld = r_shadow_realtime_world.integer;
3558 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3559 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3560 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3561 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3562 if (r_showsurfaces.integer)
3564 r_refdef.rtworld = false;
3565 r_refdef.rtworldshadows = false;
3566 r_refdef.rtdlight = false;
3567 r_refdef.rtdlightshadows = false;
3568 r_refdef.lightmapintensity = 0;
3571 if (gamemode == GAME_NEHAHRA)
3573 if (gl_fogenable.integer)
3575 r_refdef.oldgl_fogenable = true;
3576 r_refdef.fog_density = gl_fogdensity.value;
3577 r_refdef.fog_red = gl_fogred.value;
3578 r_refdef.fog_green = gl_foggreen.value;
3579 r_refdef.fog_blue = gl_fogblue.value;
3580 r_refdef.fog_alpha = 1;
3581 r_refdef.fog_start = 0;
3582 r_refdef.fog_end = gl_skyclip.value;
3584 else if (r_refdef.oldgl_fogenable)
3586 r_refdef.oldgl_fogenable = false;
3587 r_refdef.fog_density = 0;
3588 r_refdef.fog_red = 0;
3589 r_refdef.fog_green = 0;
3590 r_refdef.fog_blue = 0;
3591 r_refdef.fog_alpha = 0;
3592 r_refdef.fog_start = 0;
3593 r_refdef.fog_end = 0;
3597 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3598 r_refdef.fog_start = max(0, r_refdef.fog_start);
3599 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3601 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3603 if (r_refdef.fog_density)
3605 r_refdef.fogenabled = true;
3606 // this is the point where the fog reaches 0.9986 alpha, which we
3607 // consider a good enough cutoff point for the texture
3608 // (0.9986 * 256 == 255.6)
3609 if (r_fog_exp2.integer)
3610 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3612 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3613 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3614 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3615 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3616 // fog color was already set
3617 // update the fog texture
3618 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)
3619 R_BuildFogTexture();
3622 r_refdef.fogenabled = false;
3625 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3626 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3632 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3633 if( scenetype != r_currentscenetype ) {
3634 // store the old scenetype
3635 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3636 r_currentscenetype = scenetype;
3637 // move in the new scene
3638 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3647 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3649 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3650 if( scenetype == r_currentscenetype ) {
3651 return &r_refdef.scene;
3653 return &r_scenes_store[ scenetype ];
3662 void R_RenderView(void)
3664 if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3665 return; //Host_Error ("R_RenderView: NULL worldmodel");
3667 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3669 // break apart the view matrix into vectors for various purposes
3670 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3671 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3672 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3673 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3674 // make an inverted copy of the view matrix for tracking sprites
3675 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3677 R_Shadow_UpdateWorldLightSelection();
3679 R_Bloom_StartFrame();
3680 R_Water_StartFrame();
3683 if (r_timereport_active)
3684 R_TimeReport("viewsetup");
3686 R_ResetViewRendering3D();
3688 if (r_refdef.view.clear || r_refdef.fogenabled)
3690 R_ClearScreen(r_refdef.fogenabled);
3691 if (r_timereport_active)
3692 R_TimeReport("viewclear");
3694 r_refdef.view.clear = true;
3696 r_refdef.view.showdebug = true;
3698 // this produces a bloom texture to be used in R_BlendView() later
3700 R_HDR_RenderBloomTexture();
3702 r_waterstate.numwaterplanes = 0;
3703 R_RenderScene(r_waterstate.enabled);
3706 if (r_timereport_active)
3707 R_TimeReport("blendview");
3709 GL_Scissor(0, 0, vid.width, vid.height);
3710 GL_ScissorTest(false);
3714 extern void R_DrawLightningBeams (void);
3715 extern void VM_CL_AddPolygonsToMeshQueue (void);
3716 extern void R_DrawPortals (void);
3717 extern cvar_t cl_locs_show;
3718 static void R_DrawLocs(void);
3719 static void R_DrawEntityBBoxes(void);
3720 void R_RenderScene(qboolean addwaterplanes)
3722 r_refdef.stats.renders++;
3728 R_ResetViewRendering3D();
3731 if (r_timereport_active)
3732 R_TimeReport("watervis");
3734 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3736 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3737 if (r_timereport_active)
3738 R_TimeReport("waterworld");
3741 // don't let sound skip if going slow
3742 if (r_refdef.scene.extraupdate)
3745 R_DrawModelsAddWaterPlanes();
3746 if (r_timereport_active)
3747 R_TimeReport("watermodels");
3749 R_Water_ProcessPlanes();
3750 if (r_timereport_active)
3751 R_TimeReport("waterscenes");
3754 R_ResetViewRendering3D();
3756 // don't let sound skip if going slow
3757 if (r_refdef.scene.extraupdate)
3760 R_MeshQueue_BeginScene();
3765 if (r_timereport_active)
3766 R_TimeReport("visibility");
3768 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);
3770 if (cl.csqc_vidvars.drawworld)
3772 // don't let sound skip if going slow
3773 if (r_refdef.scene.extraupdate)
3776 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3778 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3779 if (r_timereport_active)
3780 R_TimeReport("worldsky");
3783 if (R_DrawBrushModelsSky() && r_timereport_active)
3784 R_TimeReport("bmodelsky");
3787 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3789 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3790 if (r_timereport_active)
3791 R_TimeReport("worlddepth");
3793 if (r_depthfirst.integer >= 2)
3795 R_DrawModelsDepth();
3796 if (r_timereport_active)
3797 R_TimeReport("modeldepth");
3800 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3802 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3803 if (r_timereport_active)
3804 R_TimeReport("world");
3807 // don't let sound skip if going slow
3808 if (r_refdef.scene.extraupdate)
3812 if (r_timereport_active)
3813 R_TimeReport("models");
3815 // don't let sound skip if going slow
3816 if (r_refdef.scene.extraupdate)
3819 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3821 R_DrawModelShadows();
3823 R_ResetViewRendering3D();
3825 // don't let sound skip if going slow
3826 if (r_refdef.scene.extraupdate)
3830 R_ShadowVolumeLighting(false);
3831 if (r_timereport_active)
3832 R_TimeReport("rtlights");
3834 // don't let sound skip if going slow
3835 if (r_refdef.scene.extraupdate)
3838 if (cl.csqc_vidvars.drawworld)
3840 R_DrawLightningBeams();
3841 if (r_timereport_active)
3842 R_TimeReport("lightning");
3845 if (r_timereport_active)
3846 R_TimeReport("decals");
3849 if (r_timereport_active)
3850 R_TimeReport("particles");
3853 if (r_timereport_active)
3854 R_TimeReport("explosions");
3857 R_SetupGenericShader(true);
3858 VM_CL_AddPolygonsToMeshQueue();
3860 if (r_refdef.view.showdebug)
3862 if (cl_locs_show.integer)
3865 if (r_timereport_active)
3866 R_TimeReport("showlocs");
3869 if (r_drawportals.integer)
3872 if (r_timereport_active)
3873 R_TimeReport("portals");
3876 if (r_showbboxes.value > 0)
3878 R_DrawEntityBBoxes();
3879 if (r_timereport_active)
3880 R_TimeReport("bboxes");
3884 R_SetupGenericShader(true);
3885 R_MeshQueue_RenderTransparent();
3886 if (r_timereport_active)
3887 R_TimeReport("drawtrans");
3889 R_SetupGenericShader(true);
3891 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))
3893 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3894 if (r_timereport_active)
3895 R_TimeReport("worlddebug");
3896 R_DrawModelsDebug();
3897 if (r_timereport_active)
3898 R_TimeReport("modeldebug");
3901 R_SetupGenericShader(true);
3903 if (cl.csqc_vidvars.drawworld)
3906 if (r_timereport_active)
3907 R_TimeReport("coronas");
3910 // don't let sound skip if going slow
3911 if (r_refdef.scene.extraupdate)
3914 R_ResetViewRendering2D();
3917 static const int bboxelements[36] =
3927 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3930 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3931 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3932 GL_DepthMask(false);
3933 GL_DepthRange(0, 1);
3934 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3935 R_Mesh_Matrix(&identitymatrix);
3936 R_Mesh_ResetTextureState();
3938 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3939 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3940 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3941 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3942 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3943 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3944 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3945 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3946 R_FillColors(color4f, 8, cr, cg, cb, ca);
3947 if (r_refdef.fogenabled)
3949 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3951 f1 = FogPoint_World(v);
3953 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3954 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3955 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3958 R_Mesh_VertexPointer(vertex3f, 0, 0);
3959 R_Mesh_ColorPointer(color4f, 0, 0);
3960 R_Mesh_ResetTextureState();
3961 R_SetupGenericShader(false);
3962 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3965 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3969 prvm_edict_t *edict;
3970 // this function draws bounding boxes of server entities
3973 R_SetupGenericShader(false);
3975 for (i = 0;i < numsurfaces;i++)
3977 edict = PRVM_EDICT_NUM(surfacelist[i]);
3978 switch ((int)edict->fields.server->solid)
3980 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
3981 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
3982 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
3983 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3984 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
3985 default: Vector4Set(color, 0, 0, 0, 0.50);break;
3987 color[3] *= r_showbboxes.value;
3988 color[3] = bound(0, color[3], 1);
3989 GL_DepthTest(!r_showdisabledepthtest.integer);
3990 GL_CullFace(r_refdef.view.cullface_front);
3991 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3996 static void R_DrawEntityBBoxes(void)
3999 prvm_edict_t *edict;
4001 // this function draws bounding boxes of server entities
4005 for (i = 0;i < prog->num_edicts;i++)
4007 edict = PRVM_EDICT_NUM(i);
4008 if (edict->priv.server->free)
4010 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4011 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4016 int nomodelelements[24] =
4028 float nomodelvertex3f[6*3] =
4038 float nomodelcolor4f[6*4] =
4040 0.0f, 0.0f, 0.5f, 1.0f,
4041 0.0f, 0.0f, 0.5f, 1.0f,
4042 0.0f, 0.5f, 0.0f, 1.0f,
4043 0.0f, 0.5f, 0.0f, 1.0f,
4044 0.5f, 0.0f, 0.0f, 1.0f,
4045 0.5f, 0.0f, 0.0f, 1.0f
4048 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4053 // this is only called once per entity so numsurfaces is always 1, and
4054 // surfacelist is always {0}, so this code does not handle batches
4055 R_Mesh_Matrix(&ent->matrix);
4057 if (ent->flags & EF_ADDITIVE)
4059 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4060 GL_DepthMask(false);
4062 else if (ent->alpha < 1)
4064 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4065 GL_DepthMask(false);
4069 GL_BlendFunc(GL_ONE, GL_ZERO);
4072 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4073 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4074 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4075 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4076 R_SetupGenericShader(false);
4077 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4078 if (r_refdef.fogenabled)
4081 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4082 R_Mesh_ColorPointer(color4f, 0, 0);
4083 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4084 f1 = FogPoint_World(org);
4086 for (i = 0, c = color4f;i < 6;i++, c += 4)
4088 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4089 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4090 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4094 else if (ent->alpha != 1)
4096 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4097 R_Mesh_ColorPointer(color4f, 0, 0);
4098 for (i = 0, c = color4f;i < 6;i++, c += 4)
4102 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4103 R_Mesh_ResetTextureState();
4104 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4107 void R_DrawNoModel(entity_render_t *ent)
4110 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4111 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4112 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4114 // R_DrawNoModelCallback(ent, 0);
4117 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4119 vec3_t right1, right2, diff, normal;
4121 VectorSubtract (org2, org1, normal);
4123 // calculate 'right' vector for start
4124 VectorSubtract (r_refdef.view.origin, org1, diff);
4125 CrossProduct (normal, diff, right1);
4126 VectorNormalize (right1);
4128 // calculate 'right' vector for end
4129 VectorSubtract (r_refdef.view.origin, org2, diff);
4130 CrossProduct (normal, diff, right2);
4131 VectorNormalize (right2);
4133 vert[ 0] = org1[0] + width * right1[0];
4134 vert[ 1] = org1[1] + width * right1[1];
4135 vert[ 2] = org1[2] + width * right1[2];
4136 vert[ 3] = org1[0] - width * right1[0];
4137 vert[ 4] = org1[1] - width * right1[1];
4138 vert[ 5] = org1[2] - width * right1[2];
4139 vert[ 6] = org2[0] - width * right2[0];
4140 vert[ 7] = org2[1] - width * right2[1];
4141 vert[ 8] = org2[2] - width * right2[2];
4142 vert[ 9] = org2[0] + width * right2[0];
4143 vert[10] = org2[1] + width * right2[1];
4144 vert[11] = org2[2] + width * right2[2];
4147 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4149 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)
4154 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4155 fog = FogPoint_World(origin);
4157 R_Mesh_Matrix(&identitymatrix);
4158 GL_BlendFunc(blendfunc1, blendfunc2);
4164 GL_CullFace(r_refdef.view.cullface_front);
4167 GL_CullFace(r_refdef.view.cullface_back);
4168 GL_CullFace(GL_NONE);
4170 GL_DepthMask(false);
4171 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4172 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4173 GL_DepthTest(!depthdisable);
4175 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4176 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4177 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4178 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4179 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4180 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4181 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4182 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4183 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4184 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4185 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4186 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4188 R_Mesh_VertexPointer(vertex3f, 0, 0);
4189 R_Mesh_ColorPointer(NULL, 0, 0);
4190 R_Mesh_ResetTextureState();
4191 R_SetupGenericShader(true);
4192 R_Mesh_TexBind(0, R_GetTexture(texture));
4193 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4194 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4195 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4196 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4198 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4200 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4201 GL_BlendFunc(blendfunc1, GL_ONE);
4203 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4204 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4208 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4213 VectorSet(v, x, y, z);
4214 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4215 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4217 if (i == mesh->numvertices)
4219 if (mesh->numvertices < mesh->maxvertices)
4221 VectorCopy(v, vertex3f);
4222 mesh->numvertices++;
4224 return mesh->numvertices;
4230 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4234 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4235 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4236 e = mesh->element3i + mesh->numtriangles * 3;
4237 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4239 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4240 if (mesh->numtriangles < mesh->maxtriangles)
4245 mesh->numtriangles++;
4247 element[1] = element[2];
4251 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4255 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4256 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4257 e = mesh->element3i + mesh->numtriangles * 3;
4258 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4260 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4261 if (mesh->numtriangles < mesh->maxtriangles)
4266 mesh->numtriangles++;
4268 element[1] = element[2];
4272 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4273 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4275 int planenum, planenum2;
4278 mplane_t *plane, *plane2;
4280 double temppoints[2][256*3];
4281 // figure out how large a bounding box we need to properly compute this brush
4283 for (w = 0;w < numplanes;w++)
4284 maxdist = max(maxdist, planes[w].dist);
4285 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4286 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4287 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4291 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4292 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4294 if (planenum2 == planenum)
4296 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);
4299 if (tempnumpoints < 3)
4301 // generate elements forming a triangle fan for this polygon
4302 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4306 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)
4308 texturelayer_t *layer;
4309 layer = t->currentlayers + t->currentnumlayers++;
4311 layer->depthmask = depthmask;
4312 layer->blendfunc1 = blendfunc1;
4313 layer->blendfunc2 = blendfunc2;
4314 layer->texture = texture;
4315 layer->texmatrix = *matrix;
4316 layer->color[0] = r * r_refdef.view.colorscale;
4317 layer->color[1] = g * r_refdef.view.colorscale;
4318 layer->color[2] = b * r_refdef.view.colorscale;
4319 layer->color[3] = a;
4322 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4325 index = parms[2] + r_refdef.scene.time * parms[3];
4326 index -= floor(index);
4330 case Q3WAVEFUNC_NONE:
4331 case Q3WAVEFUNC_NOISE:
4332 case Q3WAVEFUNC_COUNT:
4335 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4336 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4337 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4338 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4339 case Q3WAVEFUNC_TRIANGLE:
4341 f = index - floor(index);
4352 return (float)(parms[0] + parms[1] * f);
4355 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4358 model_t *model = ent->model;
4361 q3shaderinfo_layer_tcmod_t *tcmod;
4363 // switch to an alternate material if this is a q1bsp animated material
4365 texture_t *texture = t;
4366 int s = ent->skinnum;
4367 if ((unsigned int)s >= (unsigned int)model->numskins)
4369 if (model->skinscenes)
4371 if (model->skinscenes[s].framecount > 1)
4372 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4374 s = model->skinscenes[s].firstframe;
4377 t = t + s * model->num_surfaces;
4380 // use an alternate animation if the entity's frame is not 0,
4381 // and only if the texture has an alternate animation
4382 if (ent->frame2 != 0 && t->anim_total[1])
4383 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4385 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4387 texture->currentframe = t;
4390 // update currentskinframe to be a qw skin or animation frame
4391 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4393 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4395 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4396 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4397 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);
4399 t->currentskinframe = r_qwskincache_skinframe[i];
4400 if (t->currentskinframe == NULL)
4401 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4403 else if (t->numskinframes >= 2)
4404 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4405 if (t->backgroundnumskinframes >= 2)
4406 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4408 t->currentmaterialflags = t->basematerialflags;
4409 t->currentalpha = ent->alpha;
4410 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4412 t->currentalpha *= r_wateralpha.value;
4414 * FIXME what is this supposed to do?
4415 // if rendering refraction/reflection, disable transparency
4416 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4417 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4420 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4421 t->currentalpha *= t->r_water_wateralpha;
4422 if(!r_waterstate.enabled)
4423 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4424 if (!(ent->flags & RENDER_LIGHT))
4425 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4426 else if (rsurface.modeltexcoordlightmap2f == NULL)
4428 // pick a model lighting mode
4429 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4430 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4432 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4434 if (ent->effects & EF_ADDITIVE)
4435 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4436 else if (t->currentalpha < 1)
4437 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4438 if (ent->effects & EF_DOUBLESIDED)
4439 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4440 if (ent->effects & EF_NODEPTHTEST)
4441 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4442 if (ent->flags & RENDER_VIEWMODEL)
4443 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4444 if (t->backgroundnumskinframes)
4445 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4446 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4448 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4449 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4452 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4454 // there is no tcmod
4455 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4456 t->currenttexmatrix = r_waterscrollmatrix;
4458 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4461 switch(tcmod->tcmod)
4465 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4466 matrix = r_waterscrollmatrix;
4468 matrix = identitymatrix;
4470 case Q3TCMOD_ENTITYTRANSLATE:
4471 // this is used in Q3 to allow the gamecode to control texcoord
4472 // scrolling on the entity, which is not supported in darkplaces yet.
4473 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4475 case Q3TCMOD_ROTATE:
4476 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4477 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4478 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4481 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4483 case Q3TCMOD_SCROLL:
4484 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4486 case Q3TCMOD_STRETCH:
4487 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4488 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4490 case Q3TCMOD_TRANSFORM:
4491 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4492 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4493 VectorSet(tcmat + 6, 0 , 0 , 1);
4494 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4495 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4497 case Q3TCMOD_TURBULENT:
4498 // this is handled in the RSurf_PrepareVertices function
4499 matrix = identitymatrix;
4502 // either replace or concatenate the transformation
4504 t->currenttexmatrix = matrix;
4507 matrix4x4_t temp = t->currenttexmatrix;
4508 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4512 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4513 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4514 t->glosstexture = r_texture_black;
4515 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4516 t->backgroundglosstexture = r_texture_black;
4517 t->specularpower = r_shadow_glossexponent.value;
4518 // TODO: store reference values for these in the texture?
4519 t->specularscale = 0;
4520 if (r_shadow_gloss.integer > 0)
4522 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4524 if (r_shadow_glossintensity.value > 0)
4526 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4527 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4528 t->specularscale = r_shadow_glossintensity.value;
4531 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4533 t->glosstexture = r_texture_white;
4534 t->backgroundglosstexture = r_texture_white;
4535 t->specularscale = r_shadow_gloss2intensity.value;
4539 // lightmaps mode looks bad with dlights using actual texturing, so turn
4540 // off the colormap and glossmap, but leave the normalmap on as it still
4541 // accurately represents the shading involved
4542 if (gl_lightmaps.integer)
4544 t->basetexture = r_texture_grey128;
4545 t->backgroundbasetexture = NULL;
4546 t->specularscale = 0;
4547 t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4548 t->currentmaterialflags |= MATERIALFLAG_WALL;
4551 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4552 VectorClear(t->dlightcolor);
4553 t->currentnumlayers = 0;
4554 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4556 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4558 int blendfunc1, blendfunc2, depthmask;
4559 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4561 blendfunc1 = GL_SRC_ALPHA;
4562 blendfunc2 = GL_ONE;
4564 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4566 blendfunc1 = GL_SRC_ALPHA;
4567 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4569 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4571 blendfunc1 = t->customblendfunc[0];
4572 blendfunc2 = t->customblendfunc[1];
4576 blendfunc1 = GL_ONE;
4577 blendfunc2 = GL_ZERO;
4579 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4580 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4583 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4584 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4585 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4587 // fullbright is not affected by r_refdef.lightmapintensity
4588 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]);
4589 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4590 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]);
4591 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4592 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]);
4596 vec3_t ambientcolor;
4598 // set the color tint used for lights affecting this surface
4599 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4601 // q3bsp has no lightmap updates, so the lightstylevalue that
4602 // would normally be baked into the lightmap must be
4603 // applied to the color
4604 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4605 if (ent->model->type == mod_brushq3)
4606 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4607 colorscale *= r_refdef.lightmapintensity;
4608 VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4609 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4610 // basic lit geometry
4611 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]);
4612 // add pants/shirt if needed
4613 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4614 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]);
4615 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4616 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]);
4617 // now add ambient passes if needed
4618 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4620 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]);
4621 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4622 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]);
4623 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4624 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]);
4627 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4628 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]);
4629 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4631 // if this is opaque use alpha blend which will darken the earlier
4634 // if this is an alpha blended material, all the earlier passes
4635 // were darkened by fog already, so we only need to add the fog
4636 // color ontop through the fog mask texture
4638 // if this is an additive blended material, all the earlier passes
4639 // were darkened by fog already, and we should not add fog color
4640 // (because the background was not darkened, there is no fog color
4641 // that was lost behind it).
4642 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]);
4649 void R_UpdateAllTextureInfo(entity_render_t *ent)
4653 for (i = 0;i < ent->model->num_texturesperskin;i++)
4654 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4657 rsurfacestate_t rsurface;
4659 void R_Mesh_ResizeArrays(int newvertices)
4662 if (rsurface.array_size >= newvertices)
4664 if (rsurface.array_modelvertex3f)
4665 Mem_Free(rsurface.array_modelvertex3f);
4666 rsurface.array_size = (newvertices + 1023) & ~1023;
4667 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4668 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4669 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4670 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4671 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4672 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4673 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4674 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4675 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4676 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4677 rsurface.array_color4f = base + rsurface.array_size * 27;
4678 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4681 void RSurf_ActiveWorldEntity(void)
4683 model_t *model = r_refdef.scene.worldmodel;
4684 if (rsurface.array_size < model->surfmesh.num_vertices)
4685 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4686 rsurface.matrix = identitymatrix;
4687 rsurface.inversematrix = identitymatrix;
4688 R_Mesh_Matrix(&identitymatrix);
4689 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4690 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4691 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4692 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4693 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4694 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4695 rsurface.frameblend[0].frame = 0;
4696 rsurface.frameblend[0].lerp = 1;
4697 rsurface.frameblend[1].frame = 0;
4698 rsurface.frameblend[1].lerp = 0;
4699 rsurface.frameblend[2].frame = 0;
4700 rsurface.frameblend[2].lerp = 0;
4701 rsurface.frameblend[3].frame = 0;
4702 rsurface.frameblend[3].lerp = 0;
4703 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4704 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4705 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4706 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4707 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4708 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4709 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4710 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4711 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4712 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4713 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4714 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4715 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4716 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4717 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4718 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4719 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4720 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4721 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4722 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4723 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4724 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4725 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4726 rsurface.modelelement3i = model->surfmesh.data_element3i;
4727 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4728 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4729 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4730 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4731 rsurface.modelsurfaces = model->data_surfaces;
4732 rsurface.generatedvertex = false;
4733 rsurface.vertex3f = rsurface.modelvertex3f;
4734 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4735 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4736 rsurface.svector3f = rsurface.modelsvector3f;
4737 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4738 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4739 rsurface.tvector3f = rsurface.modeltvector3f;
4740 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4741 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4742 rsurface.normal3f = rsurface.modelnormal3f;
4743 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4744 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4745 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4748 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4750 model_t *model = ent->model;
4751 if (rsurface.array_size < model->surfmesh.num_vertices)
4752 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4753 rsurface.matrix = ent->matrix;
4754 rsurface.inversematrix = ent->inversematrix;
4755 R_Mesh_Matrix(&rsurface.matrix);
4756 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4757 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4758 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4759 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4760 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4761 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4762 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4763 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4764 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4765 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4766 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4767 rsurface.frameblend[0] = ent->frameblend[0];
4768 rsurface.frameblend[1] = ent->frameblend[1];
4769 rsurface.frameblend[2] = ent->frameblend[2];
4770 rsurface.frameblend[3] = ent->frameblend[3];
4771 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4772 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4773 if (ent->model->brush.submodel)
4775 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4776 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4778 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4782 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4783 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4784 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4785 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4786 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4788 else if (wantnormals)
4790 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4791 rsurface.modelsvector3f = NULL;
4792 rsurface.modeltvector3f = NULL;
4793 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4794 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4798 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4799 rsurface.modelsvector3f = NULL;
4800 rsurface.modeltvector3f = NULL;
4801 rsurface.modelnormal3f = NULL;
4802 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4804 rsurface.modelvertex3f_bufferobject = 0;
4805 rsurface.modelvertex3f_bufferoffset = 0;
4806 rsurface.modelsvector3f_bufferobject = 0;
4807 rsurface.modelsvector3f_bufferoffset = 0;
4808 rsurface.modeltvector3f_bufferobject = 0;
4809 rsurface.modeltvector3f_bufferoffset = 0;
4810 rsurface.modelnormal3f_bufferobject = 0;
4811 rsurface.modelnormal3f_bufferoffset = 0;
4812 rsurface.generatedvertex = true;
4816 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4817 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4818 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4819 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4820 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4821 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4822 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4823 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4824 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4825 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4826 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4827 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4828 rsurface.generatedvertex = false;
4830 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4831 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4832 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4833 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4834 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4835 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4836 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4837 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4838 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4839 rsurface.modelelement3i = model->surfmesh.data_element3i;
4840 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4841 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4842 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4843 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4844 rsurface.modelsurfaces = model->data_surfaces;
4845 rsurface.vertex3f = rsurface.modelvertex3f;
4846 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4847 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4848 rsurface.svector3f = rsurface.modelsvector3f;
4849 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4850 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4851 rsurface.tvector3f = rsurface.modeltvector3f;
4852 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4853 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4854 rsurface.normal3f = rsurface.modelnormal3f;
4855 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4856 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4857 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4860 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4861 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4864 int texturesurfaceindex;
4869 const float *v1, *in_tc;
4871 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4873 q3shaderinfo_deform_t *deform;
4874 // 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
4875 if (rsurface.generatedvertex)
4877 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4878 generatenormals = true;
4879 for (i = 0;i < Q3MAXDEFORMS;i++)
4881 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4883 generatetangents = true;
4884 generatenormals = true;
4886 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4887 generatenormals = true;
4889 if (generatenormals && !rsurface.modelnormal3f)
4891 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4892 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4893 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4894 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4896 if (generatetangents && !rsurface.modelsvector3f)
4898 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4899 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4900 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4901 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4902 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4903 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4904 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);
4907 rsurface.vertex3f = rsurface.modelvertex3f;
4908 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4909 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4910 rsurface.svector3f = rsurface.modelsvector3f;
4911 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4912 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4913 rsurface.tvector3f = rsurface.modeltvector3f;
4914 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4915 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4916 rsurface.normal3f = rsurface.modelnormal3f;
4917 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4918 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4919 // if vertices are deformed (sprite flares and things in maps, possibly
4920 // water waves, bulges and other deformations), generate them into
4921 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4922 // (may be static model data or generated data for an animated model, or
4923 // the previous deform pass)
4924 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4926 switch (deform->deform)
4929 case Q3DEFORM_PROJECTIONSHADOW:
4930 case Q3DEFORM_TEXT0:
4931 case Q3DEFORM_TEXT1:
4932 case Q3DEFORM_TEXT2:
4933 case Q3DEFORM_TEXT3:
4934 case Q3DEFORM_TEXT4:
4935 case Q3DEFORM_TEXT5:
4936 case Q3DEFORM_TEXT6:
4937 case Q3DEFORM_TEXT7:
4940 case Q3DEFORM_AUTOSPRITE:
4941 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4942 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4943 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4944 VectorNormalize(newforward);
4945 VectorNormalize(newright);
4946 VectorNormalize(newup);
4947 // make deformed versions of only the model vertices used by the specified surfaces
4948 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4950 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4951 // a single autosprite surface can contain multiple sprites...
4952 for (j = 0;j < surface->num_vertices - 3;j += 4)
4954 VectorClear(center);
4955 for (i = 0;i < 4;i++)
4956 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4957 VectorScale(center, 0.25f, center);
4958 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4959 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4960 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4961 for (i = 0;i < 4;i++)
4963 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4964 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4967 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);
4968 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);
4970 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4971 rsurface.vertex3f_bufferobject = 0;
4972 rsurface.vertex3f_bufferoffset = 0;
4973 rsurface.svector3f = rsurface.array_deformedsvector3f;
4974 rsurface.svector3f_bufferobject = 0;
4975 rsurface.svector3f_bufferoffset = 0;
4976 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4977 rsurface.tvector3f_bufferobject = 0;
4978 rsurface.tvector3f_bufferoffset = 0;
4979 rsurface.normal3f = rsurface.array_deformednormal3f;
4980 rsurface.normal3f_bufferobject = 0;
4981 rsurface.normal3f_bufferoffset = 0;
4983 case Q3DEFORM_AUTOSPRITE2:
4984 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4985 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4986 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4987 VectorNormalize(newforward);
4988 VectorNormalize(newright);
4989 VectorNormalize(newup);
4990 // make deformed versions of only the model vertices used by the specified surfaces
4991 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4993 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4994 const float *v1, *v2;
5004 memset(shortest, 0, sizeof(shortest));
5005 // a single autosprite surface can contain multiple sprites...
5006 for (j = 0;j < surface->num_vertices - 3;j += 4)
5008 VectorClear(center);
5009 for (i = 0;i < 4;i++)
5010 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5011 VectorScale(center, 0.25f, center);
5012 // find the two shortest edges, then use them to define the
5013 // axis vectors for rotating around the central axis
5014 for (i = 0;i < 6;i++)
5016 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5017 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5019 Debug_PolygonBegin(NULL, 0);
5020 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5021 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);
5022 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5025 l = VectorDistance2(v1, v2);
5026 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5028 l += (1.0f / 1024.0f);
5029 if (shortest[0].length2 > l || i == 0)
5031 shortest[1] = shortest[0];
5032 shortest[0].length2 = l;
5033 shortest[0].v1 = v1;
5034 shortest[0].v2 = v2;
5036 else if (shortest[1].length2 > l || i == 1)
5038 shortest[1].length2 = l;
5039 shortest[1].v1 = v1;
5040 shortest[1].v2 = v2;
5043 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5044 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5046 Debug_PolygonBegin(NULL, 0);
5047 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5048 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);
5049 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5052 // this calculates the right vector from the shortest edge
5053 // and the up vector from the edge midpoints
5054 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5055 VectorNormalize(right);
5056 VectorSubtract(end, start, up);
5057 VectorNormalize(up);
5058 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5059 //VectorSubtract(rsurface.modelorg, center, forward);
5060 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5061 VectorNegate(forward, forward);
5062 VectorReflect(forward, 0, up, forward);
5063 VectorNormalize(forward);
5064 CrossProduct(up, forward, newright);
5065 VectorNormalize(newright);
5067 Debug_PolygonBegin(NULL, 0);
5068 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);
5069 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5070 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5074 Debug_PolygonBegin(NULL, 0);
5075 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5076 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5077 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5080 // rotate the quad around the up axis vector, this is made
5081 // especially easy by the fact we know the quad is flat,
5082 // so we only have to subtract the center position and
5083 // measure distance along the right vector, and then
5084 // multiply that by the newright vector and add back the
5086 // we also need to subtract the old position to undo the
5087 // displacement from the center, which we do with a
5088 // DotProduct, the subtraction/addition of center is also
5089 // optimized into DotProducts here
5090 l = DotProduct(right, center);
5091 for (i = 0;i < 4;i++)
5093 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5094 f = DotProduct(right, v1) - l;
5095 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5098 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);
5099 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);
5101 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5102 rsurface.vertex3f_bufferobject = 0;
5103 rsurface.vertex3f_bufferoffset = 0;
5104 rsurface.svector3f = rsurface.array_deformedsvector3f;
5105 rsurface.svector3f_bufferobject = 0;
5106 rsurface.svector3f_bufferoffset = 0;
5107 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5108 rsurface.tvector3f_bufferobject = 0;
5109 rsurface.tvector3f_bufferoffset = 0;
5110 rsurface.normal3f = rsurface.array_deformednormal3f;
5111 rsurface.normal3f_bufferobject = 0;
5112 rsurface.normal3f_bufferoffset = 0;
5114 case Q3DEFORM_NORMAL:
5115 // deform the normals to make reflections wavey
5116 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5118 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5119 for (j = 0;j < surface->num_vertices;j++)
5122 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5123 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5124 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5125 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5126 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5127 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5128 VectorNormalize(normal);
5130 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);
5132 rsurface.svector3f = rsurface.array_deformedsvector3f;
5133 rsurface.svector3f_bufferobject = 0;
5134 rsurface.svector3f_bufferoffset = 0;
5135 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5136 rsurface.tvector3f_bufferobject = 0;
5137 rsurface.tvector3f_bufferoffset = 0;
5138 rsurface.normal3f = rsurface.array_deformednormal3f;
5139 rsurface.normal3f_bufferobject = 0;
5140 rsurface.normal3f_bufferoffset = 0;
5143 // deform vertex array to make wavey water and flags and such
5144 waveparms[0] = deform->waveparms[0];
5145 waveparms[1] = deform->waveparms[1];
5146 waveparms[2] = deform->waveparms[2];
5147 waveparms[3] = deform->waveparms[3];
5148 // this is how a divisor of vertex influence on deformation
5149 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5150 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5151 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5153 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5154 for (j = 0;j < surface->num_vertices;j++)
5156 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5157 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5158 // if the wavefunc depends on time, evaluate it per-vertex
5161 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5162 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5164 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5167 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5168 rsurface.vertex3f_bufferobject = 0;
5169 rsurface.vertex3f_bufferoffset = 0;
5171 case Q3DEFORM_BULGE:
5172 // deform vertex array to make the surface have moving bulges
5173 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5175 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5176 for (j = 0;j < surface->num_vertices;j++)
5178 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5179 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5182 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5183 rsurface.vertex3f_bufferobject = 0;
5184 rsurface.vertex3f_bufferoffset = 0;
5187 // deform vertex array
5188 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5189 VectorScale(deform->parms, scale, waveparms);
5190 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5192 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5193 for (j = 0;j < surface->num_vertices;j++)
5194 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5196 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5197 rsurface.vertex3f_bufferobject = 0;
5198 rsurface.vertex3f_bufferoffset = 0;
5202 // generate texcoords based on the chosen texcoord source
5203 switch(rsurface.texture->tcgen.tcgen)
5206 case Q3TCGEN_TEXTURE:
5207 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5208 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5209 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5211 case Q3TCGEN_LIGHTMAP:
5212 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5213 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5214 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5216 case Q3TCGEN_VECTOR:
5217 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5219 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5220 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)
5222 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5223 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5226 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5227 rsurface.texcoordtexture2f_bufferobject = 0;
5228 rsurface.texcoordtexture2f_bufferoffset = 0;
5230 case Q3TCGEN_ENVIRONMENT:
5231 // make environment reflections using a spheremap
5232 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5234 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5235 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5236 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5237 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5238 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5240 float l, d, eyedir[3];
5241 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5242 l = 0.5f / VectorLength(eyedir);
5243 d = DotProduct(normal, eyedir)*2;
5244 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5245 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5248 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5249 rsurface.texcoordtexture2f_bufferobject = 0;
5250 rsurface.texcoordtexture2f_bufferoffset = 0;
5253 // the only tcmod that needs software vertex processing is turbulent, so
5254 // check for it here and apply the changes if needed
5255 // and we only support that as the first one
5256 // (handling a mixture of turbulent and other tcmods would be problematic
5257 // without punting it entirely to a software path)
5258 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5260 amplitude = rsurface.texture->tcmods[0].parms[1];
5261 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5262 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5264 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5265 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)
5267 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5268 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5271 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5272 rsurface.texcoordtexture2f_bufferobject = 0;
5273 rsurface.texcoordtexture2f_bufferoffset = 0;
5275 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5276 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5277 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5278 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5281 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5284 const msurface_t *surface = texturesurfacelist[0];
5285 const msurface_t *surface2;
5290 // TODO: lock all array ranges before render, rather than on each surface
5291 if (texturenumsurfaces == 1)
5293 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5294 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));
5296 else if (r_batchmode.integer == 2)
5298 #define MAXBATCHTRIANGLES 4096
5299 int batchtriangles = 0;
5300 int batchelements[MAXBATCHTRIANGLES*3];
5301 for (i = 0;i < texturenumsurfaces;i = j)
5303 surface = texturesurfacelist[i];
5305 if (surface->num_triangles > MAXBATCHTRIANGLES)
5307 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));
5310 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5311 batchtriangles = surface->num_triangles;
5312 firstvertex = surface->num_firstvertex;
5313 endvertex = surface->num_firstvertex + surface->num_vertices;
5314 for (;j < texturenumsurfaces;j++)
5316 surface2 = texturesurfacelist[j];
5317 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5319 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5320 batchtriangles += surface2->num_triangles;
5321 firstvertex = min(firstvertex, surface2->num_firstvertex);
5322 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5324 surface2 = texturesurfacelist[j-1];
5325 numvertices = endvertex - firstvertex;
5326 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5329 else if (r_batchmode.integer == 1)
5331 for (i = 0;i < texturenumsurfaces;i = j)
5333 surface = texturesurfacelist[i];
5334 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5335 if (texturesurfacelist[j] != surface2)
5337 surface2 = texturesurfacelist[j-1];
5338 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5339 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5340 GL_LockArrays(surface->num_firstvertex, numvertices);
5341 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5346 for (i = 0;i < texturenumsurfaces;i++)
5348 surface = texturesurfacelist[i];
5349 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5350 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));
5355 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5357 int i, planeindex, vertexindex;
5361 r_waterstate_waterplane_t *p, *bestp;
5362 msurface_t *surface;
5363 if (r_waterstate.renderingscene)
5365 for (i = 0;i < texturenumsurfaces;i++)
5367 surface = texturesurfacelist[i];
5368 if (lightmaptexunit >= 0)
5369 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5370 if (deluxemaptexunit >= 0)
5371 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5372 // pick the closest matching water plane
5375 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5378 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5380 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5381 d += fabs(PlaneDiff(vert, &p->plane));
5383 if (bestd > d || !bestp)
5391 if (refractiontexunit >= 0)
5392 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5393 if (reflectiontexunit >= 0)
5394 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5398 if (refractiontexunit >= 0)
5399 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5400 if (reflectiontexunit >= 0)
5401 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5403 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5404 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));
5408 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5412 const msurface_t *surface = texturesurfacelist[0];
5413 const msurface_t *surface2;
5418 // TODO: lock all array ranges before render, rather than on each surface
5419 if (texturenumsurfaces == 1)
5421 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5422 if (deluxemaptexunit >= 0)
5423 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5424 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5425 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));
5427 else if (r_batchmode.integer == 2)
5429 #define MAXBATCHTRIANGLES 4096
5430 int batchtriangles = 0;
5431 int batchelements[MAXBATCHTRIANGLES*3];
5432 for (i = 0;i < texturenumsurfaces;i = j)
5434 surface = texturesurfacelist[i];
5435 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5436 if (deluxemaptexunit >= 0)
5437 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5439 if (surface->num_triangles > MAXBATCHTRIANGLES)
5441 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));
5444 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5445 batchtriangles = surface->num_triangles;
5446 firstvertex = surface->num_firstvertex;
5447 endvertex = surface->num_firstvertex + surface->num_vertices;
5448 for (;j < texturenumsurfaces;j++)
5450 surface2 = texturesurfacelist[j];
5451 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5453 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5454 batchtriangles += surface2->num_triangles;
5455 firstvertex = min(firstvertex, surface2->num_firstvertex);
5456 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5458 surface2 = texturesurfacelist[j-1];
5459 numvertices = endvertex - firstvertex;
5460 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5463 else if (r_batchmode.integer == 1)
5466 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5467 for (i = 0;i < texturenumsurfaces;i = j)
5469 surface = texturesurfacelist[i];
5470 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5471 if (texturesurfacelist[j] != surface2)
5473 Con_Printf(" %i", j - i);
5476 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5478 for (i = 0;i < texturenumsurfaces;i = j)
5480 surface = texturesurfacelist[i];
5481 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5482 if (deluxemaptexunit >= 0)
5483 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5484 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5485 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5488 Con_Printf(" %i", j - i);
5490 surface2 = texturesurfacelist[j-1];
5491 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5492 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5493 GL_LockArrays(surface->num_firstvertex, numvertices);
5494 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5502 for (i = 0;i < texturenumsurfaces;i++)
5504 surface = texturesurfacelist[i];
5505 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5506 if (deluxemaptexunit >= 0)
5507 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5508 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5509 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));
5514 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5517 int texturesurfaceindex;
5518 if (r_showsurfaces.integer == 2)
5520 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5522 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5523 for (j = 0;j < surface->num_triangles;j++)
5525 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5526 GL_Color(f, f, f, 1);
5527 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)));
5533 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5535 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5536 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5537 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);
5538 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5539 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));
5544 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5546 int texturesurfaceindex;
5550 if (rsurface.lightmapcolor4f)
5552 // generate color arrays for the surfaces in this list
5553 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5555 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5556 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)
5558 f = FogPoint_Model(v);
5568 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5570 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5571 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)
5573 f = FogPoint_Model(v);
5581 rsurface.lightmapcolor4f = rsurface.array_color4f;
5582 rsurface.lightmapcolor4f_bufferobject = 0;
5583 rsurface.lightmapcolor4f_bufferoffset = 0;
5586 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5588 int texturesurfaceindex;
5591 if (!rsurface.lightmapcolor4f)
5593 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5595 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5596 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)
5604 rsurface.lightmapcolor4f = rsurface.array_color4f;
5605 rsurface.lightmapcolor4f_bufferobject = 0;
5606 rsurface.lightmapcolor4f_bufferoffset = 0;
5609 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5612 rsurface.lightmapcolor4f = NULL;
5613 rsurface.lightmapcolor4f_bufferobject = 0;
5614 rsurface.lightmapcolor4f_bufferoffset = 0;
5615 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5616 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5617 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5618 GL_Color(r, g, b, a);
5619 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5622 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5624 // TODO: optimize applyfog && applycolor case
5625 // just apply fog if necessary, and tint the fog color array if necessary
5626 rsurface.lightmapcolor4f = NULL;
5627 rsurface.lightmapcolor4f_bufferobject = 0;
5628 rsurface.lightmapcolor4f_bufferoffset = 0;
5629 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5630 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5631 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5632 GL_Color(r, g, b, a);
5633 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5636 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5638 int texturesurfaceindex;
5642 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5644 // generate color arrays for the surfaces in this list
5645 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5647 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5648 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5650 if (surface->lightmapinfo->samples)
5652 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5653 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5654 VectorScale(lm, scale, c);
5655 if (surface->lightmapinfo->styles[1] != 255)
5657 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5659 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5660 VectorMA(c, scale, lm, c);
5661 if (surface->lightmapinfo->styles[2] != 255)
5664 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5665 VectorMA(c, scale, lm, c);
5666 if (surface->lightmapinfo->styles[3] != 255)
5669 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5670 VectorMA(c, scale, lm, c);
5680 rsurface.lightmapcolor4f = rsurface.array_color4f;
5681 rsurface.lightmapcolor4f_bufferobject = 0;
5682 rsurface.lightmapcolor4f_bufferoffset = 0;
5686 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5687 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5688 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5690 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5691 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5692 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5693 GL_Color(r, g, b, a);
5694 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5697 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5699 int texturesurfaceindex;
5703 vec3_t ambientcolor;
5704 vec3_t diffusecolor;
5708 VectorCopy(rsurface.modellight_lightdir, lightdir);
5709 f = 0.5f * r_refdef.lightmapintensity;
5710 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5711 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5712 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5713 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5714 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5715 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5716 if (VectorLength2(diffusecolor) > 0)
5718 // generate color arrays for the surfaces in this list
5719 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5721 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5722 int numverts = surface->num_vertices;
5723 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5724 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5725 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5726 // q3-style directional shading
5727 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5729 if ((f = DotProduct(c2, lightdir)) > 0)
5730 VectorMA(ambientcolor, f, diffusecolor, c);
5732 VectorCopy(ambientcolor, c);
5741 rsurface.lightmapcolor4f = rsurface.array_color4f;
5742 rsurface.lightmapcolor4f_bufferobject = 0;
5743 rsurface.lightmapcolor4f_bufferoffset = 0;
5747 r = ambientcolor[0];
5748 g = ambientcolor[1];
5749 b = ambientcolor[2];
5750 rsurface.lightmapcolor4f = NULL;
5751 rsurface.lightmapcolor4f_bufferobject = 0;
5752 rsurface.lightmapcolor4f_bufferoffset = 0;
5754 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5755 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5756 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5757 GL_Color(r, g, b, a);
5758 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5761 void RSurf_SetupDepthAndCulling(void)
5763 // submodels are biased to avoid z-fighting with world surfaces that they
5764 // may be exactly overlapping (avoids z-fighting artifacts on certain
5765 // doors and things in Quake maps)
5766 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5767 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5768 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5769 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5772 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5774 // transparent sky would be ridiculous
5775 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5777 R_SetupGenericShader(false);
5780 skyrendernow = false;
5781 // we have to force off the water clipping plane while rendering sky
5785 // restore entity matrix
5786 R_Mesh_Matrix(&rsurface.matrix);
5788 RSurf_SetupDepthAndCulling();
5790 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5791 // skymasking on them, and Quake3 never did sky masking (unlike
5792 // software Quake and software Quake2), so disable the sky masking
5793 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5794 // and skymasking also looks very bad when noclipping outside the
5795 // level, so don't use it then either.
5796 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5798 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5799 R_Mesh_ColorPointer(NULL, 0, 0);
5800 R_Mesh_ResetTextureState();
5801 if (skyrendermasked)
5803 R_SetupDepthOrShadowShader();
5804 // depth-only (masking)
5805 GL_ColorMask(0,0,0,0);
5806 // just to make sure that braindead drivers don't draw
5807 // anything despite that colormask...
5808 GL_BlendFunc(GL_ZERO, GL_ONE);
5812 R_SetupGenericShader(false);
5814 GL_BlendFunc(GL_ONE, GL_ZERO);
5816 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5817 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5818 if (skyrendermasked)
5819 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5821 R_Mesh_ResetTextureState();
5822 GL_Color(1, 1, 1, 1);
5825 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5827 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5830 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5831 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5832 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5833 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5834 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5835 if (rsurface.texture->backgroundcurrentskinframe)
5837 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5838 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5839 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5840 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5842 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5843 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5844 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5845 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5846 R_Mesh_ColorPointer(NULL, 0, 0);
5848 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5850 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5852 // render background
5853 GL_BlendFunc(GL_ONE, GL_ZERO);
5855 GL_AlphaTest(false);
5857 GL_Color(1, 1, 1, 1);
5858 R_Mesh_ColorPointer(NULL, 0, 0);
5860 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5861 if (r_glsl_permutation)
5863 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5864 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5865 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5866 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5867 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5868 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5869 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);
5871 GL_LockArrays(0, 0);
5873 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5874 GL_DepthMask(false);
5875 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5876 R_Mesh_ColorPointer(NULL, 0, 0);
5878 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5879 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5880 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5883 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5884 if (!r_glsl_permutation)
5887 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5888 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5889 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5890 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5891 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5892 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5894 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5896 GL_BlendFunc(GL_ONE, GL_ZERO);
5898 GL_AlphaTest(false);
5902 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5903 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5904 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5907 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5909 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5910 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);
5912 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5916 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5917 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);
5919 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5921 GL_LockArrays(0, 0);
5924 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5926 // OpenGL 1.3 path - anything not completely ancient
5927 int texturesurfaceindex;
5928 qboolean applycolor;
5932 const texturelayer_t *layer;
5933 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5935 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5938 int layertexrgbscale;
5939 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5941 if (layerindex == 0)
5945 GL_AlphaTest(false);
5946 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5949 GL_DepthMask(layer->depthmask && writedepth);
5950 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5951 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5953 layertexrgbscale = 4;
5954 VectorScale(layer->color, 0.25f, layercolor);
5956 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5958 layertexrgbscale = 2;
5959 VectorScale(layer->color, 0.5f, layercolor);
5963 layertexrgbscale = 1;
5964 VectorScale(layer->color, 1.0f, layercolor);
5966 layercolor[3] = layer->color[3];
5967 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5968 R_Mesh_ColorPointer(NULL, 0, 0);
5969 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5970 switch (layer->type)
5972 case TEXTURELAYERTYPE_LITTEXTURE:
5973 memset(&m, 0, sizeof(m));
5974 m.tex[0] = R_GetTexture(r_texture_white);
5975 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5976 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5977 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5978 m.tex[1] = R_GetTexture(layer->texture);
5979 m.texmatrix[1] = layer->texmatrix;
5980 m.texrgbscale[1] = layertexrgbscale;
5981 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5982 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5983 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5984 R_Mesh_TextureState(&m);
5985 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5986 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5987 else if (rsurface.uselightmaptexture)
5988 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5990 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5992 case TEXTURELAYERTYPE_TEXTURE:
5993 memset(&m, 0, sizeof(m));
5994 m.tex[0] = R_GetTexture(layer->texture);
5995 m.texmatrix[0] = layer->texmatrix;
5996 m.texrgbscale[0] = layertexrgbscale;
5997 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5998 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5999 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6000 R_Mesh_TextureState(&m);
6001 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6003 case TEXTURELAYERTYPE_FOG:
6004 memset(&m, 0, sizeof(m));
6005 m.texrgbscale[0] = layertexrgbscale;
6008 m.tex[0] = R_GetTexture(layer->texture);
6009 m.texmatrix[0] = layer->texmatrix;
6010 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6011 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6012 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6014 R_Mesh_TextureState(&m);
6015 // generate a color array for the fog pass
6016 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6017 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6021 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6022 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)
6024 f = 1 - FogPoint_Model(v);
6025 c[0] = layercolor[0];
6026 c[1] = layercolor[1];
6027 c[2] = layercolor[2];
6028 c[3] = f * layercolor[3];
6031 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6034 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6036 GL_LockArrays(0, 0);
6039 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6041 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6042 GL_AlphaTest(false);
6046 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6048 // OpenGL 1.1 - crusty old voodoo path
6049 int texturesurfaceindex;
6053 const texturelayer_t *layer;
6054 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6056 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6058 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6060 if (layerindex == 0)
6064 GL_AlphaTest(false);
6065 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6068 GL_DepthMask(layer->depthmask && writedepth);
6069 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6070 R_Mesh_ColorPointer(NULL, 0, 0);
6071 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6072 switch (layer->type)
6074 case TEXTURELAYERTYPE_LITTEXTURE:
6075 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6077 // two-pass lit texture with 2x rgbscale
6078 // first the lightmap pass
6079 memset(&m, 0, sizeof(m));
6080 m.tex[0] = R_GetTexture(r_texture_white);
6081 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6082 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6083 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6084 R_Mesh_TextureState(&m);
6085 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6086 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6087 else if (rsurface.uselightmaptexture)
6088 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6090 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6091 GL_LockArrays(0, 0);
6092 // then apply the texture to it
6093 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6094 memset(&m, 0, sizeof(m));
6095 m.tex[0] = R_GetTexture(layer->texture);
6096 m.texmatrix[0] = layer->texmatrix;
6097 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6098 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6099 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6100 R_Mesh_TextureState(&m);
6101 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);
6105 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6106 memset(&m, 0, sizeof(m));
6107 m.tex[0] = R_GetTexture(layer->texture);
6108 m.texmatrix[0] = layer->texmatrix;
6109 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6110 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6111 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6112 R_Mesh_TextureState(&m);
6113 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6114 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);
6116 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);
6119 case TEXTURELAYERTYPE_TEXTURE:
6120 // singletexture unlit texture with transparency support
6121 memset(&m, 0, sizeof(m));
6122 m.tex[0] = R_GetTexture(layer->texture);
6123 m.texmatrix[0] = layer->texmatrix;
6124 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6125 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6126 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6127 R_Mesh_TextureState(&m);
6128 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);
6130 case TEXTURELAYERTYPE_FOG:
6131 // singletexture fogging
6132 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6135 memset(&m, 0, sizeof(m));
6136 m.tex[0] = R_GetTexture(layer->texture);
6137 m.texmatrix[0] = layer->texmatrix;
6138 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6139 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6140 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6141 R_Mesh_TextureState(&m);
6144 R_Mesh_ResetTextureState();
6145 // generate a color array for the fog pass
6146 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6150 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6151 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)
6153 f = 1 - FogPoint_Model(v);
6154 c[0] = layer->color[0];
6155 c[1] = layer->color[1];
6156 c[2] = layer->color[2];
6157 c[3] = f * layer->color[3];
6160 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6163 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6165 GL_LockArrays(0, 0);
6168 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6170 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6171 GL_AlphaTest(false);
6175 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6178 RSurf_SetupDepthAndCulling();
6179 if (r_glsl.integer && gl_support_fragment_shader)
6180 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6181 else if (gl_combine.integer && r_textureunits.integer >= 2)
6182 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6184 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6188 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6191 int texturenumsurfaces, endsurface;
6193 msurface_t *surface;
6194 msurface_t *texturesurfacelist[1024];
6196 // if the model is static it doesn't matter what value we give for
6197 // wantnormals and wanttangents, so this logic uses only rules applicable
6198 // to a model, knowing that they are meaningless otherwise
6199 if (ent == r_refdef.scene.worldentity)
6200 RSurf_ActiveWorldEntity();
6201 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6202 RSurf_ActiveModelEntity(ent, false, false);
6204 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6206 for (i = 0;i < numsurfaces;i = j)
6209 surface = rsurface.modelsurfaces + surfacelist[i];
6210 texture = surface->texture;
6211 R_UpdateTextureInfo(ent, texture);
6212 rsurface.texture = texture->currentframe;
6213 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6214 // scan ahead until we find a different texture
6215 endsurface = min(i + 1024, numsurfaces);
6216 texturenumsurfaces = 0;
6217 texturesurfacelist[texturenumsurfaces++] = surface;
6218 for (;j < endsurface;j++)
6220 surface = rsurface.modelsurfaces + surfacelist[j];
6221 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6223 texturesurfacelist[texturenumsurfaces++] = surface;
6225 // render the range of surfaces
6226 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6228 GL_AlphaTest(false);
6231 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6236 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6238 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6240 RSurf_SetupDepthAndCulling();
6241 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6242 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6244 else if (r_showsurfaces.integer)
6246 RSurf_SetupDepthAndCulling();
6248 GL_BlendFunc(GL_ONE, GL_ZERO);
6250 GL_AlphaTest(false);
6251 R_Mesh_ColorPointer(NULL, 0, 0);
6252 R_Mesh_ResetTextureState();
6253 R_SetupGenericShader(false);
6254 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6255 if (!r_refdef.view.showdebug)
6257 GL_Color(0, 0, 0, 1);
6258 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6261 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6263 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6264 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6265 else if (!rsurface.texture->currentnumlayers)
6267 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6269 // transparent surfaces get pushed off into the transparent queue
6270 int surfacelistindex;
6271 const msurface_t *surface;
6272 vec3_t tempcenter, center;
6273 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6275 surface = texturesurfacelist[surfacelistindex];
6276 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6277 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6278 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6279 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6280 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6285 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6286 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6291 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6295 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6298 for (i = 0;i < numsurfaces;i++)
6299 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6300 R_Water_AddWaterPlane(surfacelist[i]);
6303 // break the surface list down into batches by texture and use of lightmapping
6304 for (i = 0;i < numsurfaces;i = j)
6307 // texture is the base texture pointer, rsurface.texture is the
6308 // current frame/skin the texture is directing us to use (for example
6309 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6310 // use skin 1 instead)
6311 texture = surfacelist[i]->texture;
6312 rsurface.texture = texture->currentframe;
6313 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6314 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6316 // if this texture is not the kind we want, skip ahead to the next one
6317 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6321 // simply scan ahead until we find a different texture or lightmap state
6322 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6324 // render the range of surfaces
6325 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6329 float locboxvertex3f[6*4*3] =
6331 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6332 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6333 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6334 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6335 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6336 1,0,0, 0,0,0, 0,1,0, 1,1,0
6339 int locboxelement3i[6*2*3] =
6349 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6352 cl_locnode_t *loc = (cl_locnode_t *)ent;
6354 float vertex3f[6*4*3];
6356 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6357 GL_DepthMask(false);
6358 GL_DepthRange(0, 1);
6359 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6361 GL_CullFace(GL_NONE);
6362 R_Mesh_Matrix(&identitymatrix);
6364 R_Mesh_VertexPointer(vertex3f, 0, 0);
6365 R_Mesh_ColorPointer(NULL, 0, 0);
6366 R_Mesh_ResetTextureState();
6367 R_SetupGenericShader(false);
6370 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6371 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6372 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6373 surfacelist[0] < 0 ? 0.5f : 0.125f);
6375 if (VectorCompare(loc->mins, loc->maxs))
6377 VectorSet(size, 2, 2, 2);
6378 VectorMA(loc->mins, -0.5f, size, mins);
6382 VectorCopy(loc->mins, mins);
6383 VectorSubtract(loc->maxs, loc->mins, size);
6386 for (i = 0;i < 6*4*3;)
6387 for (j = 0;j < 3;j++, i++)
6388 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6390 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6393 void R_DrawLocs(void)
6396 cl_locnode_t *loc, *nearestloc;
6398 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6399 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6401 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6402 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6406 void R_DrawDebugModel(entity_render_t *ent)
6408 int i, j, k, l, flagsmask;
6409 const int *elements;
6411 msurface_t *surface;
6412 model_t *model = ent->model;
6415 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6417 R_Mesh_ColorPointer(NULL, 0, 0);
6418 R_Mesh_ResetTextureState();
6419 R_SetupGenericShader(false);
6420 GL_DepthRange(0, 1);
6421 GL_DepthTest(!r_showdisabledepthtest.integer);
6422 GL_DepthMask(false);
6423 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6425 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6427 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6428 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6430 if (brush->colbrushf && brush->colbrushf->numtriangles)
6432 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6433 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);
6434 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6437 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6439 if (surface->num_collisiontriangles)
6441 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6442 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);
6443 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6448 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6450 if (r_showtris.integer || r_shownormals.integer)
6452 if (r_showdisabledepthtest.integer)
6454 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6455 GL_DepthMask(false);
6459 GL_BlendFunc(GL_ONE, GL_ZERO);
6462 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6464 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6466 rsurface.texture = surface->texture->currentframe;
6467 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6469 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6470 if (r_showtris.value > 0)
6472 if (!rsurface.texture->currentlayers->depthmask)
6473 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6474 else if (ent == r_refdef.scene.worldentity)
6475 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6477 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6478 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6481 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6483 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6484 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6485 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6486 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6491 if (r_shownormals.value > 0)
6494 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6496 VectorCopy(rsurface.vertex3f + l * 3, v);
6497 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6498 qglVertex3f(v[0], v[1], v[2]);
6499 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6500 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6501 qglVertex3f(v[0], v[1], v[2]);
6506 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6508 VectorCopy(rsurface.vertex3f + l * 3, v);
6509 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6510 qglVertex3f(v[0], v[1], v[2]);
6511 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6512 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6513 qglVertex3f(v[0], v[1], v[2]);
6518 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6520 VectorCopy(rsurface.vertex3f + l * 3, v);
6521 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6522 qglVertex3f(v[0], v[1], v[2]);
6523 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6524 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6525 qglVertex3f(v[0], v[1], v[2]);
6532 rsurface.texture = NULL;
6536 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6537 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6539 int i, j, endj, f, flagsmask;
6540 msurface_t *surface;
6542 model_t *model = r_refdef.scene.worldmodel;
6543 const int maxsurfacelist = 1024;
6544 int numsurfacelist = 0;
6545 msurface_t *surfacelist[1024];
6549 RSurf_ActiveWorldEntity();
6551 // update light styles on this submodel
6552 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6554 model_brush_lightstyleinfo_t *style;
6555 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6557 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6559 msurface_t *surfaces = model->data_surfaces;
6560 int *list = style->surfacelist;
6561 style->value = r_refdef.scene.lightstylevalue[style->style];
6562 for (j = 0;j < style->numsurfaces;j++)
6563 surfaces[list[j]].cached_dlight = true;
6568 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6569 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6573 R_DrawDebugModel(r_refdef.scene.worldentity);
6579 rsurface.uselightmaptexture = false;
6580 rsurface.texture = NULL;
6581 rsurface.rtlight = NULL;
6583 j = model->firstmodelsurface;
6584 endj = j + model->nummodelsurfaces;
6587 // quickly skip over non-visible surfaces
6588 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6590 // quickly iterate over visible surfaces
6591 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6593 // process this surface
6594 surface = model->data_surfaces + j;
6595 // if this surface fits the criteria, add it to the list
6596 if (surface->num_triangles)
6598 // if lightmap parameters changed, rebuild lightmap texture
6599 if (surface->cached_dlight)
6600 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6601 // add face to draw list
6602 surfacelist[numsurfacelist++] = surface;
6603 r_refdef.stats.world_triangles += surface->num_triangles;
6604 if (numsurfacelist >= maxsurfacelist)
6606 r_refdef.stats.world_surfaces += numsurfacelist;
6607 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6613 r_refdef.stats.world_surfaces += numsurfacelist;
6615 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6616 GL_AlphaTest(false);
6619 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6621 int i, j, f, flagsmask;
6622 msurface_t *surface, *endsurface;
6624 model_t *model = ent->model;
6625 const int maxsurfacelist = 1024;
6626 int numsurfacelist = 0;
6627 msurface_t *surfacelist[1024];
6631 // if the model is static it doesn't matter what value we give for
6632 // wantnormals and wanttangents, so this logic uses only rules applicable
6633 // to a model, knowing that they are meaningless otherwise
6634 if (ent == r_refdef.scene.worldentity)
6635 RSurf_ActiveWorldEntity();
6636 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6637 RSurf_ActiveModelEntity(ent, false, false);
6639 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6641 // update light styles
6642 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6644 model_brush_lightstyleinfo_t *style;
6645 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6647 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6649 msurface_t *surfaces = model->data_surfaces;
6650 int *list = style->surfacelist;
6651 style->value = r_refdef.scene.lightstylevalue[style->style];
6652 for (j = 0;j < style->numsurfaces;j++)
6653 surfaces[list[j]].cached_dlight = true;
6658 R_UpdateAllTextureInfo(ent);
6659 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6663 R_DrawDebugModel(ent);
6669 rsurface.uselightmaptexture = false;
6670 rsurface.texture = NULL;
6671 rsurface.rtlight = NULL;
6673 surface = model->data_surfaces + model->firstmodelsurface;
6674 endsurface = surface + model->nummodelsurfaces;
6675 for (;surface < endsurface;surface++)
6677 // if this surface fits the criteria, add it to the list
6678 if (surface->num_triangles)
6680 // if lightmap parameters changed, rebuild lightmap texture
6681 if (surface->cached_dlight)
6682 R_BuildLightMap(ent, surface);
6683 // add face to draw list
6684 surfacelist[numsurfacelist++] = surface;
6685 r_refdef.stats.entities_triangles += surface->num_triangles;
6686 if (numsurfacelist >= maxsurfacelist)
6688 r_refdef.stats.entities_surfaces += numsurfacelist;
6689 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6694 r_refdef.stats.entities_surfaces += numsurfacelist;
6696 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6697 GL_AlphaTest(false);