2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
47 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
49 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
50 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
51 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
52 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
53 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
54 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
55 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
56 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
57 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
58 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
59 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
60 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
61 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
62 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
63 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
64 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
65 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
66 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
67 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
68 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
69 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
70 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
71 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
72 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
73 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
74 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
75 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
76 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
77 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
78 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
79 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
80 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
81 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
82 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
83 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
84 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
86 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
87 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
88 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
89 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
90 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
91 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
92 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
93 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
95 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
97 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
98 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
99 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
100 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
101 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
102 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
103 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
104 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
105 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
106 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
107 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
109 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
110 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
111 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
112 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
113 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
115 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
116 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
117 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
118 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
120 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
121 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
122 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
123 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
124 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
125 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
126 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
128 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
129 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
130 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
131 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
133 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
135 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
137 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
139 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
140 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
141 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
142 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
143 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
144 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
145 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
147 extern cvar_t v_glslgamma;
149 extern qboolean v_flipped_state;
151 static struct r_bloomstate_s
156 int bloomwidth, bloomheight;
158 int screentexturewidth, screentextureheight;
159 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
161 int bloomtexturewidth, bloomtextureheight;
162 rtexture_t *texture_bloom;
164 // arrays for rendering the screen passes
165 float screentexcoord2f[8];
166 float bloomtexcoord2f[8];
167 float offsettexcoord2f[8];
169 r_viewport_t viewport;
173 r_waterstate_t r_waterstate;
175 /// shadow volume bsp struct with automatically growing nodes buffer
178 rtexture_t *r_texture_blanknormalmap;
179 rtexture_t *r_texture_white;
180 rtexture_t *r_texture_grey128;
181 rtexture_t *r_texture_black;
182 rtexture_t *r_texture_notexture;
183 rtexture_t *r_texture_whitecube;
184 rtexture_t *r_texture_normalizationcube;
185 rtexture_t *r_texture_fogattenuation;
186 rtexture_t *r_texture_gammaramps;
187 unsigned int r_texture_gammaramps_serial;
188 //rtexture_t *r_texture_fogintensity;
190 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
191 unsigned int r_numqueries;
192 unsigned int r_maxqueries;
194 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
195 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
197 /// vertex coordinates for a quad that covers the screen exactly
198 const float r_screenvertex3f[12] =
206 extern void R_DrawModelShadows(void);
208 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
211 for (i = 0;i < verts;i++)
222 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
225 for (i = 0;i < verts;i++)
235 // FIXME: move this to client?
238 if (gamemode == GAME_NEHAHRA)
240 Cvar_Set("gl_fogenable", "0");
241 Cvar_Set("gl_fogdensity", "0.2");
242 Cvar_Set("gl_fogred", "0.3");
243 Cvar_Set("gl_foggreen", "0.3");
244 Cvar_Set("gl_fogblue", "0.3");
246 r_refdef.fog_density = 0;
247 r_refdef.fog_red = 0;
248 r_refdef.fog_green = 0;
249 r_refdef.fog_blue = 0;
250 r_refdef.fog_alpha = 1;
251 r_refdef.fog_start = 0;
252 r_refdef.fog_end = 0;
255 float FogForDistance(vec_t dist)
257 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
258 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
261 float FogPoint_World(const vec3_t p)
263 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
266 float FogPoint_Model(const vec3_t p)
268 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
271 static void R_BuildBlankTextures(void)
273 unsigned char data[4];
274 data[2] = 128; // normal X
275 data[1] = 128; // normal Y
276 data[0] = 255; // normal Z
277 data[3] = 128; // height
278 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
293 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 static void R_BuildNoTexture(void)
299 unsigned char pix[16][16][4];
300 // this makes a light grey/dark grey checkerboard texture
301 for (y = 0;y < 16;y++)
303 for (x = 0;x < 16;x++)
305 if ((y < 8) ^ (x < 8))
321 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
324 static void R_BuildWhiteCube(void)
326 unsigned char data[6*1*1*4];
327 memset(data, 255, sizeof(data));
328 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
331 static void R_BuildNormalizationCube(void)
335 vec_t s, t, intensity;
337 unsigned char data[6][NORMSIZE][NORMSIZE][4];
338 for (side = 0;side < 6;side++)
340 for (y = 0;y < NORMSIZE;y++)
342 for (x = 0;x < NORMSIZE;x++)
344 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
345 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
380 intensity = 127.0f / sqrt(DotProduct(v, v));
381 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
382 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
383 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
384 data[side][y][x][3] = 255;
388 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
391 static void R_BuildFogTexture(void)
395 unsigned char data1[FOGWIDTH][4];
396 //unsigned char data2[FOGWIDTH][4];
399 r_refdef.fogmasktable_start = r_refdef.fog_start;
400 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
401 r_refdef.fogmasktable_range = r_refdef.fogrange;
402 r_refdef.fogmasktable_density = r_refdef.fog_density;
404 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
405 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
407 d = (x * r - r_refdef.fogmasktable_start);
408 if(developer.integer >= 100)
409 Con_Printf("%f ", d);
411 if (r_fog_exp2.integer)
412 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
414 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
415 if(developer.integer >= 100)
416 Con_Printf(" : %f ", alpha);
417 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
418 if(developer.integer >= 100)
419 Con_Printf(" = %f\n", alpha);
420 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
423 for (x = 0;x < FOGWIDTH;x++)
425 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
430 //data2[x][0] = 255 - b;
431 //data2[x][1] = 255 - b;
432 //data2[x][2] = 255 - b;
435 if (r_texture_fogattenuation)
437 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
438 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
442 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
443 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
447 static const char *builtinshaderstring =
448 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
449 "// written by Forest 'LordHavoc' Hale\n"
450 "#ifdef USESHADOWMAPRECT\n"
451 "#extension GL_ARB_texture_rectangle : enable\n"
453 "#ifdef USESHADOWMAP2D\n"
454 "# ifdef HASTEXTUREGATHER\n"
455 "# extension GL_ARB_texture_gather : enable\n"
457 "# ifdef HASTEXTURE4\n"
458 "# extension GL_AMD_texture_texture4 : enable\n"
459 "# define textureGather texture4\n"
463 "#ifdef USESHADOWMAPCUBE\n"
464 "#extension GL_EXT_gpu_shader4 : enable\n"
467 "// common definitions between vertex shader and fragment shader:\n"
469 "//#ifdef __GLSL_CG_DATA_TYPES\n"
470 "//# define myhalf half\n"
471 "//# define myhalf2 half2\n"
472 "//# define myhalf3half3\n"
473 "//# define myhalf4 half4\n"
475 "# define myhalf float\n"
476 "# define myhalf2 vec2\n"
477 "# define myhalf3 vec3\n"
478 "# define myhalf4 vec4\n"
481 "#ifdef MODE_DEPTH_OR_SHADOW\n"
483 "# ifdef VERTEX_SHADER\n"
486 " gl_Position = ftransform();\n"
491 "#ifdef MODE_SHOWDEPTH\n"
492 "# ifdef VERTEX_SHADER\n"
495 " gl_Position = ftransform();\n"
496 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
499 "# ifdef FRAGMENT_SHADER\n"
502 " gl_FragColor = gl_Color;\n"
506 "#else // !MODE_SHOWDEPTH\n"
508 "#ifdef MODE_POSTPROCESS\n"
509 "# ifdef VERTEX_SHADER\n"
512 " gl_FrontColor = gl_Color;\n"
513 " gl_Position = ftransform();\n"
514 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
516 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
520 "# ifdef FRAGMENT_SHADER\n"
522 "uniform sampler2D Texture_First;\n"
524 "uniform sampler2D Texture_Second;\n"
526 "#ifdef USEGAMMARAMPS\n"
527 "uniform sampler2D Texture_GammaRamps;\n"
529 "#ifdef USESATURATION\n"
530 "uniform float Saturation;\n"
532 "#ifdef USEVIEWTINT\n"
533 "uniform vec4 TintColor;\n"
535 "//uncomment these if you want to use them:\n"
536 "uniform vec4 UserVec1;\n"
537 "// uniform vec4 UserVec2;\n"
538 "// uniform vec4 UserVec3;\n"
539 "// uniform vec4 UserVec4;\n"
540 "// uniform float ClientTime;\n"
541 "uniform vec2 PixelSize;\n"
544 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
546 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
548 "#ifdef USEVIEWTINT\n"
549 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
552 "#ifdef USEPOSTPROCESSING\n"
553 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
554 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
555 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
556 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
557 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
558 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
559 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
560 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
563 "#ifdef USESATURATION\n"
564 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
565 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
566 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
567 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
570 "#ifdef USEGAMMARAMPS\n"
571 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
572 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
573 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
580 "#ifdef MODE_GENERIC\n"
581 "# ifdef VERTEX_SHADER\n"
584 " gl_FrontColor = gl_Color;\n"
585 "# ifdef USEDIFFUSE\n"
586 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
588 "# ifdef USESPECULAR\n"
589 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
591 " gl_Position = ftransform();\n"
594 "# ifdef FRAGMENT_SHADER\n"
596 "# ifdef USEDIFFUSE\n"
597 "uniform sampler2D Texture_First;\n"
599 "# ifdef USESPECULAR\n"
600 "uniform sampler2D Texture_Second;\n"
605 " gl_FragColor = gl_Color;\n"
606 "# ifdef USEDIFFUSE\n"
607 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
610 "# ifdef USESPECULAR\n"
611 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
613 "# ifdef USECOLORMAPPING\n"
614 " gl_FragColor *= tex2;\n"
617 " gl_FragColor += tex2;\n"
619 "# ifdef USEVERTEXTEXTUREBLEND\n"
620 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
625 "#else // !MODE_GENERIC\n"
627 "varying vec2 TexCoord;\n"
628 "#ifdef USEVERTEXTEXTUREBLEND\n"
629 "varying vec2 TexCoord2;\n"
631 "varying vec2 TexCoordLightmap;\n"
633 "#ifdef MODE_LIGHTSOURCE\n"
634 "varying vec3 CubeVector;\n"
637 "#ifdef MODE_LIGHTSOURCE\n"
638 "varying vec3 LightVector;\n"
640 "#ifdef MODE_LIGHTDIRECTION\n"
641 "varying vec3 LightVector;\n"
644 "varying vec3 EyeVector;\n"
646 "varying vec3 EyeVectorModelSpace;\n"
649 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
650 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
651 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
653 "#ifdef MODE_WATER\n"
654 "varying vec4 ModelViewProjectionPosition;\n"
656 "#ifdef MODE_REFRACTION\n"
657 "varying vec4 ModelViewProjectionPosition;\n"
659 "#ifdef USEREFLECTION\n"
660 "varying vec4 ModelViewProjectionPosition;\n"
667 "// vertex shader specific:\n"
668 "#ifdef VERTEX_SHADER\n"
670 "uniform vec3 LightPosition;\n"
671 "uniform vec3 EyePosition;\n"
672 "uniform vec3 LightDir;\n"
674 "// 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"
678 " gl_FrontColor = gl_Color;\n"
679 " // copy the surface texcoord\n"
680 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
681 "#ifdef USEVERTEXTEXTUREBLEND\n"
682 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
684 "#ifndef MODE_LIGHTSOURCE\n"
685 "# ifndef MODE_LIGHTDIRECTION\n"
686 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 " // transform vertex position into light attenuation/cubemap space\n"
692 " // (-1 to +1 across the light box)\n"
693 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
695 " // transform unnormalized light direction into tangent space\n"
696 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
697 " // normalize it per pixel)\n"
698 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
699 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
700 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
701 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
704 "#ifdef MODE_LIGHTDIRECTION\n"
705 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
706 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
707 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
710 " // transform unnormalized eye direction into tangent space\n"
712 " vec3 EyeVectorModelSpace;\n"
714 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
715 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
716 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
717 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
719 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
720 " VectorS = gl_MultiTexCoord1.xyz;\n"
721 " VectorT = gl_MultiTexCoord2.xyz;\n"
722 " VectorR = gl_MultiTexCoord3.xyz;\n"
725 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
726 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
727 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
728 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
731 "// transform vertex to camera space, using ftransform to match non-VS\n"
733 " gl_Position = ftransform();\n"
735 "#ifdef MODE_WATER\n"
736 " ModelViewProjectionPosition = gl_Position;\n"
738 "#ifdef MODE_REFRACTION\n"
739 " ModelViewProjectionPosition = gl_Position;\n"
741 "#ifdef USEREFLECTION\n"
742 " ModelViewProjectionPosition = gl_Position;\n"
746 "#endif // VERTEX_SHADER\n"
751 "// fragment shader specific:\n"
752 "#ifdef FRAGMENT_SHADER\n"
754 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
755 "uniform sampler2D Texture_Normal;\n"
756 "uniform sampler2D Texture_Color;\n"
757 "uniform sampler2D Texture_Gloss;\n"
758 "uniform sampler2D Texture_Glow;\n"
759 "uniform sampler2D Texture_SecondaryNormal;\n"
760 "uniform sampler2D Texture_SecondaryColor;\n"
761 "uniform sampler2D Texture_SecondaryGloss;\n"
762 "uniform sampler2D Texture_SecondaryGlow;\n"
763 "uniform sampler2D Texture_Pants;\n"
764 "uniform sampler2D Texture_Shirt;\n"
765 "uniform sampler2D Texture_FogMask;\n"
766 "uniform sampler2D Texture_Lightmap;\n"
767 "uniform sampler2D Texture_Deluxemap;\n"
768 "uniform sampler2D Texture_Refraction;\n"
769 "uniform sampler2D Texture_Reflection;\n"
770 "uniform sampler2D Texture_Attenuation;\n"
771 "uniform samplerCube Texture_Cube;\n"
773 "#define showshadowmap 0\n"
775 "#ifdef USESHADOWMAPRECT\n"
776 "# ifdef USESHADOWSAMPLER\n"
777 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
779 "uniform sampler2DRect Texture_ShadowMapRect;\n"
783 "#ifdef USESHADOWMAP2D\n"
784 "# ifdef USESHADOWSAMPLER\n"
785 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
787 "uniform sampler2D Texture_ShadowMap2D;\n"
791 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
792 "uniform samplerCube Texture_CubeProjection;\n"
795 "#ifdef USESHADOWMAPCUBE\n"
796 "# ifdef USESHADOWSAMPLER\n"
797 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
799 "uniform samplerCube Texture_ShadowMapCube;\n"
803 "uniform myhalf3 LightColor;\n"
804 "uniform myhalf3 AmbientColor;\n"
805 "uniform myhalf3 DiffuseColor;\n"
806 "uniform myhalf3 SpecularColor;\n"
807 "uniform myhalf3 Color_Pants;\n"
808 "uniform myhalf3 Color_Shirt;\n"
809 "uniform myhalf3 FogColor;\n"
811 "uniform myhalf4 TintColor;\n"
814 "//#ifdef MODE_WATER\n"
815 "uniform vec4 DistortScaleRefractReflect;\n"
816 "uniform vec4 ScreenScaleRefractReflect;\n"
817 "uniform vec4 ScreenCenterRefractReflect;\n"
818 "uniform myhalf4 RefractColor;\n"
819 "uniform myhalf4 ReflectColor;\n"
820 "uniform myhalf ReflectFactor;\n"
821 "uniform myhalf ReflectOffset;\n"
823 "//# ifdef MODE_REFRACTION\n"
824 "//uniform vec4 DistortScaleRefractReflect;\n"
825 "//uniform vec4 ScreenScaleRefractReflect;\n"
826 "//uniform vec4 ScreenCenterRefractReflect;\n"
827 "//uniform myhalf4 RefractColor;\n"
828 "//# ifdef USEREFLECTION\n"
829 "//uniform myhalf4 ReflectColor;\n"
832 "//# ifdef USEREFLECTION\n"
833 "//uniform vec4 DistortScaleRefractReflect;\n"
834 "//uniform vec4 ScreenScaleRefractReflect;\n"
835 "//uniform vec4 ScreenCenterRefractReflect;\n"
836 "//uniform myhalf4 ReflectColor;\n"
841 "uniform myhalf GlowScale;\n"
842 "uniform myhalf SceneBrightness;\n"
844 "uniform float OffsetMapping_Scale;\n"
845 "uniform float OffsetMapping_Bias;\n"
846 "uniform float FogRangeRecip;\n"
848 "uniform myhalf AmbientScale;\n"
849 "uniform myhalf DiffuseScale;\n"
850 "uniform myhalf SpecularScale;\n"
851 "uniform myhalf SpecularPower;\n"
853 "#ifdef USEOFFSETMAPPING\n"
854 "vec2 OffsetMapping(vec2 TexCoord)\n"
856 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
857 " // 14 sample relief mapping: linear search and then binary search\n"
858 " // this basically steps forward a small amount repeatedly until it finds\n"
859 " // itself inside solid, then jitters forward and back using decreasing\n"
860 " // amounts to find the impact\n"
861 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
862 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
863 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
864 " vec3 RT = vec3(TexCoord, 1);\n"
865 " OffsetVector *= 0.1;\n"
866 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
867 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
868 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
869 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
870 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
871 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
872 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
873 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
874 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
875 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
876 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
877 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
878 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
879 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
882 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
883 " // this basically moves forward the full distance, and then backs up based\n"
884 " // on height of samples\n"
885 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
886 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
887 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
888 " TexCoord += OffsetVector;\n"
889 " OffsetVector *= 0.333;\n"
890 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
891 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
892 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
893 " return TexCoord;\n"
896 "#endif // USEOFFSETMAPPING\n"
898 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
899 "uniform vec4 ShadowMap_TextureScale;\n"
900 "uniform vec4 ShadowMap_Parameters;\n"
903 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
904 "vec3 GetShadowMapTC2D(vec3 dir)\n"
906 " vec3 adir = abs(dir);\n"
911 " if (adir.x > adir.y)\n"
913 " if (adir.x > adir.z)\n"
916 " if (dir.x >= 0.0)\n"
919 " tc = vec2(-dir.z, -dir.y);\n"
920 " offset = vec2(0.5, 0.5);\n"
925 " tc = vec2( dir.z, -dir.y);\n"
926 " offset = vec2(1.5, 0.5);\n"
932 " if (dir.z >= 0.0)\n"
935 " tc = vec2( dir.x, -dir.y);\n"
936 " offset = vec2(0.5, 2.5);\n"
941 " tc = vec2(-dir.x, -dir.y);\n"
942 " offset = vec2(1.5, 2.5);\n"
948 " if (adir.y > adir.z)\n"
951 " if (dir.y >= 0.0)\n"
954 " tc = vec2( dir.x, dir.z);\n"
955 " offset = vec2(0.5, 1.5);\n"
960 " tc = vec2( dir.x, -dir.z);\n"
961 " offset = vec2(1.5, 1.5);\n"
967 " if (dir.z >= 0.0)\n"
970 " tc = vec2(dir.x, -dir.y);\n"
971 " offset = vec2(0.5, 2.5);\n"
976 " tc = vec2(-dir.x, -dir.y);\n"
977 " offset = vec2(1.5, 2.5);\n"
982 " return vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma + vec3(offset * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
984 "# ifdef USESHADOWMAPRECT \n"
985 " return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra * ShadowMap_TextureScale.xy, ShadowMap_TextureScale.z + ShadowMap_TextureScale.w / max(max(adir.x, adir.y), adir.z));\n"
987 " return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
991 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
993 "#ifdef USESHADOWMAPCUBE\n"
994 "vec4 GetShadowMapTCCube(vec3 dir)\n"
996 " vec3 adir = abs(dir);\n"
997 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1001 "#if !showshadowmap\n"
1002 "# ifdef USESHADOWMAPRECT\n"
1003 "float ShadowMapCompare(vec3 dir)\n"
1005 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1007 "# ifdef USESHADOWSAMPLER\n"
1009 "# ifdef USESHADOWMAPPCF\n"
1010 " f = dot(vec4(0.25),\n"
1011 " vec4(shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3(-0.4, 1.0, 0.0)).r,\n"
1012 " shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3(-1.0, -0.4, 0.0)).r,\n"
1013 " shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3( 0.4, -1.0, 0.0)).r,\n"
1014 " shadow2DRect(Texture_ShadowMapRect, shadowmaptc.xyz + vec3( 1.0, 0.4, 0.0)).r));\n"
1016 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1021 "# ifdef USESHADOWMAPPCF\n"
1022 "# if defined(HASTEXTUREGATHER) || defined(HASTEXTURE4)\n"
1023 " vec2 offset = fract(shadowmaptc.xy - 0.5);\n"
1024 " vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, -1.0))),\n"
1025 " group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, -1.0))),\n"
1026 " group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, 1.0))),\n"
1027 " group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, 1.0))),\n"
1028 " cols = vec4(group1.ab, group2.ab) + vec4(group3.rg, group4.rg) +\n"
1029 " mix(vec4(group1.rg, group2.rg), vec4(group3.ab, group4.ab), offset.y);\n"
1030 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1032 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1033 " vec4 row1 = step(shadowmaptc.z,\n"
1034 " vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0, -1.0)).r,\n"
1035 " texture2DRect(Texture_ShadowMapRect, center + vec2( 0.0, -1.0)).r,\n"
1036 " texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0, -1.0)).r,\n"
1037 " texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0, -1.0)).r)),\n"
1038 " row2 = step(shadowmaptc.z,\n"
1039 " vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0, 0.0)).r,\n"
1040 " texture2DRect(Texture_ShadowMapRect, center).r,\n"
1041 " texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0, 0.0)).r,\n"
1042 " texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0, 0.0)).r)),\n"
1043 " row3 = step(shadowmaptc.z,\n"
1044 " vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0, 1.0)).r,\n"
1045 " texture2DRect(Texture_ShadowMapRect, center + vec2( 0.0, 1.0)).r,\n"
1046 " texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0, 1.0)).r,\n"
1047 " texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0, 1.0)).r)),\n"
1048 " row4 = step(shadowmaptc.z,\n"
1049 " vec4(texture2DRect(Texture_ShadowMapRect, center + vec2(-1.0, 2.0)).r,\n"
1050 " texture2DRect(Texture_ShadowMapRect, center + vec2( 0.0, 2.0)).r,\n"
1051 " texture2DRect(Texture_ShadowMapRect, center + vec2( 1.0, 2.0)).r,\n"
1052 " texture2DRect(Texture_ShadowMapRect, center + vec2( 2.0, 2.0)).r)),\n"
1053 " cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1054 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1056 " vec2 offset = fract(shadowmaptc.xy);\n"
1057 " vec3 row1 = step(shadowmaptc.z,\n"
1058 " vec3(texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, -1.0)).r,\n"
1059 " texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 0.0, -1.0)).r,\n"
1060 " texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, -1.0)).r)),\n"
1061 " row2 = step(shadowmaptc.z,\n"
1062 " vec3(texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, 0.0)).r,\n"
1063 " texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r,\n"
1064 " texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, 0.0)).r)),\n"
1065 " row3 = step(shadowmaptc.z,\n"
1066 " vec3(texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(-1.0, 1.0)).r,\n"
1067 " texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 0.0, 1.0)).r,\n"
1068 " texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2( 1.0, 1.0)).r)),\n"
1069 " cols = row2 + mix(row1, row3, offset.y);\n"
1070 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1073 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1081 "# ifdef USESHADOWMAP2D\n"
1082 "float ShadowMapCompare(vec3 dir)\n"
1084 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1086 "# ifdef USESHADOWSAMPLER\n"
1087 " f = shadow2D(Texture_ShadowMap2D, shadowmaptc).r;\n"
1089 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
1095 "# ifdef USESHADOWMAPCUBE\n"
1096 "float ShadowMapCompare(vec3 dir)\n"
1098 " // apply depth texture cubemap as light filter\n"
1099 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1101 "# ifdef USESHADOWSAMPLER\n"
1102 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1104 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1111 "#ifdef MODE_WATER\n"
1116 "#ifdef USEOFFSETMAPPING\n"
1117 " // apply offsetmapping\n"
1118 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1119 "#define TexCoord TexCoordOffset\n"
1122 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1123 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1124 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1125 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1126 " // FIXME temporary hack to detect the case that the reflection\n"
1127 " // gets blackened at edges due to leaving the area that contains actual\n"
1129 " // Remove this 'ack once we have a better way to stop this thing from\n"
1131 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1132 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1133 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1134 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1135 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1136 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1137 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1138 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1139 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1140 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1141 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1142 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1145 "#else // !MODE_WATER\n"
1146 "#ifdef MODE_REFRACTION\n"
1148 "// refraction pass\n"
1151 "#ifdef USEOFFSETMAPPING\n"
1152 " // apply offsetmapping\n"
1153 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1154 "#define TexCoord TexCoordOffset\n"
1157 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1158 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1159 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1160 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1161 " // FIXME temporary hack to detect the case that the reflection\n"
1162 " // gets blackened at edges due to leaving the area that contains actual\n"
1164 " // Remove this 'ack once we have a better way to stop this thing from\n"
1166 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1167 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1168 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1169 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1170 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1171 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1174 "#else // !MODE_REFRACTION\n"
1177 "#ifdef USEOFFSETMAPPING\n"
1178 " // apply offsetmapping\n"
1179 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1180 "#define TexCoord TexCoordOffset\n"
1183 " // combine the diffuse textures (base, pants, shirt)\n"
1184 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1185 "#ifdef USECOLORMAPPING\n"
1186 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1188 "#ifdef USEVERTEXTEXTUREBLEND\n"
1189 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1190 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1191 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1192 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1194 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1197 "#ifdef USEDIFFUSE\n"
1198 " // get the surface normal and the gloss color\n"
1199 "# ifdef USEVERTEXTEXTUREBLEND\n"
1200 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1201 "# ifdef USESPECULAR\n"
1202 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1205 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1206 "# ifdef USESPECULAR\n"
1207 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1214 "#ifdef MODE_LIGHTSOURCE\n"
1215 " // light source\n"
1217 " // calculate surface normal, light normal, and specular normal\n"
1218 " // compute color intensity for the two textures (colormap and glossmap)\n"
1219 " // scale by light color and attenuation as efficiently as possible\n"
1220 " // (do as much scalar math as possible rather than vector math)\n"
1221 "# ifdef USEDIFFUSE\n"
1222 " // get the light normal\n"
1223 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1225 "# ifdef USESPECULAR\n"
1226 "# ifndef USEEXACTSPECULARMATH\n"
1227 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1230 " // calculate directional shading\n"
1231 "# ifdef USEEXACTSPECULARMATH\n"
1232 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1234 " 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"
1237 "# ifdef USEDIFFUSE\n"
1238 " // calculate directional shading\n"
1239 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1241 " // calculate directionless shading\n"
1242 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1246 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1247 "#if !showshadowmap\n"
1248 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1252 "# ifdef USECUBEFILTER\n"
1253 " // apply light cubemap filter\n"
1254 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1255 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1257 "#endif // MODE_LIGHTSOURCE\n"
1262 "#ifdef MODE_LIGHTDIRECTION\n"
1263 " // directional model lighting\n"
1264 "# ifdef USEDIFFUSE\n"
1265 " // get the light normal\n"
1266 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1268 "# ifdef USESPECULAR\n"
1269 " // calculate directional shading\n"
1270 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1271 "# ifdef USEEXACTSPECULARMATH\n"
1272 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1274 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1275 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1278 "# ifdef USEDIFFUSE\n"
1280 " // calculate directional shading\n"
1281 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1283 " color.rgb *= AmbientColor;\n"
1286 "#endif // MODE_LIGHTDIRECTION\n"
1291 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1292 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1294 " // get the light normal\n"
1295 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1296 " myhalf3 diffusenormal;\n"
1297 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1298 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1299 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1300 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1301 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1302 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1303 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1304 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1305 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1306 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1307 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1308 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1309 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1310 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1311 "# ifdef USESPECULAR\n"
1312 "# ifdef USEEXACTSPECULARMATH\n"
1313 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1315 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1316 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1320 " // apply lightmap color\n"
1321 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1322 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1327 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1328 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1330 " // get the light normal\n"
1331 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1332 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1333 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1334 "# ifdef USESPECULAR\n"
1335 "# ifdef USEEXACTSPECULARMATH\n"
1336 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1338 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1339 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1343 " // apply lightmap color\n"
1344 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1345 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1350 "#ifdef MODE_LIGHTMAP\n"
1351 " // apply lightmap color\n"
1352 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1353 "#endif // MODE_LIGHTMAP\n"
1358 "#ifdef MODE_VERTEXCOLOR\n"
1359 " // apply lightmap color\n"
1360 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1361 "#endif // MODE_VERTEXCOLOR\n"
1366 "#ifdef MODE_FLATCOLOR\n"
1367 "#endif // MODE_FLATCOLOR\n"
1375 " color *= TintColor;\n"
1378 "#ifdef USEVERTEXTEXTUREBLEND\n"
1379 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1381 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1385 " color.rgb *= SceneBrightness;\n"
1387 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1389 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1392 " // 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"
1393 "#ifdef USEREFLECTION\n"
1394 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1395 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1396 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1397 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1398 " // FIXME temporary hack to detect the case that the reflection\n"
1399 " // gets blackened at edges due to leaving the area that contains actual\n"
1401 " // Remove this 'ack once we have a better way to stop this thing from\n"
1403 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1404 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1405 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1406 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1407 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1408 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1411 " gl_FragColor = vec4(color);\n"
1413 "#if showshadowmap\n"
1414 "# ifdef USESHADOWMAPRECT\n"
1415 "# ifdef USESHADOWSAMPLER\n"
1416 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1418 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1421 "# ifdef USESHADOWMAP2D\n"
1422 "# ifdef USESHADOWSAMPLER\n"
1423 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1425 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1429 "# ifdef USESHADOWMAPCUBE\n"
1430 "# ifdef USESHADOWSAMPLER\n"
1431 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1433 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1438 "#endif // !MODE_REFRACTION\n"
1439 "#endif // !MODE_WATER\n"
1441 "#endif // FRAGMENT_SHADER\n"
1443 "#endif // !MODE_GENERIC\n"
1444 "#endif // !MODE_POSTPROCESS\n"
1445 "#endif // !MODE_SHOWDEPTH\n"
1446 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1449 typedef struct shaderpermutationinfo_s
1451 const char *pretext;
1454 shaderpermutationinfo_t;
1456 typedef struct shadermodeinfo_s
1458 const char *vertexfilename;
1459 const char *geometryfilename;
1460 const char *fragmentfilename;
1461 const char *pretext;
1466 typedef enum shaderpermutation_e
1468 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1469 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1470 SHADERPERMUTATION_VIEWTINT = 1<<1, ///< view tint (postprocessing only)
1471 SHADERPERMUTATION_COLORMAPPING = 1<<2, ///< indicates this is a colormapped skin
1472 SHADERPERMUTATION_SATURATION = 1<<2, ///< saturation (postprocessing only)
1473 SHADERPERMUTATION_FOG = 1<<3, ///< tint the color by fog color or black if using additive blend mode
1474 SHADERPERMUTATION_GAMMARAMPS = 1<<3, ///< gamma (postprocessing only)
1475 SHADERPERMUTATION_CUBEFILTER = 1<<4, ///< (lightsource) use cubemap light filter
1476 SHADERPERMUTATION_GLOW = 1<<5, ///< (lightmap) blend in an additive glow texture
1477 SHADERPERMUTATION_BLOOM = 1<<5, ///< bloom (postprocessing only)
1478 SHADERPERMUTATION_SPECULAR = 1<<6, ///< (lightsource or deluxemapping) render specular effects
1479 SHADERPERMUTATION_POSTPROCESSING = 1<<6, ///< user defined postprocessing (postprocessing only)
1480 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<7, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1481 SHADERPERMUTATION_REFLECTION = 1<<8, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1482 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, ///< adjust texcoords to roughly simulate a displacement mapped surface
1483 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1484 SHADERPERMUTATION_SHADOWMAPRECT = 1<<11, ///< (lightsource) use shadowmap rectangle texture as light filter
1485 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<12, ///< (lightsource) use shadowmap cubemap texture as light filter
1486 SHADERPERMUTATION_SHADOWMAP2D = 1<<13, ///< (lightsource) use shadowmap rectangle texture as light filter
1487 SHADERPERMUTATION_SHADOWMAPPCF = 1<<14, //< (lightsource) use percentage closer filtering on shadowmap test results
1488 SHADERPERMUTATION_SHADOWSAMPLER = 1<<15, //< (lightsource) use hardware shadowmap test
1489 SHADERPERMUTATION_LIMIT = 1<<16, ///< size of permutations array
1490 SHADERPERMUTATION_COUNT = 16 ///< size of shaderpermutationinfo array
1492 shaderpermutation_t;
1494 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1495 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1497 {"#define USEDIFFUSE\n", " diffuse"},
1498 {"#define USEVERTEXTEXTUREBLEND\n#define USEVIEWTINT\n", " vertextextureblend/tint"},
1499 {"#define USECOLORMAPPING\n#define USESATURATION\n", " colormapping/saturation"},
1500 {"#define USEFOG\n#define USEGAMMARAMPS\n", " fog/gammaramps"},
1501 {"#define USECUBEFILTER\n", " cubefilter"},
1502 {"#define USEGLOW\n#define USEBLOOM\n", " glow/bloom"},
1503 {"#define USESPECULAR\n#define USEPOSTPROCESSING", " specular/postprocessing"},
1504 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1505 {"#define USEREFLECTION\n", " reflection"},
1506 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1507 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1508 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1509 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1510 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1511 {"#define USESHADOWMAPPCF\n", " shadowmappcf"},
1512 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1515 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1516 typedef enum shadermode_e
1518 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1519 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1520 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1521 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1522 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1523 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1524 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1525 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1526 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1527 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1528 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1529 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1530 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1535 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1536 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1538 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1539 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1540 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1541 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1542 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1543 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1544 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1545 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1546 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1547 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1548 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1549 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1550 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1553 struct r_glsl_permutation_s;
1554 typedef struct r_glsl_permutation_s
1556 /// hash lookup data
1557 struct r_glsl_permutation_s *hashnext;
1559 unsigned int permutation;
1561 /// indicates if we have tried compiling this permutation already
1563 /// 0 if compilation failed
1565 /// locations of detected uniforms in program object, or -1 if not found
1566 int loc_Texture_First;
1567 int loc_Texture_Second;
1568 int loc_Texture_GammaRamps;
1569 int loc_Texture_Normal;
1570 int loc_Texture_Color;
1571 int loc_Texture_Gloss;
1572 int loc_Texture_Glow;
1573 int loc_Texture_SecondaryNormal;
1574 int loc_Texture_SecondaryColor;
1575 int loc_Texture_SecondaryGloss;
1576 int loc_Texture_SecondaryGlow;
1577 int loc_Texture_Pants;
1578 int loc_Texture_Shirt;
1579 int loc_Texture_FogMask;
1580 int loc_Texture_Lightmap;
1581 int loc_Texture_Deluxemap;
1582 int loc_Texture_Attenuation;
1583 int loc_Texture_Cube;
1584 int loc_Texture_Refraction;
1585 int loc_Texture_Reflection;
1586 int loc_Texture_ShadowMapRect;
1587 int loc_Texture_ShadowMapCube;
1588 int loc_Texture_ShadowMap2D;
1589 int loc_Texture_CubeProjection;
1591 int loc_LightPosition;
1592 int loc_EyePosition;
1593 int loc_Color_Pants;
1594 int loc_Color_Shirt;
1595 int loc_FogRangeRecip;
1596 int loc_AmbientScale;
1597 int loc_DiffuseScale;
1598 int loc_SpecularScale;
1599 int loc_SpecularPower;
1601 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1602 int loc_OffsetMapping_Scale;
1604 int loc_AmbientColor;
1605 int loc_DiffuseColor;
1606 int loc_SpecularColor;
1608 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1609 int loc_GammaCoeff; ///< 1 / gamma
1610 int loc_DistortScaleRefractReflect;
1611 int loc_ScreenScaleRefractReflect;
1612 int loc_ScreenCenterRefractReflect;
1613 int loc_RefractColor;
1614 int loc_ReflectColor;
1615 int loc_ReflectFactor;
1616 int loc_ReflectOffset;
1624 int loc_ShadowMap_TextureScale;
1625 int loc_ShadowMap_Parameters;
1627 r_glsl_permutation_t;
1629 #define SHADERPERMUTATION_HASHSIZE 4096
1631 /// information about each possible shader permutation
1632 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1633 /// currently selected permutation
1634 r_glsl_permutation_t *r_glsl_permutation;
1635 /// storage for permutations linked in the hash table
1636 memexpandablearray_t r_glsl_permutationarray;
1638 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1640 //unsigned int hashdepth = 0;
1641 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1642 r_glsl_permutation_t *p;
1643 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1645 if (p->mode == mode && p->permutation == permutation)
1647 //if (hashdepth > 10)
1648 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1653 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1655 p->permutation = permutation;
1656 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1657 r_glsl_permutationhash[mode][hashindex] = p;
1658 //if (hashdepth > 10)
1659 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1663 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1666 if (!filename || !filename[0])
1668 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1671 if (printfromdisknotice)
1672 Con_DPrint("from disk... ");
1673 return shaderstring;
1675 else if (!strcmp(filename, "glsl/default.glsl"))
1677 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1678 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1680 return shaderstring;
1683 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1686 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1687 int vertstrings_count = 0;
1688 int geomstrings_count = 0;
1689 int fragstrings_count = 0;
1690 char *vertexstring, *geometrystring, *fragmentstring;
1691 const char *vertstrings_list[32+3];
1692 const char *geomstrings_list[32+3];
1693 const char *fragstrings_list[32+3];
1694 char permutationname[256];
1701 permutationname[0] = 0;
1702 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1703 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1704 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1706 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1708 // the first pretext is which type of shader to compile as
1709 // (later these will all be bound together as a program object)
1710 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1711 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1712 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1714 // the second pretext is the mode (for example a light source)
1715 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1716 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1717 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1718 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1720 // now add all the permutation pretexts
1721 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1723 if (permutation & (1<<i))
1725 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1726 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1727 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1728 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1732 // keep line numbers correct
1733 vertstrings_list[vertstrings_count++] = "\n";
1734 geomstrings_list[geomstrings_count++] = "\n";
1735 fragstrings_list[fragstrings_count++] = "\n";
1739 // now append the shader text itself
1740 vertstrings_list[vertstrings_count++] = vertexstring;
1741 geomstrings_list[geomstrings_count++] = geometrystring;
1742 fragstrings_list[fragstrings_count++] = fragmentstring;
1744 // if any sources were NULL, clear the respective list
1746 vertstrings_count = 0;
1747 if (!geometrystring)
1748 geomstrings_count = 0;
1749 if (!fragmentstring)
1750 fragstrings_count = 0;
1752 // compile the shader program
1753 if (vertstrings_count + geomstrings_count + fragstrings_count)
1754 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1758 qglUseProgramObjectARB(p->program);CHECKGLERROR
1759 // look up all the uniform variable names we care about, so we don't
1760 // have to look them up every time we set them
1761 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1762 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1763 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1764 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1765 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1766 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1767 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1768 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1769 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1770 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1771 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1772 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1773 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1774 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1775 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1776 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1777 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1778 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1779 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1780 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1781 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1782 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1783 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1784 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1785 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1786 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1787 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1788 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1789 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1790 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1791 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1792 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1793 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1794 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1795 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1796 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1797 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1798 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1799 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1800 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1801 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1802 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1803 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1804 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1805 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1806 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1807 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1808 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1809 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1810 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1811 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1812 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1813 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1814 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1815 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1816 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1817 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1818 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1819 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1820 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1821 // initialize the samplers to refer to the texture units we use
1822 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1823 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1824 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1825 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1826 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1827 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1828 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1829 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1830 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1831 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1832 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1833 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1834 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1835 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1836 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1837 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1838 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1839 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1840 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1841 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1842 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1843 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1844 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1845 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1847 if (developer.integer)
1848 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1851 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1855 Mem_Free(vertexstring);
1857 Mem_Free(geometrystring);
1859 Mem_Free(fragmentstring);
1862 void R_GLSL_Restart_f(void)
1864 unsigned int i, limit;
1865 r_glsl_permutation_t *p;
1866 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1867 for (i = 0;i < limit;i++)
1869 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1871 GL_Backend_FreeProgram(p->program);
1872 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1875 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1878 void R_GLSL_DumpShader_f(void)
1882 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1885 Con_Printf("failed to write to glsl/default.glsl\n");
1889 FS_Print(file, "/* The engine may define the following macros:\n");
1890 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1891 for (i = 0;i < SHADERMODE_COUNT;i++)
1892 FS_Print(file, shadermodeinfo[i].pretext);
1893 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1894 FS_Print(file, shaderpermutationinfo[i].pretext);
1895 FS_Print(file, "*/\n");
1896 FS_Print(file, builtinshaderstring);
1899 Con_Printf("glsl/default.glsl written\n");
1902 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1904 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1905 if (r_glsl_permutation != perm)
1907 r_glsl_permutation = perm;
1908 if (!r_glsl_permutation->program)
1910 if (!r_glsl_permutation->compiled)
1911 R_GLSL_CompilePermutation(perm, mode, permutation);
1912 if (!r_glsl_permutation->program)
1914 // remove features until we find a valid permutation
1916 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1918 // reduce i more quickly whenever it would not remove any bits
1919 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1920 if (!(permutation & j))
1923 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1924 if (!r_glsl_permutation->compiled)
1925 R_GLSL_CompilePermutation(perm, mode, permutation);
1926 if (r_glsl_permutation->program)
1929 if (i >= SHADERPERMUTATION_COUNT)
1931 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");
1932 Cvar_SetValueQuick(&r_glsl, 0);
1933 R_GLSL_Restart_f(); // unload shaders
1934 return; // no bit left to clear
1939 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1943 void R_SetupGenericShader(qboolean usetexture)
1945 if (gl_support_fragment_shader)
1947 if (r_glsl.integer && r_glsl_usegeneric.integer)
1948 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1949 else if (r_glsl_permutation)
1951 r_glsl_permutation = NULL;
1952 qglUseProgramObjectARB(0);CHECKGLERROR
1957 void R_SetupGenericTwoTextureShader(int texturemode)
1959 if (gl_support_fragment_shader)
1961 if (r_glsl.integer && r_glsl_usegeneric.integer)
1962 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1963 else if (r_glsl_permutation)
1965 r_glsl_permutation = NULL;
1966 qglUseProgramObjectARB(0);CHECKGLERROR
1969 if (!r_glsl_permutation)
1971 if (texturemode == GL_DECAL && gl_combine.integer)
1972 texturemode = GL_INTERPOLATE_ARB;
1973 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1977 void R_SetupDepthOrShadowShader(void)
1979 if (gl_support_fragment_shader)
1981 if (r_glsl.integer && r_glsl_usegeneric.integer)
1982 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1983 else if (r_glsl_permutation)
1985 r_glsl_permutation = NULL;
1986 qglUseProgramObjectARB(0);CHECKGLERROR
1991 void R_SetupShowDepthShader(void)
1993 if (gl_support_fragment_shader)
1995 if (r_glsl.integer && r_glsl_usegeneric.integer)
1996 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
1997 else if (r_glsl_permutation)
1999 r_glsl_permutation = NULL;
2000 qglUseProgramObjectARB(0);CHECKGLERROR
2005 extern rtexture_t *r_shadow_attenuationgradienttexture;
2006 extern rtexture_t *r_shadow_attenuation2dtexture;
2007 extern rtexture_t *r_shadow_attenuation3dtexture;
2008 extern qboolean r_shadow_usingshadowmaprect;
2009 extern qboolean r_shadow_usingshadowmapcube;
2010 extern qboolean r_shadow_usingshadowmap2d;
2011 extern float r_shadow_shadowmap_texturescale[4];
2012 extern float r_shadow_shadowmap_parameters[4];
2013 extern int r_shadow_shadowmode;
2014 extern int r_shadow_shadowmapfilter;
2015 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2017 // select a permutation of the lighting shader appropriate to this
2018 // combination of texture, entity, light source, and fogging, only use the
2019 // minimum features necessary to avoid wasting rendering time in the
2020 // fragment shader on features that are not being used
2021 unsigned int permutation = 0;
2022 unsigned int mode = 0;
2023 // TODO: implement geometry-shader based shadow volumes someday
2024 if (r_glsl_offsetmapping.integer)
2026 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2027 if (r_glsl_offsetmapping_reliefmapping.integer)
2028 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2030 if (rsurfacepass == RSURFPASS_BACKGROUND)
2032 // distorted background
2033 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2034 mode = SHADERMODE_WATER;
2036 mode = SHADERMODE_REFRACTION;
2038 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2041 mode = SHADERMODE_LIGHTSOURCE;
2042 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2043 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2044 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2045 permutation |= SHADERPERMUTATION_CUBEFILTER;
2046 if (diffusescale > 0)
2047 permutation |= SHADERPERMUTATION_DIFFUSE;
2048 if (specularscale > 0)
2049 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2050 if (r_refdef.fogenabled)
2051 permutation |= SHADERPERMUTATION_FOG;
2052 if (rsurface.texture->colormapping)
2053 permutation |= SHADERPERMUTATION_COLORMAPPING;
2054 if (r_shadow_usingshadowmaprect)
2055 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2056 if (r_shadow_usingshadowmapcube)
2057 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2058 if (r_shadow_usingshadowmap2d)
2059 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2060 if (r_shadow_shadowmapfilter == 3)
2061 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2062 else if (r_shadow_shadowmapfilter == 2)
2063 permutation |= SHADERPERMUTATION_SHADOWMAPPCF | SHADERPERMUTATION_SHADOWSAMPLER;
2064 else if (r_shadow_shadowmapfilter == 1)
2065 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2067 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2069 // unshaded geometry (fullbright or ambient model lighting)
2070 mode = SHADERMODE_FLATCOLOR;
2071 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2072 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2073 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2074 permutation |= SHADERPERMUTATION_GLOW;
2075 if (r_refdef.fogenabled)
2076 permutation |= SHADERPERMUTATION_FOG;
2077 if (rsurface.texture->colormapping)
2078 permutation |= SHADERPERMUTATION_COLORMAPPING;
2079 if (r_glsl_offsetmapping.integer)
2081 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2082 if (r_glsl_offsetmapping_reliefmapping.integer)
2083 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2085 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2086 permutation |= SHADERPERMUTATION_REFLECTION;
2088 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2090 // directional model lighting
2091 mode = SHADERMODE_LIGHTDIRECTION;
2092 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2093 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2094 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2095 permutation |= SHADERPERMUTATION_GLOW;
2096 permutation |= SHADERPERMUTATION_DIFFUSE;
2097 if (specularscale > 0)
2098 permutation |= SHADERPERMUTATION_SPECULAR;
2099 if (r_refdef.fogenabled)
2100 permutation |= SHADERPERMUTATION_FOG;
2101 if (rsurface.texture->colormapping)
2102 permutation |= SHADERPERMUTATION_COLORMAPPING;
2103 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2104 permutation |= SHADERPERMUTATION_REFLECTION;
2106 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2108 // ambient model lighting
2109 mode = SHADERMODE_LIGHTDIRECTION;
2110 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2111 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2112 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2113 permutation |= SHADERPERMUTATION_GLOW;
2114 if (r_refdef.fogenabled)
2115 permutation |= SHADERPERMUTATION_FOG;
2116 if (rsurface.texture->colormapping)
2117 permutation |= SHADERPERMUTATION_COLORMAPPING;
2118 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2119 permutation |= SHADERPERMUTATION_REFLECTION;
2124 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2126 // deluxemapping (light direction texture)
2127 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2128 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2130 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2131 permutation |= SHADERPERMUTATION_DIFFUSE;
2132 if (specularscale > 0)
2133 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2135 else if (r_glsl_deluxemapping.integer >= 2)
2137 // fake deluxemapping (uniform light direction in tangentspace)
2138 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2139 permutation |= SHADERPERMUTATION_DIFFUSE;
2140 if (specularscale > 0)
2141 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2143 else if (rsurface.uselightmaptexture)
2145 // ordinary lightmapping (q1bsp, q3bsp)
2146 mode = SHADERMODE_LIGHTMAP;
2150 // ordinary vertex coloring (q3bsp)
2151 mode = SHADERMODE_VERTEXCOLOR;
2153 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2154 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2155 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2156 permutation |= SHADERPERMUTATION_GLOW;
2157 if (r_refdef.fogenabled)
2158 permutation |= SHADERPERMUTATION_FOG;
2159 if (rsurface.texture->colormapping)
2160 permutation |= SHADERPERMUTATION_COLORMAPPING;
2161 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2162 permutation |= SHADERPERMUTATION_REFLECTION;
2164 if(permutation & SHADERPERMUTATION_SPECULAR)
2165 if(r_shadow_glossexact.integer)
2166 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2167 R_SetupShader_SetPermutation(mode, permutation);
2168 if (mode == SHADERMODE_LIGHTSOURCE)
2170 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2171 if (permutation & SHADERPERMUTATION_DIFFUSE)
2173 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2174 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2175 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2176 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2180 // ambient only is simpler
2181 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]);
2182 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2183 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2184 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2186 // additive passes are only darkened by fog, not tinted
2187 if (r_glsl_permutation->loc_FogColor >= 0)
2188 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2189 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1], r_shadow_shadowmap_texturescale[2], r_shadow_shadowmap_texturescale[3]);
2190 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2194 if (mode == SHADERMODE_LIGHTDIRECTION)
2196 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);
2197 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);
2198 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);
2199 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]);
2203 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2204 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2205 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2207 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]);
2208 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
2209 // additive passes are only darkened by fog, not tinted
2210 if (r_glsl_permutation->loc_FogColor >= 0)
2212 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2213 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2215 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2217 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);
2218 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]);
2219 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]);
2220 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2221 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2222 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2223 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2225 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2226 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
2227 if (r_glsl_permutation->loc_Color_Pants >= 0)
2229 if (rsurface.texture->currentskinframe->pants)
2230 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2232 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2234 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2236 if (rsurface.texture->currentskinframe->shirt)
2237 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2239 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2241 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
2242 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2244 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2248 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2250 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2254 #define SKINFRAME_HASH 1024
2258 int loadsequence; // incremented each level change
2259 memexpandablearray_t array;
2260 skinframe_t *hash[SKINFRAME_HASH];
2263 r_skinframe_t r_skinframe;
2265 void R_SkinFrame_PrepareForPurge(void)
2267 r_skinframe.loadsequence++;
2268 // wrap it without hitting zero
2269 if (r_skinframe.loadsequence >= 200)
2270 r_skinframe.loadsequence = 1;
2273 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2277 // mark the skinframe as used for the purging code
2278 skinframe->loadsequence = r_skinframe.loadsequence;
2281 void R_SkinFrame_Purge(void)
2285 for (i = 0;i < SKINFRAME_HASH;i++)
2287 for (s = r_skinframe.hash[i];s;s = s->next)
2289 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2291 if (s->merged == s->base)
2293 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2294 R_PurgeTexture(s->stain );s->stain = NULL;
2295 R_PurgeTexture(s->merged);s->merged = NULL;
2296 R_PurgeTexture(s->base );s->base = NULL;
2297 R_PurgeTexture(s->pants );s->pants = NULL;
2298 R_PurgeTexture(s->shirt );s->shirt = NULL;
2299 R_PurgeTexture(s->nmap );s->nmap = NULL;
2300 R_PurgeTexture(s->gloss );s->gloss = NULL;
2301 R_PurgeTexture(s->glow );s->glow = NULL;
2302 R_PurgeTexture(s->fog );s->fog = NULL;
2303 s->loadsequence = 0;
2309 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2311 char basename[MAX_QPATH];
2313 Image_StripImageExtension(name, basename, sizeof(basename));
2315 if( last == NULL ) {
2317 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2318 item = r_skinframe.hash[hashindex];
2323 // linearly search through the hash bucket
2324 for( ; item ; item = item->next ) {
2325 if( !strcmp( item->basename, basename ) ) {
2332 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2336 char basename[MAX_QPATH];
2338 Image_StripImageExtension(name, basename, sizeof(basename));
2340 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2341 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2342 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2346 rtexture_t *dyntexture;
2347 // check whether its a dynamic texture
2348 dyntexture = CL_GetDynTexture( basename );
2349 if (!add && !dyntexture)
2351 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2352 memset(item, 0, sizeof(*item));
2353 strlcpy(item->basename, basename, sizeof(item->basename));
2354 item->base = dyntexture; // either NULL or dyntexture handle
2355 item->textureflags = textureflags;
2356 item->comparewidth = comparewidth;
2357 item->compareheight = compareheight;
2358 item->comparecrc = comparecrc;
2359 item->next = r_skinframe.hash[hashindex];
2360 r_skinframe.hash[hashindex] = item;
2362 else if( item->base == NULL )
2364 rtexture_t *dyntexture;
2365 // check whether its a dynamic texture
2366 // 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]
2367 dyntexture = CL_GetDynTexture( basename );
2368 item->base = dyntexture; // either NULL or dyntexture handle
2371 R_SkinFrame_MarkUsed(item);
2375 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2377 unsigned long long avgcolor[5], wsum; \
2385 for(pix = 0; pix < cnt; ++pix) \
2388 for(comp = 0; comp < 3; ++comp) \
2390 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2393 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2395 for(comp = 0; comp < 3; ++comp) \
2396 avgcolor[comp] += getpixel * w; \
2399 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2400 avgcolor[4] += getpixel; \
2402 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2404 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2405 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2406 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2407 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2410 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2412 // FIXME: it should be possible to disable loading various layers using
2413 // cvars, to prevent wasted loading time and memory usage if the user does
2415 qboolean loadnormalmap = true;
2416 qboolean loadgloss = true;
2417 qboolean loadpantsandshirt = true;
2418 qboolean loadglow = true;
2420 unsigned char *pixels;
2421 unsigned char *bumppixels;
2422 unsigned char *basepixels = NULL;
2423 int basepixels_width;
2424 int basepixels_height;
2425 skinframe_t *skinframe;
2429 if (cls.state == ca_dedicated)
2432 // return an existing skinframe if already loaded
2433 // if loading of the first image fails, don't make a new skinframe as it
2434 // would cause all future lookups of this to be missing
2435 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2436 if (skinframe && skinframe->base)
2439 basepixels = loadimagepixelsbgra(name, complain, true);
2440 if (basepixels == NULL)
2443 if (developer_loading.integer)
2444 Con_Printf("loading skin \"%s\"\n", name);
2446 // we've got some pixels to store, so really allocate this new texture now
2448 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2449 skinframe->stain = NULL;
2450 skinframe->merged = NULL;
2451 skinframe->base = r_texture_notexture;
2452 skinframe->pants = NULL;
2453 skinframe->shirt = NULL;
2454 skinframe->nmap = r_texture_blanknormalmap;
2455 skinframe->gloss = NULL;
2456 skinframe->glow = NULL;
2457 skinframe->fog = NULL;
2459 basepixels_width = image_width;
2460 basepixels_height = image_height;
2461 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);
2463 if (textureflags & TEXF_ALPHA)
2465 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2466 if (basepixels[j] < 255)
2468 if (j < basepixels_width * basepixels_height * 4)
2470 // has transparent pixels
2472 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2473 for (j = 0;j < image_width * image_height * 4;j += 4)
2478 pixels[j+3] = basepixels[j+3];
2480 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);
2485 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2486 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2488 // _norm is the name used by tenebrae and has been adopted as standard
2491 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2493 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2497 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2499 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2500 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2501 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2503 Mem_Free(bumppixels);
2505 else if (r_shadow_bumpscale_basetexture.value > 0)
2507 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2508 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2509 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2513 // _luma is supported for tenebrae compatibility
2514 // (I think it's a very stupid name, but oh well)
2515 // _glow is the preferred name
2516 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;}
2517 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;}
2518 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;}
2519 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;}
2522 Mem_Free(basepixels);
2527 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2530 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2533 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)
2538 for (i = 0;i < width*height;i++)
2539 if (((unsigned char *)&palette[in[i]])[3] > 0)
2541 if (i == width*height)
2544 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2547 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2548 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2551 unsigned char *temp1, *temp2;
2552 skinframe_t *skinframe;
2554 if (cls.state == ca_dedicated)
2557 // if already loaded just return it, otherwise make a new skinframe
2558 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2559 if (skinframe && skinframe->base)
2562 skinframe->stain = NULL;
2563 skinframe->merged = NULL;
2564 skinframe->base = r_texture_notexture;
2565 skinframe->pants = NULL;
2566 skinframe->shirt = NULL;
2567 skinframe->nmap = r_texture_blanknormalmap;
2568 skinframe->gloss = NULL;
2569 skinframe->glow = NULL;
2570 skinframe->fog = NULL;
2572 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2576 if (developer_loading.integer)
2577 Con_Printf("loading 32bit skin \"%s\"\n", name);
2579 if (r_shadow_bumpscale_basetexture.value > 0)
2581 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2582 temp2 = temp1 + width * height * 4;
2583 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2584 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2587 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2588 if (textureflags & TEXF_ALPHA)
2590 for (i = 3;i < width * height * 4;i += 4)
2591 if (skindata[i] < 255)
2593 if (i < width * height * 4)
2595 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2596 memcpy(fogpixels, skindata, width * height * 4);
2597 for (i = 0;i < width * height * 4;i += 4)
2598 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2599 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2600 Mem_Free(fogpixels);
2604 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2605 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2610 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2613 unsigned char *temp1, *temp2;
2614 unsigned int *palette;
2615 skinframe_t *skinframe;
2617 if (cls.state == ca_dedicated)
2620 // if already loaded just return it, otherwise make a new skinframe
2621 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2622 if (skinframe && skinframe->base)
2625 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2627 skinframe->stain = NULL;
2628 skinframe->merged = NULL;
2629 skinframe->base = r_texture_notexture;
2630 skinframe->pants = NULL;
2631 skinframe->shirt = NULL;
2632 skinframe->nmap = r_texture_blanknormalmap;
2633 skinframe->gloss = NULL;
2634 skinframe->glow = NULL;
2635 skinframe->fog = NULL;
2637 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2641 if (developer_loading.integer)
2642 Con_Printf("loading quake skin \"%s\"\n", name);
2644 if (r_shadow_bumpscale_basetexture.value > 0)
2646 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2647 temp2 = temp1 + width * height * 4;
2648 // use either a custom palette or the quake palette
2649 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2650 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2651 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2654 // use either a custom palette, or the quake palette
2655 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2656 if (loadglowtexture)
2657 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2658 if (loadpantsandshirt)
2660 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2661 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2663 if (skinframe->pants || skinframe->shirt)
2664 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
2665 if (textureflags & TEXF_ALPHA)
2667 for (i = 0;i < width * height;i++)
2668 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2670 if (i < width * height)
2671 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2674 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2675 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2680 skinframe_t *R_SkinFrame_LoadMissing(void)
2682 skinframe_t *skinframe;
2684 if (cls.state == ca_dedicated)
2687 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2688 skinframe->stain = NULL;
2689 skinframe->merged = NULL;
2690 skinframe->base = r_texture_notexture;
2691 skinframe->pants = NULL;
2692 skinframe->shirt = NULL;
2693 skinframe->nmap = r_texture_blanknormalmap;
2694 skinframe->gloss = NULL;
2695 skinframe->glow = NULL;
2696 skinframe->fog = NULL;
2698 skinframe->avgcolor[0] = rand() / RAND_MAX;
2699 skinframe->avgcolor[1] = rand() / RAND_MAX;
2700 skinframe->avgcolor[2] = rand() / RAND_MAX;
2701 skinframe->avgcolor[3] = 1;
2706 void gl_main_start(void)
2710 memset(r_queries, 0, sizeof(r_queries));
2712 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2713 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2715 // set up r_skinframe loading system for textures
2716 memset(&r_skinframe, 0, sizeof(r_skinframe));
2717 r_skinframe.loadsequence = 1;
2718 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2720 r_main_texturepool = R_AllocTexturePool();
2721 R_BuildBlankTextures();
2723 if (gl_texturecubemap)
2726 R_BuildNormalizationCube();
2728 r_texture_fogattenuation = NULL;
2729 r_texture_gammaramps = NULL;
2730 //r_texture_fogintensity = NULL;
2731 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2732 memset(&r_waterstate, 0, sizeof(r_waterstate));
2733 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2734 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2735 memset(&r_svbsp, 0, sizeof (r_svbsp));
2737 r_refdef.fogmasktable_density = 0;
2740 extern rtexture_t *loadingscreentexture;
2741 void gl_main_shutdown(void)
2744 qglDeleteQueriesARB(r_maxqueries, r_queries);
2748 memset(r_queries, 0, sizeof(r_queries));
2750 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2751 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2753 // clear out the r_skinframe state
2754 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2755 memset(&r_skinframe, 0, sizeof(r_skinframe));
2758 Mem_Free(r_svbsp.nodes);
2759 memset(&r_svbsp, 0, sizeof (r_svbsp));
2760 R_FreeTexturePool(&r_main_texturepool);
2761 loadingscreentexture = NULL;
2762 r_texture_blanknormalmap = NULL;
2763 r_texture_white = NULL;
2764 r_texture_grey128 = NULL;
2765 r_texture_black = NULL;
2766 r_texture_whitecube = NULL;
2767 r_texture_normalizationcube = NULL;
2768 r_texture_fogattenuation = NULL;
2769 r_texture_gammaramps = NULL;
2770 //r_texture_fogintensity = NULL;
2771 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2772 memset(&r_waterstate, 0, sizeof(r_waterstate));
2776 extern void CL_ParseEntityLump(char *entitystring);
2777 void gl_main_newmap(void)
2779 // FIXME: move this code to client
2781 char *entities, entname[MAX_QPATH];
2784 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2785 l = (int)strlen(entname) - 4;
2786 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2788 memcpy(entname + l, ".ent", 5);
2789 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2791 CL_ParseEntityLump(entities);
2796 if (cl.worldmodel->brush.entities)
2797 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2801 void GL_Main_Init(void)
2803 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2805 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2806 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2807 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2808 if (gamemode == GAME_NEHAHRA)
2810 Cvar_RegisterVariable (&gl_fogenable);
2811 Cvar_RegisterVariable (&gl_fogdensity);
2812 Cvar_RegisterVariable (&gl_fogred);
2813 Cvar_RegisterVariable (&gl_foggreen);
2814 Cvar_RegisterVariable (&gl_fogblue);
2815 Cvar_RegisterVariable (&gl_fogstart);
2816 Cvar_RegisterVariable (&gl_fogend);
2817 Cvar_RegisterVariable (&gl_skyclip);
2819 Cvar_RegisterVariable(&r_motionblur);
2820 Cvar_RegisterVariable(&r_motionblur_maxblur);
2821 Cvar_RegisterVariable(&r_motionblur_bmin);
2822 Cvar_RegisterVariable(&r_motionblur_vmin);
2823 Cvar_RegisterVariable(&r_motionblur_vmax);
2824 Cvar_RegisterVariable(&r_motionblur_vcoeff);
2825 Cvar_RegisterVariable(&r_motionblur_randomize);
2826 Cvar_RegisterVariable(&r_damageblur);
2827 Cvar_RegisterVariable(&r_animcache);
2828 Cvar_RegisterVariable(&r_depthfirst);
2829 Cvar_RegisterVariable(&r_useinfinitefarclip);
2830 Cvar_RegisterVariable(&r_nearclip);
2831 Cvar_RegisterVariable(&r_showbboxes);
2832 Cvar_RegisterVariable(&r_showsurfaces);
2833 Cvar_RegisterVariable(&r_showtris);
2834 Cvar_RegisterVariable(&r_shownormals);
2835 Cvar_RegisterVariable(&r_showlighting);
2836 Cvar_RegisterVariable(&r_showshadowvolumes);
2837 Cvar_RegisterVariable(&r_showcollisionbrushes);
2838 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2839 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2840 Cvar_RegisterVariable(&r_showdisabledepthtest);
2841 Cvar_RegisterVariable(&r_drawportals);
2842 Cvar_RegisterVariable(&r_drawentities);
2843 Cvar_RegisterVariable(&r_cullentities_trace);
2844 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2845 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2846 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2847 Cvar_RegisterVariable(&r_drawviewmodel);
2848 Cvar_RegisterVariable(&r_speeds);
2849 Cvar_RegisterVariable(&r_fullbrights);
2850 Cvar_RegisterVariable(&r_wateralpha);
2851 Cvar_RegisterVariable(&r_dynamic);
2852 Cvar_RegisterVariable(&r_fullbright);
2853 Cvar_RegisterVariable(&r_shadows);
2854 Cvar_RegisterVariable(&r_shadows_darken);
2855 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
2856 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
2857 Cvar_RegisterVariable(&r_shadows_throwdistance);
2858 Cvar_RegisterVariable(&r_shadows_throwdirection);
2859 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2860 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2861 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2862 Cvar_RegisterVariable(&r_fog_exp2);
2863 Cvar_RegisterVariable(&r_drawfog);
2864 Cvar_RegisterVariable(&r_textureunits);
2865 Cvar_RegisterVariable(&r_glsl);
2866 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2867 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2868 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2869 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2870 Cvar_RegisterVariable(&r_glsl_postprocess);
2871 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2872 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2873 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2874 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2875 Cvar_RegisterVariable(&r_glsl_usegeneric);
2876 Cvar_RegisterVariable(&r_water);
2877 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2878 Cvar_RegisterVariable(&r_water_clippingplanebias);
2879 Cvar_RegisterVariable(&r_water_refractdistort);
2880 Cvar_RegisterVariable(&r_water_reflectdistort);
2881 Cvar_RegisterVariable(&r_lerpsprites);
2882 Cvar_RegisterVariable(&r_lerpmodels);
2883 Cvar_RegisterVariable(&r_lerplightstyles);
2884 Cvar_RegisterVariable(&r_waterscroll);
2885 Cvar_RegisterVariable(&r_bloom);
2886 Cvar_RegisterVariable(&r_bloom_colorscale);
2887 Cvar_RegisterVariable(&r_bloom_brighten);
2888 Cvar_RegisterVariable(&r_bloom_blur);
2889 Cvar_RegisterVariable(&r_bloom_resolution);
2890 Cvar_RegisterVariable(&r_bloom_colorexponent);
2891 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2892 Cvar_RegisterVariable(&r_hdr);
2893 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2894 Cvar_RegisterVariable(&r_hdr_glowintensity);
2895 Cvar_RegisterVariable(&r_hdr_range);
2896 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2897 Cvar_RegisterVariable(&developer_texturelogging);
2898 Cvar_RegisterVariable(&gl_lightmaps);
2899 Cvar_RegisterVariable(&r_test);
2900 Cvar_RegisterVariable(&r_batchmode);
2901 Cvar_RegisterVariable(&r_glsl_saturation);
2902 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2903 Cvar_SetValue("r_fullbrights", 0);
2904 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2906 Cvar_RegisterVariable(&r_track_sprites);
2907 Cvar_RegisterVariable(&r_track_sprites_flags);
2908 Cvar_RegisterVariable(&r_track_sprites_scalew);
2909 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2912 extern void R_Textures_Init(void);
2913 extern void GL_Draw_Init(void);
2914 extern void GL_Main_Init(void);
2915 extern void R_Shadow_Init(void);
2916 extern void R_Sky_Init(void);
2917 extern void GL_Surf_Init(void);
2918 extern void R_Particles_Init(void);
2919 extern void R_Explosion_Init(void);
2920 extern void gl_backend_init(void);
2921 extern void Sbar_Init(void);
2922 extern void R_LightningBeams_Init(void);
2923 extern void Mod_RenderInit(void);
2925 void Render_Init(void)
2937 R_LightningBeams_Init();
2946 extern char *ENGINE_EXTENSIONS;
2949 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2950 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2951 gl_version = (const char *)qglGetString(GL_VERSION);
2952 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2956 if (!gl_platformextensions)
2957 gl_platformextensions = "";
2959 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2960 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2961 Con_Printf("GL_VERSION: %s\n", gl_version);
2962 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2963 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2965 VID_CheckExtensions();
2967 // LordHavoc: report supported extensions
2968 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2970 // clear to black (loading plaque will be seen over this)
2972 qglClearColor(0,0,0,1);CHECKGLERROR
2973 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2976 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2980 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2982 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2985 p = r_refdef.view.frustum + i;
2990 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2994 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2998 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3002 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3006 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3010 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3014 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3018 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3026 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3030 for (i = 0;i < numplanes;i++)
3037 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3041 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3045 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3049 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3053 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3057 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3061 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3065 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3073 //==================================================================================
3075 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3078 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3079 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3080 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3083 typedef struct r_animcache_entity_s
3090 qboolean wantnormals;
3091 qboolean wanttangents;
3093 r_animcache_entity_t;
3095 typedef struct r_animcache_s
3097 r_animcache_entity_t entity[MAX_EDICTS*2];
3103 static r_animcache_t r_animcachestate;
3105 void R_AnimCache_Free(void)
3108 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3110 r_animcachestate.entity[idx].maxvertices = 0;
3111 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3112 r_animcachestate.entity[idx].vertex3f = NULL;
3113 r_animcachestate.entity[idx].normal3f = NULL;
3114 r_animcachestate.entity[idx].svector3f = NULL;
3115 r_animcachestate.entity[idx].tvector3f = NULL;
3117 r_animcachestate.currentindex = 0;
3118 r_animcachestate.maxindex = 0;
3121 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3125 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3127 if (cache->maxvertices >= numvertices)
3130 // Release existing memory
3131 if (cache->vertex3f)
3132 Mem_Free(cache->vertex3f);
3134 // Pad by 1024 verts
3135 cache->maxvertices = (numvertices + 1023) & ~1023;
3136 arraySize = cache->maxvertices * 3;
3138 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3139 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3140 r_animcachestate.entity[cacheIdx].vertex3f = base;
3141 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3142 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3143 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3145 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3148 void R_AnimCache_NewFrame(void)
3152 if (r_animcache.integer && r_drawentities.integer)
3153 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3154 else if (r_animcachestate.maxindex)
3157 r_animcachestate.currentindex = 0;
3159 for (i = 0;i < r_refdef.scene.numentities;i++)
3160 r_refdef.scene.entities[i]->animcacheindex = -1;
3163 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3165 dp_model_t *model = ent->model;
3166 r_animcache_entity_t *c;
3167 // see if it's already cached this frame
3168 if (ent->animcacheindex >= 0)
3170 // add normals/tangents if needed
3171 c = r_animcachestate.entity + ent->animcacheindex;
3173 wantnormals = false;
3174 if (c->wanttangents)
3175 wanttangents = false;
3176 if (wantnormals || wanttangents)
3177 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3181 // see if this ent is worth caching
3182 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3184 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3186 // assign it a cache entry and make sure the arrays are big enough
3187 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3188 ent->animcacheindex = r_animcachestate.currentindex++;
3189 c = r_animcachestate.entity + ent->animcacheindex;
3190 c->wantnormals = wantnormals;
3191 c->wanttangents = wanttangents;
3192 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3197 void R_AnimCache_CacheVisibleEntities(void)
3200 qboolean wantnormals;
3201 qboolean wanttangents;
3203 if (!r_animcachestate.maxindex)
3206 wantnormals = !r_showsurfaces.integer;
3207 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3209 // TODO: thread this?
3211 for (i = 0;i < r_refdef.scene.numentities;i++)
3213 if (!r_refdef.viewcache.entityvisible[i])
3215 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3219 //==================================================================================
3221 static void R_View_UpdateEntityLighting (void)
3224 entity_render_t *ent;
3225 vec3_t tempdiffusenormal;
3227 for (i = 0;i < r_refdef.scene.numentities;i++)
3229 ent = r_refdef.scene.entities[i];
3231 // skip unseen models
3232 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3236 if (ent->model && ent->model->brush.num_leafs)
3238 // TODO: use modellight for r_ambient settings on world?
3239 VectorSet(ent->modellight_ambient, 0, 0, 0);
3240 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3241 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3245 // fetch the lighting from the worldmodel data
3246 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3247 VectorClear(ent->modellight_diffuse);
3248 VectorClear(tempdiffusenormal);
3249 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3252 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3253 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3256 VectorSet(ent->modellight_ambient, 1, 1, 1);
3258 // move the light direction into modelspace coordinates for lighting code
3259 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3260 if(VectorLength2(ent->modellight_lightdir) == 0)
3261 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3262 VectorNormalize(ent->modellight_lightdir);
3266 static void R_View_UpdateEntityVisible (void)
3269 entity_render_t *ent;
3271 if (!r_drawentities.integer)
3274 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3275 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3277 // worldmodel can check visibility
3278 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3279 for (i = 0;i < r_refdef.scene.numentities;i++)
3281 ent = r_refdef.scene.entities[i];
3282 if (!(ent->flags & renderimask))
3283 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3284 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3285 r_refdef.viewcache.entityvisible[i] = true;
3287 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3289 for (i = 0;i < r_refdef.scene.numentities;i++)
3291 ent = r_refdef.scene.entities[i];
3292 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
3294 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))
3295 ent->last_trace_visibility = realtime;
3296 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3297 r_refdef.viewcache.entityvisible[i] = 0;
3304 // no worldmodel or it can't check visibility
3305 for (i = 0;i < r_refdef.scene.numentities;i++)
3307 ent = r_refdef.scene.entities[i];
3308 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));
3313 /// only used if skyrendermasked, and normally returns false
3314 int R_DrawBrushModelsSky (void)
3317 entity_render_t *ent;
3319 if (!r_drawentities.integer)
3323 for (i = 0;i < r_refdef.scene.numentities;i++)
3325 if (!r_refdef.viewcache.entityvisible[i])
3327 ent = r_refdef.scene.entities[i];
3328 if (!ent->model || !ent->model->DrawSky)
3330 ent->model->DrawSky(ent);
3336 static void R_DrawNoModel(entity_render_t *ent);
3337 static void R_DrawModels(void)
3340 entity_render_t *ent;
3342 if (!r_drawentities.integer)
3345 for (i = 0;i < r_refdef.scene.numentities;i++)
3347 if (!r_refdef.viewcache.entityvisible[i])
3349 ent = r_refdef.scene.entities[i];
3350 r_refdef.stats.entities++;
3351 if (ent->model && ent->model->Draw != NULL)
3352 ent->model->Draw(ent);
3358 static void R_DrawModelsDepth(void)
3361 entity_render_t *ent;
3363 if (!r_drawentities.integer)
3366 for (i = 0;i < r_refdef.scene.numentities;i++)
3368 if (!r_refdef.viewcache.entityvisible[i])
3370 ent = r_refdef.scene.entities[i];
3371 if (ent->model && ent->model->DrawDepth != NULL)
3372 ent->model->DrawDepth(ent);
3376 static void R_DrawModelsDebug(void)
3379 entity_render_t *ent;
3381 if (!r_drawentities.integer)
3384 for (i = 0;i < r_refdef.scene.numentities;i++)
3386 if (!r_refdef.viewcache.entityvisible[i])
3388 ent = r_refdef.scene.entities[i];
3389 if (ent->model && ent->model->DrawDebug != NULL)
3390 ent->model->DrawDebug(ent);
3394 static void R_DrawModelsAddWaterPlanes(void)
3397 entity_render_t *ent;
3399 if (!r_drawentities.integer)
3402 for (i = 0;i < r_refdef.scene.numentities;i++)
3404 if (!r_refdef.viewcache.entityvisible[i])
3406 ent = r_refdef.scene.entities[i];
3407 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3408 ent->model->DrawAddWaterPlanes(ent);
3412 static void R_View_SetFrustum(void)
3415 double slopex, slopey;
3416 vec3_t forward, left, up, origin;
3418 // we can't trust r_refdef.view.forward and friends in reflected scenes
3419 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3422 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3423 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3424 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3425 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3426 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3427 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3428 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3429 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3430 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3431 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3432 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3433 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3437 zNear = r_refdef.nearclip;
3438 nudge = 1.0 - 1.0 / (1<<23);
3439 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3440 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3441 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3442 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3443 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3444 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3445 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3446 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3452 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3453 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3454 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3455 r_refdef.view.frustum[0].dist = m[15] - m[12];
3457 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3458 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3459 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3460 r_refdef.view.frustum[1].dist = m[15] + m[12];
3462 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3463 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3464 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3465 r_refdef.view.frustum[2].dist = m[15] - m[13];
3467 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3468 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3469 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3470 r_refdef.view.frustum[3].dist = m[15] + m[13];
3472 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3473 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3474 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3475 r_refdef.view.frustum[4].dist = m[15] - m[14];
3477 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3478 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3479 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3480 r_refdef.view.frustum[5].dist = m[15] + m[14];
3483 if (r_refdef.view.useperspective)
3485 slopex = 1.0 / r_refdef.view.frustum_x;
3486 slopey = 1.0 / r_refdef.view.frustum_y;
3487 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3488 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3489 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3490 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3491 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3493 // Leaving those out was a mistake, those were in the old code, and they
3494 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3495 // I couldn't reproduce it after adding those normalizations. --blub
3496 VectorNormalize(r_refdef.view.frustum[0].normal);
3497 VectorNormalize(r_refdef.view.frustum[1].normal);
3498 VectorNormalize(r_refdef.view.frustum[2].normal);
3499 VectorNormalize(r_refdef.view.frustum[3].normal);
3501 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3502 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3503 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3504 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3505 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3507 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3508 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3509 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3510 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3511 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3515 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3516 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3517 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3518 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3519 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3520 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3521 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3522 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3523 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3524 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3526 r_refdef.view.numfrustumplanes = 5;
3528 if (r_refdef.view.useclipplane)
3530 r_refdef.view.numfrustumplanes = 6;
3531 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3534 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3535 PlaneClassify(r_refdef.view.frustum + i);
3537 // LordHavoc: note to all quake engine coders, Quake had a special case
3538 // for 90 degrees which assumed a square view (wrong), so I removed it,
3539 // Quake2 has it disabled as well.
3541 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3542 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3543 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3544 //PlaneClassify(&frustum[0]);
3546 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3547 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3548 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3549 //PlaneClassify(&frustum[1]);
3551 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3552 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3553 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3554 //PlaneClassify(&frustum[2]);
3556 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3557 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3558 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3559 //PlaneClassify(&frustum[3]);
3562 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3563 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3564 //PlaneClassify(&frustum[4]);
3567 void R_View_Update(void)
3569 R_View_SetFrustum();
3570 R_View_WorldVisibility(r_refdef.view.useclipplane);
3571 R_View_UpdateEntityVisible();
3572 R_View_UpdateEntityLighting();
3575 void R_SetupView(qboolean allowwaterclippingplane)
3577 const double *customclipplane = NULL;
3579 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3581 // LordHavoc: couldn't figure out how to make this approach the
3582 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3583 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3584 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3585 dist = r_refdef.view.clipplane.dist;
3586 plane[0] = r_refdef.view.clipplane.normal[0];
3587 plane[1] = r_refdef.view.clipplane.normal[1];
3588 plane[2] = r_refdef.view.clipplane.normal[2];
3590 customclipplane = plane;
3593 if (!r_refdef.view.useperspective)
3594 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3595 else if (gl_stencil && r_useinfinitefarclip.integer)
3596 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3598 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3599 R_SetViewport(&r_refdef.view.viewport);
3602 void R_ResetViewRendering2D(void)
3604 r_viewport_t viewport;
3607 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3608 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3609 R_SetViewport(&viewport);
3610 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3611 GL_Color(1, 1, 1, 1);
3612 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3613 GL_BlendFunc(GL_ONE, GL_ZERO);
3614 GL_AlphaTest(false);
3615 GL_ScissorTest(false);
3616 GL_DepthMask(false);
3617 GL_DepthRange(0, 1);
3618 GL_DepthTest(false);
3619 R_Mesh_Matrix(&identitymatrix);
3620 R_Mesh_ResetTextureState();
3621 GL_PolygonOffset(0, 0);
3622 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3623 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3624 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3625 qglStencilMask(~0);CHECKGLERROR
3626 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3627 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3628 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3629 R_SetupGenericShader(true);
3632 void R_ResetViewRendering3D(void)
3637 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3638 GL_Color(1, 1, 1, 1);
3639 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3640 GL_BlendFunc(GL_ONE, GL_ZERO);
3641 GL_AlphaTest(false);
3642 GL_ScissorTest(true);
3644 GL_DepthRange(0, 1);
3646 R_Mesh_Matrix(&identitymatrix);
3647 R_Mesh_ResetTextureState();
3648 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3649 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3650 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3651 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3652 qglStencilMask(~0);CHECKGLERROR
3653 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3654 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3655 GL_CullFace(r_refdef.view.cullface_back);
3656 R_SetupGenericShader(true);
3659 void R_RenderScene(void);
3660 void R_RenderWaterPlanes(void);
3662 static void R_Water_StartFrame(void)
3665 int waterwidth, waterheight, texturewidth, textureheight;
3666 r_waterstate_waterplane_t *p;
3668 // set waterwidth and waterheight to the water resolution that will be
3669 // used (often less than the screen resolution for faster rendering)
3670 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3671 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
3673 // calculate desired texture sizes
3674 // can't use water if the card does not support the texture size
3675 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3676 texturewidth = textureheight = waterwidth = waterheight = 0;
3677 else if (gl_support_arb_texture_non_power_of_two)
3679 texturewidth = waterwidth;
3680 textureheight = waterheight;
3684 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3685 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3688 // allocate textures as needed
3689 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3691 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3692 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3694 if (p->texture_refraction)
3695 R_FreeTexture(p->texture_refraction);
3696 p->texture_refraction = NULL;
3697 if (p->texture_reflection)
3698 R_FreeTexture(p->texture_reflection);
3699 p->texture_reflection = NULL;
3701 memset(&r_waterstate, 0, sizeof(r_waterstate));
3702 r_waterstate.waterwidth = waterwidth;
3703 r_waterstate.waterheight = waterheight;
3704 r_waterstate.texturewidth = texturewidth;
3705 r_waterstate.textureheight = textureheight;
3708 // when doing a reduced render (HDR) we want to use a smaller area
3709 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3710 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3712 if (r_waterstate.waterwidth)
3714 r_waterstate.enabled = true;
3716 // set up variables that will be used in shader setup
3717 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3718 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3719 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3720 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3723 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3724 r_waterstate.numwaterplanes = 0;
3727 void R_Water_AddWaterPlane(msurface_t *surface)
3729 int triangleindex, planeindex;
3735 r_waterstate_waterplane_t *p;
3736 texture_t *t = R_GetCurrentTexture(surface->texture);
3737 // just use the first triangle with a valid normal for any decisions
3738 VectorClear(normal);
3739 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3741 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3742 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3743 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3744 TriangleNormal(vert[0], vert[1], vert[2], normal);
3745 if (VectorLength2(normal) >= 0.001)
3749 VectorCopy(normal, plane.normal);
3750 VectorNormalize(plane.normal);
3751 plane.dist = DotProduct(vert[0], plane.normal);
3752 PlaneClassify(&plane);
3753 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3755 // skip backfaces (except if nocullface is set)
3756 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3758 VectorNegate(plane.normal, plane.normal);
3760 PlaneClassify(&plane);
3764 // find a matching plane if there is one
3765 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3766 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3768 if (planeindex >= r_waterstate.maxwaterplanes)
3769 return; // nothing we can do, out of planes
3771 // if this triangle does not fit any known plane rendered this frame, add one
3772 if (planeindex >= r_waterstate.numwaterplanes)
3774 // store the new plane
3775 r_waterstate.numwaterplanes++;
3777 // clear materialflags and pvs
3778 p->materialflags = 0;
3779 p->pvsvalid = false;
3781 // merge this surface's materialflags into the waterplane
3782 p->materialflags |= t->currentmaterialflags;
3783 // merge this surface's PVS into the waterplane
3784 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3785 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3786 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3788 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3793 static void R_Water_ProcessPlanes(void)
3795 r_refdef_view_t originalview;
3796 r_refdef_view_t myview;
3798 r_waterstate_waterplane_t *p;
3800 originalview = r_refdef.view;
3802 // make sure enough textures are allocated
3803 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3805 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3807 if (!p->texture_refraction)
3808 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);
3809 if (!p->texture_refraction)
3813 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3815 if (!p->texture_reflection)
3816 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);
3817 if (!p->texture_reflection)
3823 r_refdef.view = originalview;
3824 r_refdef.view.showdebug = false;
3825 r_refdef.view.width = r_waterstate.waterwidth;
3826 r_refdef.view.height = r_waterstate.waterheight;
3827 r_refdef.view.useclipplane = true;
3828 myview = r_refdef.view;
3829 r_waterstate.renderingscene = true;
3830 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3832 // render the normal view scene and copy into texture
3833 // (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)
3834 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3836 r_refdef.view = myview;
3837 r_refdef.view.clipplane = p->plane;
3838 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3839 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3840 PlaneClassify(&r_refdef.view.clipplane);
3842 R_ResetViewRendering3D();
3843 R_ClearScreen(r_refdef.fogenabled);
3847 // copy view into the screen texture
3848 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3849 GL_ActiveTexture(0);
3851 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3854 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3856 r_refdef.view = myview;
3857 // render reflected scene and copy into texture
3858 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3859 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3860 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3861 r_refdef.view.clipplane = p->plane;
3862 // reverse the cullface settings for this render
3863 r_refdef.view.cullface_front = GL_FRONT;
3864 r_refdef.view.cullface_back = GL_BACK;
3865 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3867 r_refdef.view.usecustompvs = true;
3869 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3871 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3874 R_ResetViewRendering3D();
3875 R_ClearScreen(r_refdef.fogenabled);
3879 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3880 GL_ActiveTexture(0);
3882 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
3885 r_waterstate.renderingscene = false;
3886 r_refdef.view = originalview;
3887 R_ResetViewRendering3D();
3888 R_ClearScreen(r_refdef.fogenabled);
3892 r_refdef.view = originalview;
3893 r_waterstate.renderingscene = false;
3894 Cvar_SetValueQuick(&r_water, 0);
3895 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3899 void R_Bloom_StartFrame(void)
3901 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3903 // set bloomwidth and bloomheight to the bloom resolution that will be
3904 // used (often less than the screen resolution for faster rendering)
3905 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
3906 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
3907 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
3908 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
3909 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
3911 // calculate desired texture sizes
3912 if (gl_support_arb_texture_non_power_of_two)
3914 screentexturewidth = r_refdef.view.width;
3915 screentextureheight = r_refdef.view.height;
3916 bloomtexturewidth = r_bloomstate.bloomwidth;
3917 bloomtextureheight = r_bloomstate.bloomheight;
3921 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3922 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3923 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3924 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3927 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3929 Cvar_SetValueQuick(&r_hdr, 0);
3930 Cvar_SetValueQuick(&r_bloom, 0);
3931 Cvar_SetValueQuick(&r_motionblur, 0);
3932 Cvar_SetValueQuick(&r_damageblur, 0);
3935 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
3936 screentexturewidth = screentextureheight = 0;
3937 if (!r_hdr.integer && !r_bloom.integer)
3938 bloomtexturewidth = bloomtextureheight = 0;
3940 // allocate textures as needed
3941 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3943 if (r_bloomstate.texture_screen)
3944 R_FreeTexture(r_bloomstate.texture_screen);
3945 r_bloomstate.texture_screen = NULL;
3946 r_bloomstate.screentexturewidth = screentexturewidth;
3947 r_bloomstate.screentextureheight = screentextureheight;
3948 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3949 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);
3951 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3953 if (r_bloomstate.texture_bloom)
3954 R_FreeTexture(r_bloomstate.texture_bloom);
3955 r_bloomstate.texture_bloom = NULL;
3956 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3957 r_bloomstate.bloomtextureheight = bloomtextureheight;
3958 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3959 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);
3962 // when doing a reduced render (HDR) we want to use a smaller area
3963 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
3964 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3965 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3966 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
3967 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
3969 // set up a texcoord array for the full resolution screen image
3970 // (we have to keep this around to copy back during final render)
3971 r_bloomstate.screentexcoord2f[0] = 0;
3972 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3973 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3974 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3975 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3976 r_bloomstate.screentexcoord2f[5] = 0;
3977 r_bloomstate.screentexcoord2f[6] = 0;
3978 r_bloomstate.screentexcoord2f[7] = 0;
3980 // set up a texcoord array for the reduced resolution bloom image
3981 // (which will be additive blended over the screen image)
3982 r_bloomstate.bloomtexcoord2f[0] = 0;
3983 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3984 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3985 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3986 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3987 r_bloomstate.bloomtexcoord2f[5] = 0;
3988 r_bloomstate.bloomtexcoord2f[6] = 0;
3989 r_bloomstate.bloomtexcoord2f[7] = 0;
3991 if (r_hdr.integer || r_bloom.integer)
3993 r_bloomstate.enabled = true;
3994 r_bloomstate.hdr = r_hdr.integer != 0;
3997 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4000 void R_Bloom_CopyBloomTexture(float colorscale)
4002 r_refdef.stats.bloom++;
4004 // scale down screen texture to the bloom texture size
4006 R_SetViewport(&r_bloomstate.viewport);
4007 GL_BlendFunc(GL_ONE, GL_ZERO);
4008 GL_Color(colorscale, colorscale, colorscale, 1);
4009 // TODO: optimize with multitexture or GLSL
4010 R_SetupGenericShader(true);
4011 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4012 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4013 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4014 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4016 // we now have a bloom image in the framebuffer
4017 // copy it into the bloom image texture for later processing
4018 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4019 GL_ActiveTexture(0);
4021 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4022 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4025 void R_Bloom_CopyHDRTexture(void)
4027 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4028 GL_ActiveTexture(0);
4030 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4031 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4034 void R_Bloom_MakeTexture(void)
4037 float xoffset, yoffset, r, brighten;
4039 r_refdef.stats.bloom++;
4041 R_ResetViewRendering2D();
4042 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4043 R_Mesh_ColorPointer(NULL, 0, 0);
4044 R_SetupGenericShader(true);
4046 // we have a bloom image in the framebuffer
4048 R_SetViewport(&r_bloomstate.viewport);
4050 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4053 r = bound(0, r_bloom_colorexponent.value / x, 1);
4054 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4055 GL_Color(r, r, r, 1);
4056 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4057 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4058 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4059 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4061 // copy the vertically blurred bloom view to a texture
4062 GL_ActiveTexture(0);
4064 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4065 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4068 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4069 brighten = r_bloom_brighten.value;
4071 brighten *= r_hdr_range.value;
4072 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4073 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4075 for (dir = 0;dir < 2;dir++)
4077 // blend on at multiple vertical offsets to achieve a vertical blur
4078 // TODO: do offset blends using GLSL
4079 GL_BlendFunc(GL_ONE, GL_ZERO);
4080 for (x = -range;x <= range;x++)
4082 if (!dir){xoffset = 0;yoffset = x;}
4083 else {xoffset = x;yoffset = 0;}
4084 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4085 yoffset /= (float)r_bloomstate.bloomtextureheight;
4086 // compute a texcoord array with the specified x and y offset
4087 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4088 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4089 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4090 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4091 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4092 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4093 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4094 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4095 // this r value looks like a 'dot' particle, fading sharply to
4096 // black at the edges
4097 // (probably not realistic but looks good enough)
4098 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4099 //r = (dir ? 1.0f : brighten)/(range*2+1);
4100 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
4101 GL_Color(r, r, r, 1);
4102 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4103 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4104 GL_BlendFunc(GL_ONE, GL_ONE);
4107 // copy the vertically blurred bloom view to a texture
4108 GL_ActiveTexture(0);
4110 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4111 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4114 // apply subtract last
4115 // (just like it would be in a GLSL shader)
4116 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4118 GL_BlendFunc(GL_ONE, GL_ZERO);
4119 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4120 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4121 GL_Color(1, 1, 1, 1);
4122 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4123 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4125 GL_BlendFunc(GL_ONE, GL_ONE);
4126 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4127 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4128 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4129 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4130 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4131 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4132 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4134 // copy the darkened bloom view to a texture
4135 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4136 GL_ActiveTexture(0);
4138 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4139 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4143 void R_HDR_RenderBloomTexture(void)
4145 int oldwidth, oldheight;
4146 float oldcolorscale;
4148 oldcolorscale = r_refdef.view.colorscale;
4149 oldwidth = r_refdef.view.width;
4150 oldheight = r_refdef.view.height;
4151 r_refdef.view.width = r_bloomstate.bloomwidth;
4152 r_refdef.view.height = r_bloomstate.bloomheight;
4154 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4155 // TODO: add exposure compensation features
4156 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4158 r_refdef.view.showdebug = false;
4159 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4161 R_ResetViewRendering3D();
4163 R_ClearScreen(r_refdef.fogenabled);
4164 if (r_timereport_active)
4165 R_TimeReport("HDRclear");
4168 if (r_timereport_active)
4169 R_TimeReport("visibility");
4171 // only do secondary renders with HDR if r_hdr is 2 or higher
4172 r_waterstate.numwaterplanes = 0;
4173 if (r_waterstate.enabled && r_hdr.integer >= 2)
4174 R_RenderWaterPlanes();
4176 r_refdef.view.showdebug = true;
4178 r_waterstate.numwaterplanes = 0;
4180 R_ResetViewRendering2D();
4182 R_Bloom_CopyHDRTexture();
4183 R_Bloom_MakeTexture();
4185 // restore the view settings
4186 r_refdef.view.width = oldwidth;
4187 r_refdef.view.height = oldheight;
4188 r_refdef.view.colorscale = oldcolorscale;
4190 R_ResetViewRendering3D();
4192 R_ClearScreen(r_refdef.fogenabled);
4193 if (r_timereport_active)
4194 R_TimeReport("viewclear");
4197 static void R_BlendView(void)
4199 if (r_bloomstate.texture_screen)
4201 // make sure the buffer is available
4202 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4204 R_ResetViewRendering2D();
4205 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4206 R_Mesh_ColorPointer(NULL, 0, 0);
4207 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4208 GL_ActiveTexture(0);CHECKGLERROR
4210 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4212 // declare variables
4214 static float avgspeed;
4216 speed = VectorLength(cl.movement_velocity);
4218 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4219 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4221 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4222 speed = bound(0, speed, 1);
4223 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4225 // calculate values into a standard alpha
4226 cl.motionbluralpha = 1 - exp(-
4228 (r_motionblur.value * speed / 80)
4230 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4233 max(0.0001, cl.time - cl.oldtime) // fps independent
4236 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4237 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4239 if (cl.motionbluralpha > 0)
4241 R_SetupGenericShader(true);
4242 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4243 GL_Color(1, 1, 1, cl.motionbluralpha);
4244 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4245 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4246 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4247 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4251 // copy view into the screen texture
4252 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4253 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4256 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4258 unsigned int permutation =
4259 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4260 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4261 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4262 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4263 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4265 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4267 // render simple bloom effect
4268 // copy the screen and shrink it and darken it for the bloom process
4269 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4270 // make the bloom texture
4271 R_Bloom_MakeTexture();
4274 R_ResetViewRendering2D();
4275 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4276 R_Mesh_ColorPointer(NULL, 0, 0);
4277 GL_Color(1, 1, 1, 1);
4278 GL_BlendFunc(GL_ONE, GL_ZERO);
4279 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4280 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4281 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4282 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4283 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4284 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4285 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4286 if (r_glsl_permutation->loc_TintColor >= 0)
4287 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4288 if (r_glsl_permutation->loc_ClientTime >= 0)
4289 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4290 if (r_glsl_permutation->loc_PixelSize >= 0)
4291 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4292 if (r_glsl_permutation->loc_UserVec1 >= 0)
4294 float a=0, b=0, c=0, d=0;
4295 #if _MSC_VER >= 1400
4296 #define sscanf sscanf_s
4298 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4299 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4301 if (r_glsl_permutation->loc_UserVec2 >= 0)
4303 float a=0, b=0, c=0, d=0;
4304 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4305 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4307 if (r_glsl_permutation->loc_UserVec3 >= 0)
4309 float a=0, b=0, c=0, d=0;
4310 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4311 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4313 if (r_glsl_permutation->loc_UserVec4 >= 0)
4315 float a=0, b=0, c=0, d=0;
4316 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4317 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4319 if (r_glsl_permutation->loc_Saturation >= 0)
4320 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4321 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4322 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4328 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4330 // render high dynamic range bloom effect
4331 // the bloom texture was made earlier this render, so we just need to
4332 // blend it onto the screen...
4333 R_ResetViewRendering2D();
4334 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4335 R_Mesh_ColorPointer(NULL, 0, 0);
4336 R_SetupGenericShader(true);
4337 GL_Color(1, 1, 1, 1);
4338 GL_BlendFunc(GL_ONE, GL_ONE);
4339 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4340 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4341 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4342 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4344 else if (r_bloomstate.texture_bloom)
4346 // render simple bloom effect
4347 // copy the screen and shrink it and darken it for the bloom process
4348 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4349 // make the bloom texture
4350 R_Bloom_MakeTexture();
4351 // put the original screen image back in place and blend the bloom
4353 R_ResetViewRendering2D();
4354 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4355 R_Mesh_ColorPointer(NULL, 0, 0);
4356 GL_Color(1, 1, 1, 1);
4357 GL_BlendFunc(GL_ONE, GL_ZERO);
4358 // do both in one pass if possible
4359 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4360 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4361 if (r_textureunits.integer >= 2 && gl_combine.integer)
4363 R_SetupGenericTwoTextureShader(GL_ADD);
4364 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4365 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4369 R_SetupGenericShader(true);
4370 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4371 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4372 // now blend on the bloom texture
4373 GL_BlendFunc(GL_ONE, GL_ONE);
4374 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4375 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4377 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4378 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4380 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4382 // apply a color tint to the whole view
4383 R_ResetViewRendering2D();
4384 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4385 R_Mesh_ColorPointer(NULL, 0, 0);
4386 R_SetupGenericShader(false);
4387 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4388 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4389 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4393 matrix4x4_t r_waterscrollmatrix;
4395 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4397 if (r_refdef.fog_density)
4399 r_refdef.fogcolor[0] = r_refdef.fog_red;
4400 r_refdef.fogcolor[1] = r_refdef.fog_green;
4401 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4405 VectorCopy(r_refdef.fogcolor, fogvec);
4406 // color.rgb *= ContrastBoost * SceneBrightness;
4407 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4408 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4409 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4410 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4415 void R_UpdateVariables(void)
4419 r_refdef.scene.ambient = r_ambient.value;
4421 r_refdef.farclip = 4096;
4422 if (r_refdef.scene.worldmodel)
4423 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
4424 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4426 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4427 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4428 r_refdef.polygonfactor = 0;
4429 r_refdef.polygonoffset = 0;
4430 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4431 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4433 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4434 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4435 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4436 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4437 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4438 if (r_showsurfaces.integer)
4440 r_refdef.scene.rtworld = false;
4441 r_refdef.scene.rtworldshadows = false;
4442 r_refdef.scene.rtdlight = false;
4443 r_refdef.scene.rtdlightshadows = false;
4444 r_refdef.lightmapintensity = 0;
4447 if (gamemode == GAME_NEHAHRA)
4449 if (gl_fogenable.integer)
4451 r_refdef.oldgl_fogenable = true;
4452 r_refdef.fog_density = gl_fogdensity.value;
4453 r_refdef.fog_red = gl_fogred.value;
4454 r_refdef.fog_green = gl_foggreen.value;
4455 r_refdef.fog_blue = gl_fogblue.value;
4456 r_refdef.fog_alpha = 1;
4457 r_refdef.fog_start = 0;
4458 r_refdef.fog_end = gl_skyclip.value;
4460 else if (r_refdef.oldgl_fogenable)
4462 r_refdef.oldgl_fogenable = false;
4463 r_refdef.fog_density = 0;
4464 r_refdef.fog_red = 0;
4465 r_refdef.fog_green = 0;
4466 r_refdef.fog_blue = 0;
4467 r_refdef.fog_alpha = 0;
4468 r_refdef.fog_start = 0;
4469 r_refdef.fog_end = 0;
4473 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4474 r_refdef.fog_start = max(0, r_refdef.fog_start);
4475 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4477 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4479 if (r_refdef.fog_density && r_drawfog.integer)
4481 r_refdef.fogenabled = true;
4482 // this is the point where the fog reaches 0.9986 alpha, which we
4483 // consider a good enough cutoff point for the texture
4484 // (0.9986 * 256 == 255.6)
4485 if (r_fog_exp2.integer)
4486 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4488 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4489 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4490 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4491 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4492 // fog color was already set
4493 // update the fog texture
4494 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)
4495 R_BuildFogTexture();
4498 r_refdef.fogenabled = false;
4500 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4502 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4504 // build GLSL gamma texture
4505 #define RAMPWIDTH 256
4506 unsigned short ramp[RAMPWIDTH * 3];
4507 unsigned char rampbgr[RAMPWIDTH][4];
4510 r_texture_gammaramps_serial = vid_gammatables_serial;
4512 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4513 for(i = 0; i < RAMPWIDTH; ++i)
4515 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4516 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4517 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4520 if (r_texture_gammaramps)
4522 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4526 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4532 // remove GLSL gamma texture
4536 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4537 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4543 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4544 if( scenetype != r_currentscenetype ) {
4545 // store the old scenetype
4546 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4547 r_currentscenetype = scenetype;
4548 // move in the new scene
4549 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4558 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4560 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4561 if( scenetype == r_currentscenetype ) {
4562 return &r_refdef.scene;
4564 return &r_scenes_store[ scenetype ];
4573 void R_RenderView(void)
4575 if (r_timereport_active)
4576 R_TimeReport("start");
4577 r_frame++; // used only by R_GetCurrentTexture
4578 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4580 R_AnimCache_NewFrame();
4582 if (r_refdef.view.isoverlay)
4584 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4585 GL_Clear( GL_DEPTH_BUFFER_BIT );
4586 R_TimeReport("depthclear");
4588 r_refdef.view.showdebug = false;
4590 r_waterstate.enabled = false;
4591 r_waterstate.numwaterplanes = 0;
4599 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4600 return; //Host_Error ("R_RenderView: NULL worldmodel");
4602 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4604 // break apart the view matrix into vectors for various purposes
4605 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4606 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4607 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4608 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4609 // make an inverted copy of the view matrix for tracking sprites
4610 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4612 R_Shadow_UpdateWorldLightSelection();
4614 R_Bloom_StartFrame();
4615 R_Water_StartFrame();
4618 if (r_timereport_active)
4619 R_TimeReport("viewsetup");
4621 R_ResetViewRendering3D();
4623 if (r_refdef.view.clear || r_refdef.fogenabled)
4625 R_ClearScreen(r_refdef.fogenabled);
4626 if (r_timereport_active)
4627 R_TimeReport("viewclear");
4629 r_refdef.view.clear = true;
4631 // this produces a bloom texture to be used in R_BlendView() later
4633 R_HDR_RenderBloomTexture();
4635 r_refdef.view.showdebug = true;
4638 if (r_timereport_active)
4639 R_TimeReport("visibility");
4641 r_waterstate.numwaterplanes = 0;
4642 if (r_waterstate.enabled)
4643 R_RenderWaterPlanes();
4646 r_waterstate.numwaterplanes = 0;
4649 if (r_timereport_active)
4650 R_TimeReport("blendview");
4652 GL_Scissor(0, 0, vid.width, vid.height);
4653 GL_ScissorTest(false);
4657 void R_RenderWaterPlanes(void)
4659 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4661 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4662 if (r_timereport_active)
4663 R_TimeReport("waterworld");
4666 // don't let sound skip if going slow
4667 if (r_refdef.scene.extraupdate)
4670 R_DrawModelsAddWaterPlanes();
4671 if (r_timereport_active)
4672 R_TimeReport("watermodels");
4674 if (r_waterstate.numwaterplanes)
4676 R_Water_ProcessPlanes();
4677 if (r_timereport_active)
4678 R_TimeReport("waterscenes");
4682 extern void R_DrawLightningBeams (void);
4683 extern void VM_CL_AddPolygonsToMeshQueue (void);
4684 extern void R_DrawPortals (void);
4685 extern cvar_t cl_locs_show;
4686 static void R_DrawLocs(void);
4687 static void R_DrawEntityBBoxes(void);
4688 void R_RenderScene(void)
4690 r_refdef.stats.renders++;
4694 // don't let sound skip if going slow
4695 if (r_refdef.scene.extraupdate)
4698 R_MeshQueue_BeginScene();
4702 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);
4704 if (cl.csqc_vidvars.drawworld)
4706 // don't let sound skip if going slow
4707 if (r_refdef.scene.extraupdate)
4710 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4712 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4713 if (r_timereport_active)
4714 R_TimeReport("worldsky");
4717 if (R_DrawBrushModelsSky() && r_timereport_active)
4718 R_TimeReport("bmodelsky");
4721 R_AnimCache_CacheVisibleEntities();
4723 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4725 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4726 if (r_timereport_active)
4727 R_TimeReport("worlddepth");
4729 if (r_depthfirst.integer >= 2)
4731 R_DrawModelsDepth();
4732 if (r_timereport_active)
4733 R_TimeReport("modeldepth");
4736 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4738 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4739 if (r_timereport_active)
4740 R_TimeReport("world");
4743 // don't let sound skip if going slow
4744 if (r_refdef.scene.extraupdate)
4748 if (r_timereport_active)
4749 R_TimeReport("models");
4751 // don't let sound skip if going slow
4752 if (r_refdef.scene.extraupdate)
4755 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4757 R_DrawModelShadows();
4758 R_ResetViewRendering3D();
4759 // don't let sound skip if going slow
4760 if (r_refdef.scene.extraupdate)
4764 R_ShadowVolumeLighting(false);
4765 if (r_timereport_active)
4766 R_TimeReport("rtlights");
4768 // don't let sound skip if going slow
4769 if (r_refdef.scene.extraupdate)
4772 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
4774 R_DrawModelShadows();
4775 R_ResetViewRendering3D();
4776 // don't let sound skip if going slow
4777 if (r_refdef.scene.extraupdate)
4781 if (cl.csqc_vidvars.drawworld)
4783 R_DrawLightningBeams();
4784 if (r_timereport_active)
4785 R_TimeReport("lightning");
4788 if (r_timereport_active)
4789 R_TimeReport("decals");
4792 if (r_timereport_active)
4793 R_TimeReport("particles");
4796 if (r_timereport_active)
4797 R_TimeReport("explosions");
4800 R_SetupGenericShader(true);
4801 VM_CL_AddPolygonsToMeshQueue();
4803 if (r_refdef.view.showdebug)
4805 if (cl_locs_show.integer)
4808 if (r_timereport_active)
4809 R_TimeReport("showlocs");
4812 if (r_drawportals.integer)
4815 if (r_timereport_active)
4816 R_TimeReport("portals");
4819 if (r_showbboxes.value > 0)
4821 R_DrawEntityBBoxes();
4822 if (r_timereport_active)
4823 R_TimeReport("bboxes");
4827 R_SetupGenericShader(true);
4828 R_MeshQueue_RenderTransparent();
4829 if (r_timereport_active)
4830 R_TimeReport("drawtrans");
4832 R_SetupGenericShader(true);
4834 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))
4836 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4837 if (r_timereport_active)
4838 R_TimeReport("worlddebug");
4839 R_DrawModelsDebug();
4840 if (r_timereport_active)
4841 R_TimeReport("modeldebug");
4844 R_SetupGenericShader(true);
4846 if (cl.csqc_vidvars.drawworld)
4849 if (r_timereport_active)
4850 R_TimeReport("coronas");
4853 // don't let sound skip if going slow
4854 if (r_refdef.scene.extraupdate)
4857 R_ResetViewRendering2D();
4860 static const unsigned short bboxelements[36] =
4870 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4873 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4874 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4875 GL_DepthMask(false);
4876 GL_DepthRange(0, 1);
4877 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4878 R_Mesh_Matrix(&identitymatrix);
4879 R_Mesh_ResetTextureState();
4881 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4882 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4883 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4884 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4885 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4886 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4887 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4888 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4889 R_FillColors(color4f, 8, cr, cg, cb, ca);
4890 if (r_refdef.fogenabled)
4892 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4894 f1 = FogPoint_World(v);
4896 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4897 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4898 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4901 R_Mesh_VertexPointer(vertex3f, 0, 0);
4902 R_Mesh_ColorPointer(color4f, 0, 0);
4903 R_Mesh_ResetTextureState();
4904 R_SetupGenericShader(false);
4905 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4908 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4912 prvm_edict_t *edict;
4913 prvm_prog_t *prog_save = prog;
4915 // this function draws bounding boxes of server entities
4919 GL_CullFace(GL_NONE);
4920 R_SetupGenericShader(false);
4924 for (i = 0;i < numsurfaces;i++)
4926 edict = PRVM_EDICT_NUM(surfacelist[i]);
4927 switch ((int)edict->fields.server->solid)
4929 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4930 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4931 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4932 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4933 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4934 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4936 color[3] *= r_showbboxes.value;
4937 color[3] = bound(0, color[3], 1);
4938 GL_DepthTest(!r_showdisabledepthtest.integer);
4939 GL_CullFace(r_refdef.view.cullface_front);
4940 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4946 static void R_DrawEntityBBoxes(void)
4949 prvm_edict_t *edict;
4951 prvm_prog_t *prog_save = prog;
4953 // this function draws bounding boxes of server entities
4959 for (i = 0;i < prog->num_edicts;i++)
4961 edict = PRVM_EDICT_NUM(i);
4962 if (edict->priv.server->free)
4964 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4965 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4967 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4969 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4970 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4976 unsigned short nomodelelements[24] =
4988 float nomodelvertex3f[6*3] =
4998 float nomodelcolor4f[6*4] =
5000 0.0f, 0.0f, 0.5f, 1.0f,
5001 0.0f, 0.0f, 0.5f, 1.0f,
5002 0.0f, 0.5f, 0.0f, 1.0f,
5003 0.0f, 0.5f, 0.0f, 1.0f,
5004 0.5f, 0.0f, 0.0f, 1.0f,
5005 0.5f, 0.0f, 0.0f, 1.0f
5008 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5013 // this is only called once per entity so numsurfaces is always 1, and
5014 // surfacelist is always {0}, so this code does not handle batches
5015 R_Mesh_Matrix(&ent->matrix);
5017 if (ent->flags & EF_ADDITIVE)
5019 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5020 GL_DepthMask(false);
5022 else if (ent->alpha < 1)
5024 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5025 GL_DepthMask(false);
5029 GL_BlendFunc(GL_ONE, GL_ZERO);
5032 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5033 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5034 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
5035 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5036 R_SetupGenericShader(false);
5037 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
5038 if (r_refdef.fogenabled)
5041 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5042 R_Mesh_ColorPointer(color4f, 0, 0);
5043 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5044 f1 = FogPoint_World(org);
5046 for (i = 0, c = color4f;i < 6;i++, c += 4)
5048 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5049 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5050 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5054 else if (ent->alpha != 1)
5056 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5057 R_Mesh_ColorPointer(color4f, 0, 0);
5058 for (i = 0, c = color4f;i < 6;i++, c += 4)
5062 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
5063 R_Mesh_ResetTextureState();
5064 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
5067 void R_DrawNoModel(entity_render_t *ent)
5070 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5071 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
5072 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5074 // R_DrawNoModelCallback(ent, 0);
5077 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5079 vec3_t right1, right2, diff, normal;
5081 VectorSubtract (org2, org1, normal);
5083 // calculate 'right' vector for start
5084 VectorSubtract (r_refdef.view.origin, org1, diff);
5085 CrossProduct (normal, diff, right1);
5086 VectorNormalize (right1);
5088 // calculate 'right' vector for end
5089 VectorSubtract (r_refdef.view.origin, org2, diff);
5090 CrossProduct (normal, diff, right2);
5091 VectorNormalize (right2);
5093 vert[ 0] = org1[0] + width * right1[0];
5094 vert[ 1] = org1[1] + width * right1[1];
5095 vert[ 2] = org1[2] + width * right1[2];
5096 vert[ 3] = org1[0] - width * right1[0];
5097 vert[ 4] = org1[1] - width * right1[1];
5098 vert[ 5] = org1[2] - width * right1[2];
5099 vert[ 6] = org2[0] - width * right2[0];
5100 vert[ 7] = org2[1] - width * right2[1];
5101 vert[ 8] = org2[2] - width * right2[2];
5102 vert[ 9] = org2[0] + width * right2[0];
5103 vert[10] = org2[1] + width * right2[1];
5104 vert[11] = org2[2] + width * right2[2];
5107 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
5109 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)
5111 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
5115 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
5116 fog = FogPoint_World(origin);
5118 R_Mesh_Matrix(&identitymatrix);
5119 GL_BlendFunc(blendfunc1, blendfunc2);
5121 GL_CullFace(GL_NONE);
5123 GL_DepthMask(false);
5124 GL_DepthRange(0, depthshort ? 0.0625 : 1);
5125 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5126 GL_DepthTest(!depthdisable);
5128 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5129 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5130 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5131 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5132 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5133 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5134 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5135 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5136 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5137 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5138 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5139 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5141 R_Mesh_VertexPointer(vertex3f, 0, 0);
5142 R_Mesh_ColorPointer(NULL, 0, 0);
5143 R_Mesh_ResetTextureState();
5144 R_SetupGenericShader(true);
5145 R_Mesh_TexBind(0, R_GetTexture(texture));
5146 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
5147 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
5148 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
5149 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5151 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
5153 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
5154 GL_BlendFunc(blendfunc1, GL_ONE);
5156 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
5157 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
5161 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5166 VectorSet(v, x, y, z);
5167 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5168 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5170 if (i == mesh->numvertices)
5172 if (mesh->numvertices < mesh->maxvertices)
5174 VectorCopy(v, vertex3f);
5175 mesh->numvertices++;
5177 return mesh->numvertices;
5183 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5187 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5188 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5189 e = mesh->element3i + mesh->numtriangles * 3;
5190 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5192 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5193 if (mesh->numtriangles < mesh->maxtriangles)
5198 mesh->numtriangles++;
5200 element[1] = element[2];
5204 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5208 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5209 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5210 e = mesh->element3i + mesh->numtriangles * 3;
5211 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5213 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5214 if (mesh->numtriangles < mesh->maxtriangles)
5219 mesh->numtriangles++;
5221 element[1] = element[2];
5225 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5226 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5228 int planenum, planenum2;
5231 mplane_t *plane, *plane2;
5233 double temppoints[2][256*3];
5234 // figure out how large a bounding box we need to properly compute this brush
5236 for (w = 0;w < numplanes;w++)
5237 maxdist = max(maxdist, planes[w].dist);
5238 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5239 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5240 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5244 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5245 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5247 if (planenum2 == planenum)
5249 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);
5252 if (tempnumpoints < 3)
5254 // generate elements forming a triangle fan for this polygon
5255 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5259 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)
5261 texturelayer_t *layer;
5262 layer = t->currentlayers + t->currentnumlayers++;
5264 layer->depthmask = depthmask;
5265 layer->blendfunc1 = blendfunc1;
5266 layer->blendfunc2 = blendfunc2;
5267 layer->texture = texture;
5268 layer->texmatrix = *matrix;
5269 layer->color[0] = r * r_refdef.view.colorscale;
5270 layer->color[1] = g * r_refdef.view.colorscale;
5271 layer->color[2] = b * r_refdef.view.colorscale;
5272 layer->color[3] = a;
5275 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5278 index = parms[2] + r_refdef.scene.time * parms[3];
5279 index -= floor(index);
5283 case Q3WAVEFUNC_NONE:
5284 case Q3WAVEFUNC_NOISE:
5285 case Q3WAVEFUNC_COUNT:
5288 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5289 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5290 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5291 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5292 case Q3WAVEFUNC_TRIANGLE:
5294 f = index - floor(index);
5305 return (float)(parms[0] + parms[1] * f);
5308 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5313 matrix4x4_t matrix, temp;
5314 switch(tcmod->tcmod)
5318 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5319 matrix = r_waterscrollmatrix;
5321 matrix = identitymatrix;
5323 case Q3TCMOD_ENTITYTRANSLATE:
5324 // this is used in Q3 to allow the gamecode to control texcoord
5325 // scrolling on the entity, which is not supported in darkplaces yet.
5326 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5328 case Q3TCMOD_ROTATE:
5329 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5330 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5331 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5334 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5336 case Q3TCMOD_SCROLL:
5337 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5339 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5340 w = (int) tcmod->parms[0];
5341 h = (int) tcmod->parms[1];
5342 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5344 idx = (int) floor(f * w * h);
5345 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5347 case Q3TCMOD_STRETCH:
5348 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5349 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5351 case Q3TCMOD_TRANSFORM:
5352 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5353 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5354 VectorSet(tcmat + 6, 0 , 0 , 1);
5355 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5356 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5358 case Q3TCMOD_TURBULENT:
5359 // this is handled in the RSurf_PrepareVertices function
5360 matrix = identitymatrix;
5364 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5367 texture_t *R_GetCurrentTexture(texture_t *t)
5370 const entity_render_t *ent = rsurface.entity;
5371 dp_model_t *model = ent->model;
5372 q3shaderinfo_layer_tcmod_t *tcmod;
5374 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5375 return t->currentframe;
5376 t->update_lastrenderframe = r_frame;
5377 t->update_lastrenderentity = (void *)ent;
5379 // switch to an alternate material if this is a q1bsp animated material
5381 texture_t *texture = t;
5382 int s = ent->skinnum;
5383 if ((unsigned int)s >= (unsigned int)model->numskins)
5385 if (model->skinscenes)
5387 if (model->skinscenes[s].framecount > 1)
5388 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5390 s = model->skinscenes[s].firstframe;
5393 t = t + s * model->num_surfaces;
5396 // use an alternate animation if the entity's frame is not 0,
5397 // and only if the texture has an alternate animation
5398 if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
5399 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5401 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5403 texture->currentframe = t;
5406 // update currentskinframe to be a qw skin or animation frame
5407 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
5409 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
5411 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
5412 if (developer_loading.integer)
5413 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
5414 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);
5416 t->currentskinframe = r_qwskincache_skinframe[i];
5417 if (t->currentskinframe == NULL)
5418 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5420 else if (t->numskinframes >= 2)
5421 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
5422 if (t->backgroundnumskinframes >= 2)
5423 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
5425 t->currentmaterialflags = t->basematerialflags;
5426 t->currentalpha = ent->alpha;
5427 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5428 t->currentalpha *= r_wateralpha.value;
5429 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5430 t->currentalpha *= t->r_water_wateralpha;
5431 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5432 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5433 if (!(ent->flags & RENDER_LIGHT))
5434 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5435 else if (rsurface.modeltexcoordlightmap2f == NULL)
5437 // pick a model lighting mode
5438 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
5439 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5441 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5443 if (ent->effects & EF_ADDITIVE)
5444 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5445 else if (t->currentalpha < 1)
5446 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5447 if (ent->effects & EF_DOUBLESIDED)
5448 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5449 if (ent->effects & EF_NODEPTHTEST)
5450 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5451 if (ent->flags & RENDER_VIEWMODEL)
5452 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5453 if (t->backgroundnumskinframes)
5454 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5455 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5457 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5458 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5461 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5463 // there is no tcmod
5464 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5466 t->currenttexmatrix = r_waterscrollmatrix;
5467 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5471 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5472 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5475 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5476 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5477 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5478 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5480 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
5481 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5482 t->glosstexture = r_texture_black;
5483 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5484 t->backgroundglosstexture = r_texture_black;
5485 t->specularpower = r_shadow_glossexponent.value;
5486 // TODO: store reference values for these in the texture?
5487 t->specularscale = 0;
5488 if (r_shadow_gloss.integer > 0)
5490 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5492 if (r_shadow_glossintensity.value > 0)
5494 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5495 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5496 t->specularscale = r_shadow_glossintensity.value;
5499 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5501 t->glosstexture = r_texture_white;
5502 t->backgroundglosstexture = r_texture_white;
5503 t->specularscale = r_shadow_gloss2intensity.value;
5507 // lightmaps mode looks bad with dlights using actual texturing, so turn
5508 // off the colormap and glossmap, but leave the normalmap on as it still
5509 // accurately represents the shading involved
5510 if (gl_lightmaps.integer)
5512 t->basetexture = r_texture_grey128;
5513 t->backgroundbasetexture = NULL;
5514 t->specularscale = 0;
5515 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5518 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
5519 VectorClear(t->dlightcolor);
5520 t->currentnumlayers = 0;
5521 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5524 int blendfunc1, blendfunc2;
5526 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5528 blendfunc1 = GL_SRC_ALPHA;
5529 blendfunc2 = GL_ONE;
5531 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5533 blendfunc1 = GL_SRC_ALPHA;
5534 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5536 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5538 blendfunc1 = t->customblendfunc[0];
5539 blendfunc2 = t->customblendfunc[1];
5543 blendfunc1 = GL_ONE;
5544 blendfunc2 = GL_ZERO;
5546 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5547 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5548 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5549 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5551 // fullbright is not affected by r_refdef.lightmapintensity
5552 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]);
5553 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5554 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]);
5555 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5556 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]);
5560 vec3_t ambientcolor;
5562 // set the color tint used for lights affecting this surface
5563 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
5565 // q3bsp has no lightmap updates, so the lightstylevalue that
5566 // would normally be baked into the lightmap must be
5567 // applied to the color
5568 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5569 if (ent->model->type == mod_brushq3)
5570 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5571 colorscale *= r_refdef.lightmapintensity;
5572 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5573 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5574 // basic lit geometry
5575 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]);
5576 // add pants/shirt if needed
5577 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5578 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]);
5579 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5580 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]);
5581 // now add ambient passes if needed
5582 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5584 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]);
5585 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5586 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]);
5587 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5588 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]);
5591 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5592 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]);
5593 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5595 // if this is opaque use alpha blend which will darken the earlier
5598 // if this is an alpha blended material, all the earlier passes
5599 // were darkened by fog already, so we only need to add the fog
5600 // color ontop through the fog mask texture
5602 // if this is an additive blended material, all the earlier passes
5603 // were darkened by fog already, and we should not add fog color
5604 // (because the background was not darkened, there is no fog color
5605 // that was lost behind it).
5606 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]);
5610 return t->currentframe;
5613 rsurfacestate_t rsurface;
5615 void R_Mesh_ResizeArrays(int newvertices)
5618 if (rsurface.array_size >= newvertices)
5620 if (rsurface.array_modelvertex3f)
5621 Mem_Free(rsurface.array_modelvertex3f);
5622 rsurface.array_size = (newvertices + 1023) & ~1023;
5623 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5624 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5625 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5626 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5627 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5628 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5629 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5630 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5631 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5632 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5633 rsurface.array_color4f = base + rsurface.array_size * 27;
5634 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5637 void RSurf_ActiveWorldEntity(void)
5639 dp_model_t *model = r_refdef.scene.worldmodel;
5640 //if (rsurface.entity == r_refdef.scene.worldentity)
5642 rsurface.entity = r_refdef.scene.worldentity;
5643 if (rsurface.array_size < model->surfmesh.num_vertices)
5644 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5645 rsurface.matrix = identitymatrix;
5646 rsurface.inversematrix = identitymatrix;
5647 R_Mesh_Matrix(&identitymatrix);
5648 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5649 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5650 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5651 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5652 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5653 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5654 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5655 rsurface.frameblend[0].lerp = 1;
5656 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5657 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5658 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5659 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5660 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5661 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5662 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5663 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5664 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5665 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5666 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5667 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5668 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5669 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5670 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5671 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5672 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5673 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5674 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5675 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5676 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5677 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5678 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5679 rsurface.modelelement3i = model->surfmesh.data_element3i;
5680 rsurface.modelelement3s = model->surfmesh.data_element3s;
5681 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5682 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5683 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5684 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5685 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5686 rsurface.modelsurfaces = model->data_surfaces;
5687 rsurface.generatedvertex = false;
5688 rsurface.vertex3f = rsurface.modelvertex3f;
5689 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5690 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5691 rsurface.svector3f = rsurface.modelsvector3f;
5692 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5693 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5694 rsurface.tvector3f = rsurface.modeltvector3f;
5695 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5696 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5697 rsurface.normal3f = rsurface.modelnormal3f;
5698 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5699 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5700 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5703 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5705 dp_model_t *model = ent->model;
5706 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5708 rsurface.entity = (entity_render_t *)ent;
5709 if (rsurface.array_size < model->surfmesh.num_vertices)
5710 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5711 rsurface.matrix = ent->matrix;
5712 rsurface.inversematrix = ent->inversematrix;
5713 R_Mesh_Matrix(&rsurface.matrix);
5714 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5715 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5716 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5717 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5718 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5719 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5720 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5721 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5722 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5723 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5724 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5725 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5726 rsurface.basepolygonfactor = r_refdef.polygonfactor;
5727 rsurface.basepolygonoffset = r_refdef.polygonoffset;
5728 if (ent->model->brush.submodel)
5730 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5731 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5733 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5735 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
5737 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
5738 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
5739 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
5740 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
5742 else if (wanttangents)
5744 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5745 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5746 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5747 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5748 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5750 else if (wantnormals)
5752 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5753 rsurface.modelsvector3f = NULL;
5754 rsurface.modeltvector3f = NULL;
5755 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5756 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5760 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5761 rsurface.modelsvector3f = NULL;
5762 rsurface.modeltvector3f = NULL;
5763 rsurface.modelnormal3f = NULL;
5764 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5766 rsurface.modelvertex3f_bufferobject = 0;
5767 rsurface.modelvertex3f_bufferoffset = 0;
5768 rsurface.modelsvector3f_bufferobject = 0;
5769 rsurface.modelsvector3f_bufferoffset = 0;
5770 rsurface.modeltvector3f_bufferobject = 0;
5771 rsurface.modeltvector3f_bufferoffset = 0;
5772 rsurface.modelnormal3f_bufferobject = 0;
5773 rsurface.modelnormal3f_bufferoffset = 0;
5774 rsurface.generatedvertex = true;
5778 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5779 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5780 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5781 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5782 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5783 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5784 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5785 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5786 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5787 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5788 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5789 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5790 rsurface.generatedvertex = false;
5792 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5793 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5794 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5795 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5796 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5797 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5798 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5799 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5800 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5801 rsurface.modelelement3i = model->surfmesh.data_element3i;
5802 rsurface.modelelement3s = model->surfmesh.data_element3s;
5803 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5804 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5805 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5806 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5807 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5808 rsurface.modelsurfaces = model->data_surfaces;
5809 rsurface.vertex3f = rsurface.modelvertex3f;
5810 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5811 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5812 rsurface.svector3f = rsurface.modelsvector3f;
5813 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5814 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5815 rsurface.tvector3f = rsurface.modeltvector3f;
5816 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5817 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5818 rsurface.normal3f = rsurface.modelnormal3f;
5819 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5820 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5821 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5824 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5825 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5828 int texturesurfaceindex;
5833 const float *v1, *in_tc;
5835 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5837 q3shaderinfo_deform_t *deform;
5838 // 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
5839 if (rsurface.generatedvertex)
5841 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5842 generatenormals = true;
5843 for (i = 0;i < Q3MAXDEFORMS;i++)
5845 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5847 generatetangents = true;
5848 generatenormals = true;
5850 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5851 generatenormals = true;
5853 if (generatenormals && !rsurface.modelnormal3f)
5855 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5856 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5857 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5858 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
5860 if (generatetangents && !rsurface.modelsvector3f)
5862 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5863 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5864 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5865 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5866 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5867 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5868 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
5871 rsurface.vertex3f = rsurface.modelvertex3f;
5872 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5873 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5874 rsurface.svector3f = rsurface.modelsvector3f;
5875 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5876 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5877 rsurface.tvector3f = rsurface.modeltvector3f;
5878 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5879 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5880 rsurface.normal3f = rsurface.modelnormal3f;
5881 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5882 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5883 // if vertices are deformed (sprite flares and things in maps, possibly
5884 // water waves, bulges and other deformations), generate them into
5885 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5886 // (may be static model data or generated data for an animated model, or
5887 // the previous deform pass)
5888 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5890 switch (deform->deform)
5893 case Q3DEFORM_PROJECTIONSHADOW:
5894 case Q3DEFORM_TEXT0:
5895 case Q3DEFORM_TEXT1:
5896 case Q3DEFORM_TEXT2:
5897 case Q3DEFORM_TEXT3:
5898 case Q3DEFORM_TEXT4:
5899 case Q3DEFORM_TEXT5:
5900 case Q3DEFORM_TEXT6:
5901 case Q3DEFORM_TEXT7:
5904 case Q3DEFORM_AUTOSPRITE:
5905 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5906 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5907 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5908 VectorNormalize(newforward);
5909 VectorNormalize(newright);
5910 VectorNormalize(newup);
5911 // make deformed versions of only the model vertices used by the specified surfaces
5912 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5914 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5915 // a single autosprite surface can contain multiple sprites...
5916 for (j = 0;j < surface->num_vertices - 3;j += 4)
5918 VectorClear(center);
5919 for (i = 0;i < 4;i++)
5920 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5921 VectorScale(center, 0.25f, center);
5922 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5923 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5924 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5925 for (i = 0;i < 4;i++)
5927 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5928 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5931 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
5932 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
5934 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5935 rsurface.vertex3f_bufferobject = 0;
5936 rsurface.vertex3f_bufferoffset = 0;
5937 rsurface.svector3f = rsurface.array_deformedsvector3f;
5938 rsurface.svector3f_bufferobject = 0;
5939 rsurface.svector3f_bufferoffset = 0;
5940 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5941 rsurface.tvector3f_bufferobject = 0;
5942 rsurface.tvector3f_bufferoffset = 0;
5943 rsurface.normal3f = rsurface.array_deformednormal3f;
5944 rsurface.normal3f_bufferobject = 0;
5945 rsurface.normal3f_bufferoffset = 0;
5947 case Q3DEFORM_AUTOSPRITE2:
5948 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5949 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5950 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5951 VectorNormalize(newforward);
5952 VectorNormalize(newright);
5953 VectorNormalize(newup);
5954 // make deformed versions of only the model vertices used by the specified surfaces
5955 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5957 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5958 const float *v1, *v2;
5968 memset(shortest, 0, sizeof(shortest));
5969 // a single autosprite surface can contain multiple sprites...
5970 for (j = 0;j < surface->num_vertices - 3;j += 4)
5972 VectorClear(center);
5973 for (i = 0;i < 4;i++)
5974 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5975 VectorScale(center, 0.25f, center);
5976 // find the two shortest edges, then use them to define the
5977 // axis vectors for rotating around the central axis
5978 for (i = 0;i < 6;i++)
5980 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5981 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5983 Debug_PolygonBegin(NULL, 0);
5984 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5985 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);
5986 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5989 l = VectorDistance2(v1, v2);
5990 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5992 l += (1.0f / 1024.0f);
5993 if (shortest[0].length2 > l || i == 0)
5995 shortest[1] = shortest[0];
5996 shortest[0].length2 = l;
5997 shortest[0].v1 = v1;
5998 shortest[0].v2 = v2;
6000 else if (shortest[1].length2 > l || i == 1)
6002 shortest[1].length2 = l;
6003 shortest[1].v1 = v1;
6004 shortest[1].v2 = v2;
6007 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6008 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6010 Debug_PolygonBegin(NULL, 0);
6011 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6012 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);
6013 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6016 // this calculates the right vector from the shortest edge
6017 // and the up vector from the edge midpoints
6018 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6019 VectorNormalize(right);
6020 VectorSubtract(end, start, up);
6021 VectorNormalize(up);
6022 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6023 VectorSubtract(rsurface.modelorg, center, forward);
6024 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6025 VectorNegate(forward, forward);
6026 VectorReflect(forward, 0, up, forward);
6027 VectorNormalize(forward);
6028 CrossProduct(up, forward, newright);
6029 VectorNormalize(newright);
6031 Debug_PolygonBegin(NULL, 0);
6032 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);
6033 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6034 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6038 Debug_PolygonBegin(NULL, 0);
6039 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6040 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6041 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6044 // rotate the quad around the up axis vector, this is made
6045 // especially easy by the fact we know the quad is flat,
6046 // so we only have to subtract the center position and
6047 // measure distance along the right vector, and then
6048 // multiply that by the newright vector and add back the
6050 // we also need to subtract the old position to undo the
6051 // displacement from the center, which we do with a
6052 // DotProduct, the subtraction/addition of center is also
6053 // optimized into DotProducts here
6054 l = DotProduct(right, center);
6055 for (i = 0;i < 4;i++)
6057 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6058 f = DotProduct(right, v1) - l;
6059 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6062 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6063 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6065 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6066 rsurface.vertex3f_bufferobject = 0;
6067 rsurface.vertex3f_bufferoffset = 0;
6068 rsurface.svector3f = rsurface.array_deformedsvector3f;
6069 rsurface.svector3f_bufferobject = 0;
6070 rsurface.svector3f_bufferoffset = 0;
6071 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6072 rsurface.tvector3f_bufferobject = 0;
6073 rsurface.tvector3f_bufferoffset = 0;
6074 rsurface.normal3f = rsurface.array_deformednormal3f;
6075 rsurface.normal3f_bufferobject = 0;
6076 rsurface.normal3f_bufferoffset = 0;
6078 case Q3DEFORM_NORMAL:
6079 // deform the normals to make reflections wavey
6080 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6082 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6083 for (j = 0;j < surface->num_vertices;j++)
6086 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6087 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6088 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6089 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6090 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6091 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6092 VectorNormalize(normal);
6094 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6096 rsurface.svector3f = rsurface.array_deformedsvector3f;
6097 rsurface.svector3f_bufferobject = 0;
6098 rsurface.svector3f_bufferoffset = 0;
6099 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6100 rsurface.tvector3f_bufferobject = 0;
6101 rsurface.tvector3f_bufferoffset = 0;
6102 rsurface.normal3f = rsurface.array_deformednormal3f;
6103 rsurface.normal3f_bufferobject = 0;
6104 rsurface.normal3f_bufferoffset = 0;
6107 // deform vertex array to make wavey water and flags and such
6108 waveparms[0] = deform->waveparms[0];
6109 waveparms[1] = deform->waveparms[1];
6110 waveparms[2] = deform->waveparms[2];
6111 waveparms[3] = deform->waveparms[3];
6112 // this is how a divisor of vertex influence on deformation
6113 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6114 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6115 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6117 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6118 for (j = 0;j < surface->num_vertices;j++)
6120 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6121 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6122 // if the wavefunc depends on time, evaluate it per-vertex
6125 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6126 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6128 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6131 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6132 rsurface.vertex3f_bufferobject = 0;
6133 rsurface.vertex3f_bufferoffset = 0;
6135 case Q3DEFORM_BULGE:
6136 // deform vertex array to make the surface have moving bulges
6137 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6139 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6140 for (j = 0;j < surface->num_vertices;j++)
6142 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6143 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6146 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6147 rsurface.vertex3f_bufferobject = 0;
6148 rsurface.vertex3f_bufferoffset = 0;
6151 // deform vertex array
6152 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6153 VectorScale(deform->parms, scale, waveparms);
6154 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6156 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6157 for (j = 0;j < surface->num_vertices;j++)
6158 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6160 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6161 rsurface.vertex3f_bufferobject = 0;
6162 rsurface.vertex3f_bufferoffset = 0;
6166 // generate texcoords based on the chosen texcoord source
6167 switch(rsurface.texture->tcgen.tcgen)
6170 case Q3TCGEN_TEXTURE:
6171 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6172 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6173 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6175 case Q3TCGEN_LIGHTMAP:
6176 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6177 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6178 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6180 case Q3TCGEN_VECTOR:
6181 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6183 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6184 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)
6186 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6187 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6190 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6191 rsurface.texcoordtexture2f_bufferobject = 0;
6192 rsurface.texcoordtexture2f_bufferoffset = 0;
6194 case Q3TCGEN_ENVIRONMENT:
6195 // make environment reflections using a spheremap
6196 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6198 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6199 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6200 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6201 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6202 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6204 // identical to Q3A's method, but executed in worldspace so
6205 // carried models can be shiny too
6207 float viewer[3], d, reflected[3], worldreflected[3];
6209 VectorSubtract(rsurface.modelorg, vertex, viewer);
6210 // VectorNormalize(viewer);
6212 d = DotProduct(normal, viewer);
6214 reflected[0] = normal[0]*2*d - viewer[0];
6215 reflected[1] = normal[1]*2*d - viewer[1];
6216 reflected[2] = normal[2]*2*d - viewer[2];
6217 // note: this is proportinal to viewer, so we can normalize later
6219 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6220 VectorNormalize(worldreflected);
6222 // note: this sphere map only uses world x and z!
6223 // so positive and negative y will LOOK THE SAME.
6224 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6225 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6228 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6229 rsurface.texcoordtexture2f_bufferobject = 0;
6230 rsurface.texcoordtexture2f_bufferoffset = 0;
6233 // the only tcmod that needs software vertex processing is turbulent, so
6234 // check for it here and apply the changes if needed
6235 // and we only support that as the first one
6236 // (handling a mixture of turbulent and other tcmods would be problematic
6237 // without punting it entirely to a software path)
6238 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6240 amplitude = rsurface.texture->tcmods[0].parms[1];
6241 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6242 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6244 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6245 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)
6247 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6248 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6251 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6252 rsurface.texcoordtexture2f_bufferobject = 0;
6253 rsurface.texcoordtexture2f_bufferoffset = 0;
6255 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6256 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6257 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6258 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6261 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
6264 const msurface_t *surface = texturesurfacelist[0];
6265 const msurface_t *surface2;
6270 // TODO: lock all array ranges before render, rather than on each surface
6271 if (texturenumsurfaces == 1)
6273 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6274 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6276 else if (r_batchmode.integer == 2)
6278 #define MAXBATCHTRIANGLES 4096
6279 int batchtriangles = 0;
6280 int batchelements[MAXBATCHTRIANGLES*3];
6281 for (i = 0;i < texturenumsurfaces;i = j)
6283 surface = texturesurfacelist[i];
6285 if (surface->num_triangles > MAXBATCHTRIANGLES)
6287 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6290 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6291 batchtriangles = surface->num_triangles;
6292 firstvertex = surface->num_firstvertex;
6293 endvertex = surface->num_firstvertex + surface->num_vertices;
6294 for (;j < texturenumsurfaces;j++)
6296 surface2 = texturesurfacelist[j];
6297 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6299 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6300 batchtriangles += surface2->num_triangles;
6301 firstvertex = min(firstvertex, surface2->num_firstvertex);
6302 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6304 surface2 = texturesurfacelist[j-1];
6305 numvertices = endvertex - firstvertex;
6306 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6309 else if (r_batchmode.integer == 1)
6311 for (i = 0;i < texturenumsurfaces;i = j)
6313 surface = texturesurfacelist[i];
6314 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6315 if (texturesurfacelist[j] != surface2)
6317 surface2 = texturesurfacelist[j-1];
6318 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6319 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6320 GL_LockArrays(surface->num_firstvertex, numvertices);
6321 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6326 for (i = 0;i < texturenumsurfaces;i++)
6328 surface = texturesurfacelist[i];
6329 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6330 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6335 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6337 int i, planeindex, vertexindex;
6341 r_waterstate_waterplane_t *p, *bestp;
6342 msurface_t *surface;
6343 if (r_waterstate.renderingscene)
6345 for (i = 0;i < texturenumsurfaces;i++)
6347 surface = texturesurfacelist[i];
6348 if (lightmaptexunit >= 0)
6349 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6350 if (deluxemaptexunit >= 0)
6351 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6352 // pick the closest matching water plane
6355 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6358 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6360 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6361 d += fabs(PlaneDiff(vert, &p->plane));
6363 if (bestd > d || !bestp)
6371 if (refractiontexunit >= 0)
6372 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6373 if (reflectiontexunit >= 0)
6374 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6378 if (refractiontexunit >= 0)
6379 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6380 if (reflectiontexunit >= 0)
6381 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6383 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6384 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6388 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6392 const msurface_t *surface = texturesurfacelist[0];
6393 const msurface_t *surface2;
6398 // TODO: lock all array ranges before render, rather than on each surface
6399 if (texturenumsurfaces == 1)
6401 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6402 if (deluxemaptexunit >= 0)
6403 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6404 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6405 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6407 else if (r_batchmode.integer == 2)
6409 #define MAXBATCHTRIANGLES 4096
6410 int batchtriangles = 0;
6411 int batchelements[MAXBATCHTRIANGLES*3];
6412 for (i = 0;i < texturenumsurfaces;i = j)
6414 surface = texturesurfacelist[i];
6415 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6416 if (deluxemaptexunit >= 0)
6417 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6419 if (surface->num_triangles > MAXBATCHTRIANGLES)
6421 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6424 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6425 batchtriangles = surface->num_triangles;
6426 firstvertex = surface->num_firstvertex;
6427 endvertex = surface->num_firstvertex + surface->num_vertices;
6428 for (;j < texturenumsurfaces;j++)
6430 surface2 = texturesurfacelist[j];
6431 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6433 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6434 batchtriangles += surface2->num_triangles;
6435 firstvertex = min(firstvertex, surface2->num_firstvertex);
6436 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6438 surface2 = texturesurfacelist[j-1];
6439 numvertices = endvertex - firstvertex;
6440 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6443 else if (r_batchmode.integer == 1)
6446 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6447 for (i = 0;i < texturenumsurfaces;i = j)
6449 surface = texturesurfacelist[i];
6450 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6451 if (texturesurfacelist[j] != surface2)
6453 Con_Printf(" %i", j - i);
6456 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6458 for (i = 0;i < texturenumsurfaces;i = j)
6460 surface = texturesurfacelist[i];
6461 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6462 if (deluxemaptexunit >= 0)
6463 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6464 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6465 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6468 Con_Printf(" %i", j - i);
6470 surface2 = texturesurfacelist[j-1];
6471 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6472 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6473 GL_LockArrays(surface->num_firstvertex, numvertices);
6474 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6482 for (i = 0;i < texturenumsurfaces;i++)
6484 surface = texturesurfacelist[i];
6485 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6486 if (deluxemaptexunit >= 0)
6487 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6488 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6489 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6494 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
6497 int texturesurfaceindex;
6498 if (r_showsurfaces.integer == 2)
6500 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6502 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6503 for (j = 0;j < surface->num_triangles;j++)
6505 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
6506 GL_Color(f, f, f, 1);
6507 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6513 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6515 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6516 int k = (int)(((size_t)surface) / sizeof(msurface_t));
6517 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);
6518 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6519 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6524 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
6526 int texturesurfaceindex;
6529 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6531 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6532 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)
6540 rsurface.lightmapcolor4f = rsurface.array_color4f;
6541 rsurface.lightmapcolor4f_bufferobject = 0;
6542 rsurface.lightmapcolor4f_bufferoffset = 0;
6545 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
6547 int texturesurfaceindex;
6551 if (rsurface.lightmapcolor4f)
6553 // generate color arrays for the surfaces in this list
6554 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6556 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6557 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), 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)
6559 f = FogPoint_Model(v);
6569 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6571 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6572 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)
6574 f = FogPoint_Model(v);
6582 rsurface.lightmapcolor4f = rsurface.array_color4f;
6583 rsurface.lightmapcolor4f_bufferobject = 0;
6584 rsurface.lightmapcolor4f_bufferoffset = 0;
6587 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
6589 int texturesurfaceindex;
6593 if (!rsurface.lightmapcolor4f)
6595 // generate color arrays for the surfaces in this list
6596 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6598 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6599 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)
6601 f = FogPoint_Model(v);
6602 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6603 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6604 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6608 rsurface.lightmapcolor4f = rsurface.array_color4f;
6609 rsurface.lightmapcolor4f_bufferobject = 0;
6610 rsurface.lightmapcolor4f_bufferoffset = 0;
6613 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6615 int texturesurfaceindex;
6618 if (!rsurface.lightmapcolor4f)
6620 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6622 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6623 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)
6631 rsurface.lightmapcolor4f = rsurface.array_color4f;
6632 rsurface.lightmapcolor4f_bufferobject = 0;
6633 rsurface.lightmapcolor4f_bufferoffset = 0;
6636 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6638 int texturesurfaceindex;
6641 if (!rsurface.lightmapcolor4f)
6643 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6645 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6646 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)
6648 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6649 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6650 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6654 rsurface.lightmapcolor4f = rsurface.array_color4f;
6655 rsurface.lightmapcolor4f_bufferobject = 0;
6656 rsurface.lightmapcolor4f_bufferoffset = 0;
6659 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6662 rsurface.lightmapcolor4f = NULL;
6663 rsurface.lightmapcolor4f_bufferobject = 0;
6664 rsurface.lightmapcolor4f_bufferoffset = 0;
6665 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6666 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6667 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6668 GL_Color(r, g, b, a);
6669 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6672 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6674 // TODO: optimize applyfog && applycolor case
6675 // just apply fog if necessary, and tint the fog color array if necessary
6676 rsurface.lightmapcolor4f = NULL;
6677 rsurface.lightmapcolor4f_bufferobject = 0;
6678 rsurface.lightmapcolor4f_bufferoffset = 0;
6679 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6680 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6681 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6682 GL_Color(r, g, b, a);
6683 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6686 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6688 int texturesurfaceindex;
6692 if (texturesurfacelist[0]->lightmapinfo)
6694 // generate color arrays for the surfaces in this list
6695 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6697 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6698 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6700 if (surface->lightmapinfo->samples)
6702 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6703 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6704 VectorScale(lm, scale, c);
6705 if (surface->lightmapinfo->styles[1] != 255)
6707 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6709 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6710 VectorMA(c, scale, lm, c);
6711 if (surface->lightmapinfo->styles[2] != 255)
6714 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6715 VectorMA(c, scale, lm, c);
6716 if (surface->lightmapinfo->styles[3] != 255)
6719 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6720 VectorMA(c, scale, lm, c);
6730 rsurface.lightmapcolor4f = rsurface.array_color4f;
6731 rsurface.lightmapcolor4f_bufferobject = 0;
6732 rsurface.lightmapcolor4f_bufferoffset = 0;
6736 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6737 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6738 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6740 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6741 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6742 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6743 GL_Color(r, g, b, a);
6744 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6747 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6749 int texturesurfaceindex;
6752 float *v, *c, *c2, alpha;
6753 vec3_t ambientcolor;
6754 vec3_t diffusecolor;
6758 VectorCopy(rsurface.modellight_lightdir, lightdir);
6759 f = 0.5f * r_refdef.lightmapintensity;
6760 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6761 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6762 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6763 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6764 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6765 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6767 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6769 // generate color arrays for the surfaces in this list
6770 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6772 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6773 int numverts = surface->num_vertices;
6774 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6775 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6776 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6777 // q3-style directional shading
6778 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6780 if ((f = DotProduct(c2, lightdir)) > 0)
6781 VectorMA(ambientcolor, f, diffusecolor, c);
6783 VectorCopy(ambientcolor, c);
6791 rsurface.lightmapcolor4f = rsurface.array_color4f;
6792 rsurface.lightmapcolor4f_bufferobject = 0;
6793 rsurface.lightmapcolor4f_bufferoffset = 0;
6794 *applycolor = false;
6798 *r = ambientcolor[0];
6799 *g = ambientcolor[1];
6800 *b = ambientcolor[2];
6801 rsurface.lightmapcolor4f = NULL;
6802 rsurface.lightmapcolor4f_bufferobject = 0;
6803 rsurface.lightmapcolor4f_bufferoffset = 0;
6807 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6809 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6810 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6811 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6812 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6813 GL_Color(r, g, b, a);
6814 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6817 void RSurf_SetupDepthAndCulling(void)
6819 // submodels are biased to avoid z-fighting with world surfaces that they
6820 // may be exactly overlapping (avoids z-fighting artifacts on certain
6821 // doors and things in Quake maps)
6822 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6823 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6824 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6825 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6828 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6830 // transparent sky would be ridiculous
6831 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6833 R_SetupGenericShader(false);
6836 skyrendernow = false;
6837 // we have to force off the water clipping plane while rendering sky
6841 // restore entity matrix
6842 R_Mesh_Matrix(&rsurface.matrix);
6844 RSurf_SetupDepthAndCulling();
6846 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6847 // skymasking on them, and Quake3 never did sky masking (unlike
6848 // software Quake and software Quake2), so disable the sky masking
6849 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6850 // and skymasking also looks very bad when noclipping outside the
6851 // level, so don't use it then either.
6852 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6854 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6855 R_Mesh_ColorPointer(NULL, 0, 0);
6856 R_Mesh_ResetTextureState();
6857 if (skyrendermasked)
6859 R_SetupDepthOrShadowShader();
6860 // depth-only (masking)
6861 GL_ColorMask(0,0,0,0);
6862 // just to make sure that braindead drivers don't draw
6863 // anything despite that colormask...
6864 GL_BlendFunc(GL_ZERO, GL_ONE);
6868 R_SetupGenericShader(false);
6870 GL_BlendFunc(GL_ONE, GL_ZERO);
6872 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6873 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6874 if (skyrendermasked)
6875 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6877 R_Mesh_ResetTextureState();
6878 GL_Color(1, 1, 1, 1);
6881 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6883 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6886 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6887 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6888 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6889 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6890 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6891 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6892 if (rsurface.texture->backgroundcurrentskinframe)
6894 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6895 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6896 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6897 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6899 if(rsurface.texture->colormapping)
6901 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6902 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6904 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6905 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6906 R_Mesh_ColorPointer(NULL, 0, 0);
6908 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6910 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6912 // render background
6913 GL_BlendFunc(GL_ONE, GL_ZERO);
6915 GL_AlphaTest(false);
6917 GL_Color(1, 1, 1, 1);
6918 R_Mesh_ColorPointer(NULL, 0, 0);
6920 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6921 if (r_glsl_permutation)
6923 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6924 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6925 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6926 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6927 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6928 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6929 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);
6931 GL_LockArrays(0, 0);
6933 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6934 GL_DepthMask(false);
6935 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6936 R_Mesh_ColorPointer(NULL, 0, 0);
6938 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6939 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6940 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6943 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6944 if (!r_glsl_permutation)
6947 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6948 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6949 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6950 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6951 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6952 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6954 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6956 GL_BlendFunc(GL_ONE, GL_ZERO);
6958 GL_AlphaTest(false);
6962 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6963 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6964 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6967 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6969 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6970 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);
6972 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6976 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6977 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);
6979 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6981 GL_LockArrays(0, 0);
6984 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6986 // OpenGL 1.3 path - anything not completely ancient
6987 int texturesurfaceindex;
6988 qboolean applycolor;
6992 const texturelayer_t *layer;
6993 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6995 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6998 int layertexrgbscale;
6999 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7001 if (layerindex == 0)
7005 GL_AlphaTest(false);
7006 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7009 GL_DepthMask(layer->depthmask && writedepth);
7010 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7011 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7013 layertexrgbscale = 4;
7014 VectorScale(layer->color, 0.25f, layercolor);
7016 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7018 layertexrgbscale = 2;
7019 VectorScale(layer->color, 0.5f, layercolor);
7023 layertexrgbscale = 1;
7024 VectorScale(layer->color, 1.0f, layercolor);
7026 layercolor[3] = layer->color[3];
7027 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7028 R_Mesh_ColorPointer(NULL, 0, 0);
7029 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7030 switch (layer->type)
7032 case TEXTURELAYERTYPE_LITTEXTURE:
7033 memset(&m, 0, sizeof(m));
7034 m.tex[0] = R_GetTexture(r_texture_white);
7035 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7036 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7037 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7038 m.tex[1] = R_GetTexture(layer->texture);
7039 m.texmatrix[1] = layer->texmatrix;
7040 m.texrgbscale[1] = layertexrgbscale;
7041 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7042 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7043 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7044 R_Mesh_TextureState(&m);
7045 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7046 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7047 else if (rsurface.uselightmaptexture)
7048 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7050 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7052 case TEXTURELAYERTYPE_TEXTURE:
7053 memset(&m, 0, sizeof(m));
7054 m.tex[0] = R_GetTexture(layer->texture);
7055 m.texmatrix[0] = layer->texmatrix;
7056 m.texrgbscale[0] = layertexrgbscale;
7057 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7058 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7059 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7060 R_Mesh_TextureState(&m);
7061 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7063 case TEXTURELAYERTYPE_FOG:
7064 memset(&m, 0, sizeof(m));
7065 m.texrgbscale[0] = layertexrgbscale;
7068 m.tex[0] = R_GetTexture(layer->texture);
7069 m.texmatrix[0] = layer->texmatrix;
7070 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7071 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7072 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7074 R_Mesh_TextureState(&m);
7075 // generate a color array for the fog pass
7076 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7077 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7081 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7082 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)
7084 f = 1 - FogPoint_Model(v);
7085 c[0] = layercolor[0];
7086 c[1] = layercolor[1];
7087 c[2] = layercolor[2];
7088 c[3] = f * layercolor[3];
7091 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7094 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7096 GL_LockArrays(0, 0);
7099 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7101 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7102 GL_AlphaTest(false);
7106 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7108 // OpenGL 1.1 - crusty old voodoo path
7109 int texturesurfaceindex;
7113 const texturelayer_t *layer;
7114 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7116 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7118 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7120 if (layerindex == 0)
7124 GL_AlphaTest(false);
7125 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7128 GL_DepthMask(layer->depthmask && writedepth);
7129 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7130 R_Mesh_ColorPointer(NULL, 0, 0);
7131 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7132 switch (layer->type)
7134 case TEXTURELAYERTYPE_LITTEXTURE:
7135 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7137 // two-pass lit texture with 2x rgbscale
7138 // first the lightmap pass
7139 memset(&m, 0, sizeof(m));
7140 m.tex[0] = R_GetTexture(r_texture_white);
7141 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7142 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7143 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7144 R_Mesh_TextureState(&m);
7145 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7146 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7147 else if (rsurface.uselightmaptexture)
7148 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7150 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7151 GL_LockArrays(0, 0);
7152 // then apply the texture to it
7153 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7154 memset(&m, 0, sizeof(m));
7155 m.tex[0] = R_GetTexture(layer->texture);
7156 m.texmatrix[0] = layer->texmatrix;
7157 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7158 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7159 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7160 R_Mesh_TextureState(&m);
7161 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);
7165 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7166 memset(&m, 0, sizeof(m));
7167 m.tex[0] = R_GetTexture(layer->texture);
7168 m.texmatrix[0] = layer->texmatrix;
7169 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7170 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7171 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7172 R_Mesh_TextureState(&m);
7173 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7174 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);
7176 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);
7179 case TEXTURELAYERTYPE_TEXTURE:
7180 // singletexture unlit texture with transparency support
7181 memset(&m, 0, sizeof(m));
7182 m.tex[0] = R_GetTexture(layer->texture);
7183 m.texmatrix[0] = layer->texmatrix;
7184 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7185 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7186 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7187 R_Mesh_TextureState(&m);
7188 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);
7190 case TEXTURELAYERTYPE_FOG:
7191 // singletexture fogging
7192 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7195 memset(&m, 0, sizeof(m));
7196 m.tex[0] = R_GetTexture(layer->texture);
7197 m.texmatrix[0] = layer->texmatrix;
7198 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7199 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7200 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7201 R_Mesh_TextureState(&m);
7204 R_Mesh_ResetTextureState();
7205 // generate a color array for the fog pass
7206 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7210 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7211 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)
7213 f = 1 - FogPoint_Model(v);
7214 c[0] = layer->color[0];
7215 c[1] = layer->color[1];
7216 c[2] = layer->color[2];
7217 c[3] = f * layer->color[3];
7220 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7223 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7225 GL_LockArrays(0, 0);
7228 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7230 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7231 GL_AlphaTest(false);
7235 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7239 GL_AlphaTest(false);
7240 R_Mesh_ColorPointer(NULL, 0, 0);
7241 R_Mesh_ResetTextureState();
7242 R_SetupGenericShader(false);
7244 if(rsurface.texture && rsurface.texture->currentskinframe)
7246 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7247 c[3] *= rsurface.texture->currentalpha;
7257 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7259 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7260 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7261 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7264 // brighten it up (as texture value 127 means "unlit")
7265 c[0] *= 2 * r_refdef.view.colorscale;
7266 c[1] *= 2 * r_refdef.view.colorscale;
7267 c[2] *= 2 * r_refdef.view.colorscale;
7269 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7270 c[3] *= r_wateralpha.value;
7272 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7274 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7275 GL_DepthMask(false);
7277 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7279 GL_BlendFunc(GL_ONE, GL_ONE);
7280 GL_DepthMask(false);
7282 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7284 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7285 GL_DepthMask(false);
7287 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7289 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7290 GL_DepthMask(false);
7294 GL_BlendFunc(GL_ONE, GL_ZERO);
7295 GL_DepthMask(writedepth);
7298 rsurface.lightmapcolor4f = NULL;
7300 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7302 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7304 rsurface.lightmapcolor4f = NULL;
7305 rsurface.lightmapcolor4f_bufferobject = 0;
7306 rsurface.lightmapcolor4f_bufferoffset = 0;
7308 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7310 qboolean applycolor = true;
7313 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7315 r_refdef.lightmapintensity = 1;
7316 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7317 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7321 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7323 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7324 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7325 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7328 if(!rsurface.lightmapcolor4f)
7329 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7331 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7332 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7333 if(r_refdef.fogenabled)
7334 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7336 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7337 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7340 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7343 RSurf_SetupDepthAndCulling();
7344 if (r_showsurfaces.integer == 3)
7345 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7346 else if (r_glsl.integer && gl_support_fragment_shader)
7347 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7348 else if (gl_combine.integer && r_textureunits.integer >= 2)
7349 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7351 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7355 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
7358 RSurf_SetupDepthAndCulling();
7359 if (r_showsurfaces.integer == 3)
7360 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7361 else if (r_glsl.integer && gl_support_fragment_shader)
7362 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7363 else if (gl_combine.integer && r_textureunits.integer >= 2)
7364 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7366 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7370 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7373 int texturenumsurfaces, endsurface;
7375 msurface_t *surface;
7376 msurface_t *texturesurfacelist[1024];
7378 // if the model is static it doesn't matter what value we give for
7379 // wantnormals and wanttangents, so this logic uses only rules applicable
7380 // to a model, knowing that they are meaningless otherwise
7381 if (ent == r_refdef.scene.worldentity)
7382 RSurf_ActiveWorldEntity();
7383 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7384 RSurf_ActiveModelEntity(ent, false, false);
7386 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7388 for (i = 0;i < numsurfaces;i = j)
7391 surface = rsurface.modelsurfaces + surfacelist[i];
7392 texture = surface->texture;
7393 rsurface.texture = R_GetCurrentTexture(texture);
7394 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7395 // scan ahead until we find a different texture
7396 endsurface = min(i + 1024, numsurfaces);
7397 texturenumsurfaces = 0;
7398 texturesurfacelist[texturenumsurfaces++] = surface;
7399 for (;j < endsurface;j++)
7401 surface = rsurface.modelsurfaces + surfacelist[j];
7402 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7404 texturesurfacelist[texturenumsurfaces++] = surface;
7406 // render the range of surfaces
7407 if (ent == r_refdef.scene.worldentity)
7408 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7410 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7412 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7413 GL_AlphaTest(false);
7416 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7418 const entity_render_t *queueentity = r_refdef.scene.worldentity;
7422 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7424 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7426 RSurf_SetupDepthAndCulling();
7427 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7428 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7430 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7432 RSurf_SetupDepthAndCulling();
7433 GL_AlphaTest(false);
7434 R_Mesh_ColorPointer(NULL, 0, 0);
7435 R_Mesh_ResetTextureState();
7436 R_SetupGenericShader(false);
7437 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7439 GL_BlendFunc(GL_ONE, GL_ZERO);
7440 GL_Color(0, 0, 0, 1);
7441 GL_DepthTest(writedepth);
7442 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7444 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7446 RSurf_SetupDepthAndCulling();
7447 GL_AlphaTest(false);
7448 R_Mesh_ColorPointer(NULL, 0, 0);
7449 R_Mesh_ResetTextureState();
7450 R_SetupGenericShader(false);
7451 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7453 GL_BlendFunc(GL_ONE, GL_ZERO);
7455 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7457 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7458 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7459 else if (!rsurface.texture->currentnumlayers)
7461 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7463 // transparent surfaces get pushed off into the transparent queue
7464 int surfacelistindex;
7465 const msurface_t *surface;
7466 vec3_t tempcenter, center;
7467 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7469 surface = texturesurfacelist[surfacelistindex];
7470 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7471 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7472 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7473 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7474 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7479 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7480 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7485 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7489 // break the surface list down into batches by texture and use of lightmapping
7490 for (i = 0;i < numsurfaces;i = j)
7493 // texture is the base texture pointer, rsurface.texture is the
7494 // current frame/skin the texture is directing us to use (for example
7495 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7496 // use skin 1 instead)
7497 texture = surfacelist[i]->texture;
7498 rsurface.texture = R_GetCurrentTexture(texture);
7499 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7500 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7502 // if this texture is not the kind we want, skip ahead to the next one
7503 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7507 // simply scan ahead until we find a different texture or lightmap state
7508 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7510 // render the range of surfaces
7511 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
7515 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
7520 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7522 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7524 RSurf_SetupDepthAndCulling();
7525 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7526 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7528 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7530 RSurf_SetupDepthAndCulling();
7531 GL_AlphaTest(false);
7532 R_Mesh_ColorPointer(NULL, 0, 0);
7533 R_Mesh_ResetTextureState();
7534 R_SetupGenericShader(false);
7535 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7537 GL_BlendFunc(GL_ONE, GL_ZERO);
7538 GL_Color(0, 0, 0, 1);
7539 GL_DepthTest(writedepth);
7540 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7542 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7544 RSurf_SetupDepthAndCulling();
7545 GL_AlphaTest(false);
7546 R_Mesh_ColorPointer(NULL, 0, 0);
7547 R_Mesh_ResetTextureState();
7548 R_SetupGenericShader(false);
7549 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7551 GL_BlendFunc(GL_ONE, GL_ZERO);
7553 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7555 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7556 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7557 else if (!rsurface.texture->currentnumlayers)
7559 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7561 // transparent surfaces get pushed off into the transparent queue
7562 int surfacelistindex;
7563 const msurface_t *surface;
7564 vec3_t tempcenter, center;
7565 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7567 surface = texturesurfacelist[surfacelistindex];
7568 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7569 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7570 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7571 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7572 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
7577 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
7578 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
7583 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
7587 // break the surface list down into batches by texture and use of lightmapping
7588 for (i = 0;i < numsurfaces;i = j)
7591 // texture is the base texture pointer, rsurface.texture is the
7592 // current frame/skin the texture is directing us to use (for example
7593 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
7594 // use skin 1 instead)
7595 texture = surfacelist[i]->texture;
7596 rsurface.texture = R_GetCurrentTexture(texture);
7597 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
7598 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
7600 // if this texture is not the kind we want, skip ahead to the next one
7601 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7605 // simply scan ahead until we find a different texture or lightmap state
7606 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7608 // render the range of surfaces
7609 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7613 float locboxvertex3f[6*4*3] =
7615 1,0,1, 1,0,0, 1,1,0, 1,1,1,
7616 0,1,1, 0,1,0, 0,0,0, 0,0,1,
7617 1,1,1, 1,1,0, 0,1,0, 0,1,1,
7618 0,0,1, 0,0,0, 1,0,0, 1,0,1,
7619 0,0,1, 1,0,1, 1,1,1, 0,1,1,
7620 1,0,0, 0,0,0, 0,1,0, 1,1,0
7623 unsigned short locboxelements[6*2*3] =
7633 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7636 cl_locnode_t *loc = (cl_locnode_t *)ent;
7638 float vertex3f[6*4*3];
7640 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7641 GL_DepthMask(false);
7642 GL_DepthRange(0, 1);
7643 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7645 GL_CullFace(GL_NONE);
7646 R_Mesh_Matrix(&identitymatrix);
7648 R_Mesh_VertexPointer(vertex3f, 0, 0);
7649 R_Mesh_ColorPointer(NULL, 0, 0);
7650 R_Mesh_ResetTextureState();
7651 R_SetupGenericShader(false);
7654 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7655 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7656 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7657 surfacelist[0] < 0 ? 0.5f : 0.125f);
7659 if (VectorCompare(loc->mins, loc->maxs))
7661 VectorSet(size, 2, 2, 2);
7662 VectorMA(loc->mins, -0.5f, size, mins);
7666 VectorCopy(loc->mins, mins);
7667 VectorSubtract(loc->maxs, loc->mins, size);
7670 for (i = 0;i < 6*4*3;)
7671 for (j = 0;j < 3;j++, i++)
7672 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7674 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7677 void R_DrawLocs(void)
7680 cl_locnode_t *loc, *nearestloc;
7682 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7683 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7685 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7686 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7690 void R_DrawDebugModel(entity_render_t *ent)
7692 int i, j, k, l, flagsmask;
7693 const int *elements;
7695 msurface_t *surface;
7696 dp_model_t *model = ent->model;
7699 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7701 R_Mesh_ColorPointer(NULL, 0, 0);
7702 R_Mesh_ResetTextureState();
7703 R_SetupGenericShader(false);
7704 GL_DepthRange(0, 1);
7705 GL_DepthTest(!r_showdisabledepthtest.integer);
7706 GL_DepthMask(false);
7707 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7709 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7711 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7712 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7714 if (brush->colbrushf && brush->colbrushf->numtriangles)
7716 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7717 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);
7718 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7721 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7723 if (surface->num_collisiontriangles)
7725 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7726 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);
7727 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7732 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7734 if (r_showtris.integer || r_shownormals.integer)
7736 if (r_showdisabledepthtest.integer)
7738 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7739 GL_DepthMask(false);
7743 GL_BlendFunc(GL_ONE, GL_ZERO);
7746 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7748 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7750 rsurface.texture = R_GetCurrentTexture(surface->texture);
7751 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7753 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7754 if (r_showtris.value > 0)
7756 if (!rsurface.texture->currentlayers->depthmask)
7757 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7758 else if (ent == r_refdef.scene.worldentity)
7759 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7761 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7762 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7763 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7764 R_Mesh_ColorPointer(NULL, 0, 0);
7765 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7766 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7767 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7768 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7769 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7772 if (r_shownormals.value < 0)
7775 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7777 VectorCopy(rsurface.vertex3f + l * 3, v);
7778 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7779 qglVertex3f(v[0], v[1], v[2]);
7780 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7781 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7782 qglVertex3f(v[0], v[1], v[2]);
7787 if (r_shownormals.value > 0)
7790 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7792 VectorCopy(rsurface.vertex3f + l * 3, v);
7793 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7794 qglVertex3f(v[0], v[1], v[2]);
7795 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7796 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7797 qglVertex3f(v[0], v[1], v[2]);
7802 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7804 VectorCopy(rsurface.vertex3f + l * 3, v);
7805 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7806 qglVertex3f(v[0], v[1], v[2]);
7807 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7808 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7809 qglVertex3f(v[0], v[1], v[2]);
7814 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7816 VectorCopy(rsurface.vertex3f + l * 3, v);
7817 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7818 qglVertex3f(v[0], v[1], v[2]);
7819 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7820 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7821 qglVertex3f(v[0], v[1], v[2]);
7828 rsurface.texture = NULL;
7832 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7833 int r_maxsurfacelist = 0;
7834 msurface_t **r_surfacelist = NULL;
7835 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7837 int i, j, endj, f, flagsmask;
7839 dp_model_t *model = r_refdef.scene.worldmodel;
7840 msurface_t *surfaces;
7841 unsigned char *update;
7842 int numsurfacelist = 0;
7846 if (r_maxsurfacelist < model->num_surfaces)
7848 r_maxsurfacelist = model->num_surfaces;
7850 Mem_Free(r_surfacelist);
7851 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7854 RSurf_ActiveWorldEntity();
7856 surfaces = model->data_surfaces;
7857 update = model->brushq1.lightmapupdateflags;
7859 // update light styles on this submodel
7860 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7862 model_brush_lightstyleinfo_t *style;
7863 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7865 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7867 int *list = style->surfacelist;
7868 style->value = r_refdef.scene.lightstylevalue[style->style];
7869 for (j = 0;j < style->numsurfaces;j++)
7870 update[list[j]] = true;
7875 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7879 R_DrawDebugModel(r_refdef.scene.worldentity);
7880 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7886 rsurface.uselightmaptexture = false;
7887 rsurface.texture = NULL;
7888 rsurface.rtlight = NULL;
7890 // add visible surfaces to draw list
7891 for (i = 0;i < model->nummodelsurfaces;i++)
7893 j = model->sortedmodelsurfaces[i];
7894 if (r_refdef.viewcache.world_surfacevisible[j])
7895 r_surfacelist[numsurfacelist++] = surfaces + j;
7897 // update lightmaps if needed
7899 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7900 if (r_refdef.viewcache.world_surfacevisible[j])
7902 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7903 // don't do anything if there were no surfaces
7904 if (!numsurfacelist)
7906 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7909 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7910 GL_AlphaTest(false);
7912 // add to stats if desired
7913 if (r_speeds.integer && !skysurfaces && !depthonly)
7915 r_refdef.stats.world_surfaces += numsurfacelist;
7916 for (j = 0;j < numsurfacelist;j++)
7917 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7919 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7922 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7924 int i, j, endj, f, flagsmask;
7926 dp_model_t *model = ent->model;
7927 msurface_t *surfaces;
7928 unsigned char *update;
7929 int numsurfacelist = 0;
7933 if (r_maxsurfacelist < model->num_surfaces)
7935 r_maxsurfacelist = model->num_surfaces;
7937 Mem_Free(r_surfacelist);
7938 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7941 // if the model is static it doesn't matter what value we give for
7942 // wantnormals and wanttangents, so this logic uses only rules applicable
7943 // to a model, knowing that they are meaningless otherwise
7944 if (ent == r_refdef.scene.worldentity)
7945 RSurf_ActiveWorldEntity();
7946 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7947 RSurf_ActiveModelEntity(ent, false, false);
7949 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7951 surfaces = model->data_surfaces;
7952 update = model->brushq1.lightmapupdateflags;
7954 // update light styles
7955 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7957 model_brush_lightstyleinfo_t *style;
7958 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7960 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7962 int *list = style->surfacelist;
7963 style->value = r_refdef.scene.lightstylevalue[style->style];
7964 for (j = 0;j < style->numsurfaces;j++)
7965 update[list[j]] = true;
7970 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7974 R_DrawDebugModel(ent);
7975 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7981 rsurface.uselightmaptexture = false;
7982 rsurface.texture = NULL;
7983 rsurface.rtlight = NULL;
7985 // add visible surfaces to draw list
7986 for (i = 0;i < model->nummodelsurfaces;i++)
7987 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7988 // don't do anything if there were no surfaces
7989 if (!numsurfacelist)
7991 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7994 // update lightmaps if needed
7996 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7998 R_BuildLightMap(ent, surfaces + j);
7999 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8000 GL_AlphaTest(false);
8002 // add to stats if desired
8003 if (r_speeds.integer && !skysurfaces && !depthonly)
8005 r_refdef.stats.entities_surfaces += numsurfacelist;
8006 for (j = 0;j < numsurfacelist;j++)
8007 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
8009 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity