2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 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)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 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"};
44 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"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 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"};
47 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"};
48 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"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 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"};
65 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"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
68 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
69 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
70 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
71 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
72 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
73 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
74 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
75 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
77 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)"};
79 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
80 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
81 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)"};
82 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
83 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
84 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
85 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
86 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)"};
87 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)"};
88 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)"};
89 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)"};
90 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)"};
92 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)"};
93 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
94 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"};
95 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
96 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
98 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
99 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
100 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
101 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
103 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
104 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
105 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
106 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
107 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
108 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
109 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
111 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
112 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
113 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
114 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)"};
116 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"};
118 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"};
120 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
122 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
123 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
124 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"};
125 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
126 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
127 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
129 extern cvar_t v_glslgamma;
131 extern qboolean v_flipped_state;
133 static struct r_bloomstate_s
138 int bloomwidth, bloomheight;
140 int screentexturewidth, screentextureheight;
141 rtexture_t *texture_screen;
143 int bloomtexturewidth, bloomtextureheight;
144 rtexture_t *texture_bloom;
146 // arrays for rendering the screen passes
147 float screentexcoord2f[8];
148 float bloomtexcoord2f[8];
149 float offsettexcoord2f[8];
153 r_waterstate_t r_waterstate;
155 // shadow volume bsp struct with automatically growing nodes buffer
158 rtexture_t *r_texture_blanknormalmap;
159 rtexture_t *r_texture_white;
160 rtexture_t *r_texture_grey128;
161 rtexture_t *r_texture_black;
162 rtexture_t *r_texture_notexture;
163 rtexture_t *r_texture_whitecube;
164 rtexture_t *r_texture_normalizationcube;
165 rtexture_t *r_texture_fogattenuation;
166 rtexture_t *r_texture_gammaramps;
167 unsigned int r_texture_gammaramps_serial;
168 //rtexture_t *r_texture_fogintensity;
170 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
171 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
173 // vertex coordinates for a quad that covers the screen exactly
174 const static float r_screenvertex3f[12] =
182 extern void R_DrawModelShadows(void);
184 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
187 for (i = 0;i < verts;i++)
198 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
201 for (i = 0;i < verts;i++)
211 // FIXME: move this to client?
214 if (gamemode == GAME_NEHAHRA)
216 Cvar_Set("gl_fogenable", "0");
217 Cvar_Set("gl_fogdensity", "0.2");
218 Cvar_Set("gl_fogred", "0.3");
219 Cvar_Set("gl_foggreen", "0.3");
220 Cvar_Set("gl_fogblue", "0.3");
222 r_refdef.fog_density = 0;
223 r_refdef.fog_red = 0;
224 r_refdef.fog_green = 0;
225 r_refdef.fog_blue = 0;
226 r_refdef.fog_alpha = 1;
227 r_refdef.fog_start = 0;
228 r_refdef.fog_end = 0;
231 float FogForDistance(vec_t dist)
233 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
234 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
237 float FogPoint_World(const vec3_t p)
239 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
242 float FogPoint_Model(const vec3_t p)
244 return FogForDistance(VectorDistance((p), rsurface.modelorg));
247 static void R_BuildBlankTextures(void)
249 unsigned char data[4];
250 data[2] = 128; // normal X
251 data[1] = 128; // normal Y
252 data[0] = 255; // normal Z
253 data[3] = 128; // height
254 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
259 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
264 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
269 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
272 static void R_BuildNoTexture(void)
275 unsigned char pix[16][16][4];
276 // this makes a light grey/dark grey checkerboard texture
277 for (y = 0;y < 16;y++)
279 for (x = 0;x < 16;x++)
281 if ((y < 8) ^ (x < 8))
297 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
300 static void R_BuildWhiteCube(void)
302 unsigned char data[6*1*1*4];
303 memset(data, 255, sizeof(data));
304 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
307 static void R_BuildNormalizationCube(void)
311 vec_t s, t, intensity;
313 unsigned char data[6][NORMSIZE][NORMSIZE][4];
314 for (side = 0;side < 6;side++)
316 for (y = 0;y < NORMSIZE;y++)
318 for (x = 0;x < NORMSIZE;x++)
320 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
321 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
356 intensity = 127.0f / sqrt(DotProduct(v, v));
357 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
358 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
359 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
360 data[side][y][x][3] = 255;
364 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
367 static void R_BuildFogTexture(void)
371 unsigned char data1[FOGWIDTH][4];
372 //unsigned char data2[FOGWIDTH][4];
375 r_refdef.fogmasktable_start = r_refdef.fog_start;
376 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
377 r_refdef.fogmasktable_range = r_refdef.fogrange;
378 r_refdef.fogmasktable_density = r_refdef.fog_density;
380 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
381 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
383 d = (x * r - r_refdef.fogmasktable_start);
384 if(developer.integer >= 100)
385 Con_Printf("%f ", d);
387 if (r_fog_exp2.integer)
388 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
390 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
391 if(developer.integer >= 100)
392 Con_Printf(" : %f ", alpha);
393 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
394 if(developer.integer >= 100)
395 Con_Printf(" = %f\n", alpha);
396 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
399 for (x = 0;x < FOGWIDTH;x++)
401 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
406 //data2[x][0] = 255 - b;
407 //data2[x][1] = 255 - b;
408 //data2[x][2] = 255 - b;
411 if (r_texture_fogattenuation)
413 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
414 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
418 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);
419 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
423 static const char *builtinshaderstring =
424 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
425 "// written by Forest 'LordHavoc' Hale\n"
427 "// common definitions between vertex shader and fragment shader:\n"
429 "//#ifdef __GLSL_CG_DATA_TYPES\n"
430 "//# define myhalf half\n"
431 "//# define myhalf2 half2\n"
432 "//# define myhalf3 half3\n"
433 "//# define myhalf4 half4\n"
435 "# define myhalf float\n"
436 "# define myhalf2 vec2\n"
437 "# define myhalf3 vec3\n"
438 "# define myhalf4 vec4\n"
441 "#ifdef MODE_DEPTH_OR_SHADOW\n"
443 "# ifdef VERTEX_SHADER\n"
446 " gl_Position = ftransform();\n"
452 "#ifdef MODE_POSTPROCESS\n"
453 "# ifdef VERTEX_SHADER\n"
456 " gl_FrontColor = gl_Color;\n"
457 " gl_Position = ftransform();\n"
458 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
460 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
464 "# ifdef FRAGMENT_SHADER\n"
466 "uniform sampler2D Texture_First;\n"
468 "uniform sampler2D Texture_Second;\n"
470 "#ifdef USEGAMMARAMPS\n"
471 "uniform sampler2D Texture_GammaRamps;\n"
473 "#ifdef USEVERTEXTEXTUREBLEND\n"
474 "uniform vec4 TintColor;\n"
476 "#ifdef USECOLORMOD\n"
477 "uniform vec3 Gamma;\n"
479 "//uncomment these if you want to use them:\n"
480 "// uniform vec4 UserVec1;\n"
481 "// uniform vec4 UserVec2;\n"
482 "// uniform vec4 UserVec3;\n"
483 "// uniform vec4 UserVec4;\n"
484 "// uniform float ClientTime;\n"
485 "// uniform vec2 PixelSize;\n"
488 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
490 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
492 "#ifdef USEVERTEXTEXTUREBLEND\n"
493 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
496 "#ifdef USEPOSTPROCESSING\n"
497 "// add your own postprocessing here or make your own ifdef for it\n"
500 "#ifdef USEGAMMARAMPS\n"
501 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
502 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
503 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
510 "#ifdef MODE_GENERIC\n"
511 "# ifdef VERTEX_SHADER\n"
514 " gl_FrontColor = gl_Color;\n"
515 "# ifdef USEDIFFUSE\n"
516 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
518 "# ifdef USESPECULAR\n"
519 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
521 " gl_Position = ftransform();\n"
524 "# ifdef FRAGMENT_SHADER\n"
526 "# ifdef USEDIFFUSE\n"
527 "uniform sampler2D Texture_First;\n"
529 "# ifdef USESPECULAR\n"
530 "uniform sampler2D Texture_Second;\n"
535 " gl_FragColor = gl_Color;\n"
536 "# ifdef USEDIFFUSE\n"
537 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
540 "# ifdef USESPECULAR\n"
541 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
543 "# ifdef USECOLORMAPPING\n"
544 " gl_FragColor *= tex2;\n"
547 " gl_FragColor += tex2;\n"
549 "# ifdef USEVERTEXTEXTUREBLEND\n"
550 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
555 "#else // !MODE_GENERIC\n"
557 "varying vec2 TexCoord;\n"
558 "varying vec2 TexCoordLightmap;\n"
560 "#ifdef MODE_LIGHTSOURCE\n"
561 "varying vec3 CubeVector;\n"
564 "#ifdef MODE_LIGHTSOURCE\n"
565 "varying vec3 LightVector;\n"
567 "#ifdef MODE_LIGHTDIRECTION\n"
568 "varying vec3 LightVector;\n"
571 "varying vec3 EyeVector;\n"
573 "varying vec3 EyeVectorModelSpace;\n"
576 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
577 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
578 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
580 "#ifdef MODE_WATER\n"
581 "varying vec4 ModelViewProjectionPosition;\n"
583 "#ifdef MODE_REFRACTION\n"
584 "varying vec4 ModelViewProjectionPosition;\n"
586 "#ifdef USEREFLECTION\n"
587 "varying vec4 ModelViewProjectionPosition;\n"
594 "// vertex shader specific:\n"
595 "#ifdef VERTEX_SHADER\n"
597 "uniform vec3 LightPosition;\n"
598 "uniform vec3 EyePosition;\n"
599 "uniform vec3 LightDir;\n"
601 "// 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"
605 " gl_FrontColor = gl_Color;\n"
606 " // copy the surface texcoord\n"
607 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
608 "#ifndef MODE_LIGHTSOURCE\n"
609 "# ifndef MODE_LIGHTDIRECTION\n"
610 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
614 "#ifdef MODE_LIGHTSOURCE\n"
615 " // transform vertex position into light attenuation/cubemap space\n"
616 " // (-1 to +1 across the light box)\n"
617 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
619 " // transform unnormalized light direction into tangent space\n"
620 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
621 " // normalize it per pixel)\n"
622 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
623 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
624 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
625 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
628 "#ifdef MODE_LIGHTDIRECTION\n"
629 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
630 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
631 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
634 " // transform unnormalized eye direction into tangent space\n"
636 " vec3 EyeVectorModelSpace;\n"
638 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
639 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
640 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
641 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
643 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
644 " VectorS = gl_MultiTexCoord1.xyz;\n"
645 " VectorT = gl_MultiTexCoord2.xyz;\n"
646 " VectorR = gl_MultiTexCoord3.xyz;\n"
649 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
650 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
651 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
652 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
655 "// transform vertex to camera space, using ftransform to match non-VS\n"
657 " gl_Position = ftransform();\n"
659 "#ifdef MODE_WATER\n"
660 " ModelViewProjectionPosition = gl_Position;\n"
662 "#ifdef MODE_REFRACTION\n"
663 " ModelViewProjectionPosition = gl_Position;\n"
665 "#ifdef USEREFLECTION\n"
666 " ModelViewProjectionPosition = gl_Position;\n"
670 "#endif // VERTEX_SHADER\n"
675 "// fragment shader specific:\n"
676 "#ifdef FRAGMENT_SHADER\n"
678 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
679 "uniform sampler2D Texture_Normal;\n"
680 "uniform sampler2D Texture_Color;\n"
681 "uniform sampler2D Texture_Gloss;\n"
682 "uniform sampler2D Texture_Glow;\n"
683 "uniform sampler2D Texture_SecondaryNormal;\n"
684 "uniform sampler2D Texture_SecondaryColor;\n"
685 "uniform sampler2D Texture_SecondaryGloss;\n"
686 "uniform sampler2D Texture_SecondaryGlow;\n"
687 "uniform sampler2D Texture_Pants;\n"
688 "uniform sampler2D Texture_Shirt;\n"
689 "uniform sampler2D Texture_FogMask;\n"
690 "uniform sampler2D Texture_Lightmap;\n"
691 "uniform sampler2D Texture_Deluxemap;\n"
692 "uniform sampler2D Texture_Refraction;\n"
693 "uniform sampler2D Texture_Reflection;\n"
694 "uniform sampler2D Texture_Attenuation;\n"
695 "uniform samplerCube Texture_Cube;\n"
697 "uniform myhalf3 LightColor;\n"
698 "uniform myhalf3 AmbientColor;\n"
699 "uniform myhalf3 DiffuseColor;\n"
700 "uniform myhalf3 SpecularColor;\n"
701 "uniform myhalf3 Color_Pants;\n"
702 "uniform myhalf3 Color_Shirt;\n"
703 "uniform myhalf3 FogColor;\n"
705 "uniform myhalf4 TintColor;\n"
708 "//#ifdef MODE_WATER\n"
709 "uniform vec4 DistortScaleRefractReflect;\n"
710 "uniform vec4 ScreenScaleRefractReflect;\n"
711 "uniform vec4 ScreenCenterRefractReflect;\n"
712 "uniform myhalf4 RefractColor;\n"
713 "uniform myhalf4 ReflectColor;\n"
714 "uniform myhalf ReflectFactor;\n"
715 "uniform myhalf ReflectOffset;\n"
717 "//# ifdef MODE_REFRACTION\n"
718 "//uniform vec4 DistortScaleRefractReflect;\n"
719 "//uniform vec4 ScreenScaleRefractReflect;\n"
720 "//uniform vec4 ScreenCenterRefractReflect;\n"
721 "//uniform myhalf4 RefractColor;\n"
722 "//# ifdef USEREFLECTION\n"
723 "//uniform myhalf4 ReflectColor;\n"
726 "//# ifdef USEREFLECTION\n"
727 "//uniform vec4 DistortScaleRefractReflect;\n"
728 "//uniform vec4 ScreenScaleRefractReflect;\n"
729 "//uniform vec4 ScreenCenterRefractReflect;\n"
730 "//uniform myhalf4 ReflectColor;\n"
735 "uniform myhalf GlowScale;\n"
736 "uniform myhalf SceneBrightness;\n"
737 "#ifdef USECONTRASTBOOST\n"
738 "uniform myhalf ContrastBoostCoeff;\n"
741 "uniform float OffsetMapping_Scale;\n"
742 "uniform float OffsetMapping_Bias;\n"
743 "uniform float FogRangeRecip;\n"
745 "uniform myhalf AmbientScale;\n"
746 "uniform myhalf DiffuseScale;\n"
747 "uniform myhalf SpecularScale;\n"
748 "uniform myhalf SpecularPower;\n"
750 "#ifdef USEOFFSETMAPPING\n"
751 "vec2 OffsetMapping(vec2 TexCoord)\n"
753 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
754 " // 14 sample relief mapping: linear search and then binary search\n"
755 " // this basically steps forward a small amount repeatedly until it finds\n"
756 " // itself inside solid, then jitters forward and back using decreasing\n"
757 " // amounts to find the impact\n"
758 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
759 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
760 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 " vec3 RT = vec3(TexCoord, 1);\n"
762 " OffsetVector *= 0.1;\n"
763 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
776 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
779 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
780 " // this basically moves forward the full distance, and then backs up based\n"
781 " // on height of samples\n"
782 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
783 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
784 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
785 " TexCoord += OffsetVector;\n"
786 " OffsetVector *= 0.333;\n"
787 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 " return TexCoord;\n"
793 "#endif // USEOFFSETMAPPING\n"
795 "#ifdef MODE_WATER\n"
800 "#ifdef USEOFFSETMAPPING\n"
801 " // apply offsetmapping\n"
802 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
803 "#define TexCoord TexCoordOffset\n"
806 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
807 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
808 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
809 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
810 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
813 "#else // !MODE_WATER\n"
814 "#ifdef MODE_REFRACTION\n"
816 "// refraction pass\n"
819 "#ifdef USEOFFSETMAPPING\n"
820 " // apply offsetmapping\n"
821 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
822 "#define TexCoord TexCoordOffset\n"
825 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
826 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
827 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
828 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
831 "#else // !MODE_REFRACTION\n"
834 "#ifdef USEOFFSETMAPPING\n"
835 " // apply offsetmapping\n"
836 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
837 "#define TexCoord TexCoordOffset\n"
840 " // combine the diffuse textures (base, pants, shirt)\n"
841 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
842 "#ifdef USECOLORMAPPING\n"
843 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
845 "#ifdef USEVERTEXTEXTUREBLEND\n"
846 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
847 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
848 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
849 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
850 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
853 "#ifdef USEDIFFUSE\n"
854 " // get the surface normal and the gloss color\n"
855 "# ifdef USEVERTEXTEXTUREBLEND\n"
856 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
857 "# ifdef USESPECULAR\n"
858 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
861 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
862 "# ifdef USESPECULAR\n"
863 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
870 "#ifdef MODE_LIGHTSOURCE\n"
873 " // calculate surface normal, light normal, and specular normal\n"
874 " // compute color intensity for the two textures (colormap and glossmap)\n"
875 " // scale by light color and attenuation as efficiently as possible\n"
876 " // (do as much scalar math as possible rather than vector math)\n"
877 "# ifdef USEDIFFUSE\n"
878 " // get the light normal\n"
879 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
881 "# ifdef USESPECULAR\n"
882 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
884 " // calculate directional shading\n"
885 " 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"
887 "# ifdef USEDIFFUSE\n"
888 " // calculate directional shading\n"
889 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
891 " // calculate directionless shading\n"
892 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
896 "# ifdef USECUBEFILTER\n"
897 " // apply light cubemap filter\n"
898 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
899 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
901 "#endif // MODE_LIGHTSOURCE\n"
906 "#ifdef MODE_LIGHTDIRECTION\n"
907 " // directional model lighting\n"
908 "# ifdef USEDIFFUSE\n"
909 " // get the light normal\n"
910 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
912 "# ifdef USESPECULAR\n"
913 " // calculate directional shading\n"
914 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
915 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
916 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
918 "# ifdef USEDIFFUSE\n"
920 " // calculate directional shading\n"
921 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
923 " color.rgb *= AmbientColor;\n"
926 "#endif // MODE_LIGHTDIRECTION\n"
931 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
932 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
934 " // get the light normal\n"
935 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
936 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
937 " // calculate directional shading\n"
938 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
939 "# ifdef USESPECULAR\n"
940 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
941 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
944 " // apply lightmap color\n"
945 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
946 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
951 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
952 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
954 " // get the light normal\n"
955 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
956 " // calculate directional shading\n"
957 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
958 "# ifdef USESPECULAR\n"
959 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
960 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
963 " // apply lightmap color\n"
964 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
965 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
970 "#ifdef MODE_LIGHTMAP\n"
971 " // apply lightmap color\n"
972 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
973 "#endif // MODE_LIGHTMAP\n"
978 "#ifdef MODE_VERTEXCOLOR\n"
979 " // apply lightmap color\n"
980 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
981 "#endif // MODE_VERTEXCOLOR\n"
986 "#ifdef MODE_FLATCOLOR\n"
987 "#endif // MODE_FLATCOLOR\n"
995 " color *= TintColor;\n"
998 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1001 "#ifdef USECONTRASTBOOST\n"
1002 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1005 " color.rgb *= SceneBrightness;\n"
1007 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1009 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1012 " // 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"
1013 "#ifdef USEREFLECTION\n"
1014 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1015 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1016 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1017 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1020 " gl_FragColor = vec4(color);\n"
1022 "#endif // !MODE_REFRACTION\n"
1023 "#endif // !MODE_WATER\n"
1025 "#endif // FRAGMENT_SHADER\n"
1027 "#endif // !MODE_GENERIC\n"
1028 "#endif // !MODE_POSTPROCESS\n"
1029 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1032 typedef struct shaderpermutationinfo_s
1034 const char *pretext;
1037 shaderpermutationinfo_t;
1039 typedef struct shadermodeinfo_s
1041 const char *vertexfilename;
1042 const char *geometryfilename;
1043 const char *fragmentfilename;
1044 const char *pretext;
1049 typedef enum shaderpermutation_e
1051 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1052 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1053 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1054 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1055 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1056 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1057 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1058 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1059 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1060 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1061 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1062 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1063 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1064 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1065 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1067 shaderpermutation_t;
1069 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1070 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1072 {"#define USEDIFFUSE\n", " diffuse"},
1073 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1074 {"#define USECOLORMAPPING\n", " colormapping"},
1075 {"#define USECONTRASTBOOST\n", " contrastboost"},
1076 {"#define USEFOG\n", " fog"},
1077 {"#define USECUBEFILTER\n", " cubefilter"},
1078 {"#define USEGLOW\n", " glow"},
1079 {"#define USESPECULAR\n", " specular"},
1080 {"#define USEREFLECTION\n", " reflection"},
1081 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1082 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1083 {"#define USEGAMMARAMPS\n", " gammaramps"},
1084 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1087 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1088 typedef enum shadermode_e
1090 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1091 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1092 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1093 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1094 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1095 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1096 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1097 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1098 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1099 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1100 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1101 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1106 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1107 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1109 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1110 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1111 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1112 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1113 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1114 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1115 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1116 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1117 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1118 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1119 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1120 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1123 typedef struct r_glsl_permutation_s
1125 // indicates if we have tried compiling this permutation already
1127 // 0 if compilation failed
1129 // locations of detected uniforms in program object, or -1 if not found
1130 int loc_Texture_First;
1131 int loc_Texture_Second;
1132 int loc_Texture_GammaRamps;
1133 int loc_Texture_Normal;
1134 int loc_Texture_Color;
1135 int loc_Texture_Gloss;
1136 int loc_Texture_Glow;
1137 int loc_Texture_SecondaryNormal;
1138 int loc_Texture_SecondaryColor;
1139 int loc_Texture_SecondaryGloss;
1140 int loc_Texture_SecondaryGlow;
1141 int loc_Texture_Pants;
1142 int loc_Texture_Shirt;
1143 int loc_Texture_FogMask;
1144 int loc_Texture_Lightmap;
1145 int loc_Texture_Deluxemap;
1146 int loc_Texture_Attenuation;
1147 int loc_Texture_Cube;
1148 int loc_Texture_Refraction;
1149 int loc_Texture_Reflection;
1151 int loc_LightPosition;
1152 int loc_EyePosition;
1153 int loc_Color_Pants;
1154 int loc_Color_Shirt;
1155 int loc_FogRangeRecip;
1156 int loc_AmbientScale;
1157 int loc_DiffuseScale;
1158 int loc_SpecularScale;
1159 int loc_SpecularPower;
1161 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1162 int loc_OffsetMapping_Scale;
1164 int loc_AmbientColor;
1165 int loc_DiffuseColor;
1166 int loc_SpecularColor;
1168 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1169 int loc_GammaCoeff; // 1 / gamma
1170 int loc_DistortScaleRefractReflect;
1171 int loc_ScreenScaleRefractReflect;
1172 int loc_ScreenCenterRefractReflect;
1173 int loc_RefractColor;
1174 int loc_ReflectColor;
1175 int loc_ReflectFactor;
1176 int loc_ReflectOffset;
1184 r_glsl_permutation_t;
1186 // information about each possible shader permutation
1187 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1188 // currently selected permutation
1189 r_glsl_permutation_t *r_glsl_permutation;
1191 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1194 if (!filename || !filename[0])
1196 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1199 if (printfromdisknotice)
1200 Con_DPrint("from disk... ");
1201 return shaderstring;
1203 else if (!strcmp(filename, "glsl/default.glsl"))
1205 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1206 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1208 return shaderstring;
1211 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1214 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1215 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1216 int vertstrings_count = 0;
1217 int geomstrings_count = 0;
1218 int fragstrings_count = 0;
1219 char *vertexstring, *geometrystring, *fragmentstring;
1220 const char *vertstrings_list[32+3];
1221 const char *geomstrings_list[32+3];
1222 const char *fragstrings_list[32+3];
1223 char permutationname[256];
1230 permutationname[0] = 0;
1231 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1232 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1233 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1235 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1237 // the first pretext is which type of shader to compile as
1238 // (later these will all be bound together as a program object)
1239 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1240 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1241 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1243 // the second pretext is the mode (for example a light source)
1244 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1245 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1246 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1247 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1249 // now add all the permutation pretexts
1250 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1252 if (permutation & (1<<i))
1254 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1255 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1256 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1257 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1261 // keep line numbers correct
1262 vertstrings_list[vertstrings_count++] = "\n";
1263 geomstrings_list[geomstrings_count++] = "\n";
1264 fragstrings_list[fragstrings_count++] = "\n";
1268 // now append the shader text itself
1269 vertstrings_list[vertstrings_count++] = vertexstring;
1270 geomstrings_list[geomstrings_count++] = geometrystring;
1271 fragstrings_list[fragstrings_count++] = fragmentstring;
1273 // if any sources were NULL, clear the respective list
1275 vertstrings_count = 0;
1276 if (!geometrystring)
1277 geomstrings_count = 0;
1278 if (!fragmentstring)
1279 fragstrings_count = 0;
1281 // compile the shader program
1282 if (vertstrings_count + geomstrings_count + fragstrings_count)
1283 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1287 qglUseProgramObjectARB(p->program);CHECKGLERROR
1288 // look up all the uniform variable names we care about, so we don't
1289 // have to look them up every time we set them
1290 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1291 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1292 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1293 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1294 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1295 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1296 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1297 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1298 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1299 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1300 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1301 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1302 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1303 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1304 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1305 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1306 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1307 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1308 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1309 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1310 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1311 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1312 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1313 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1314 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1315 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1316 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1317 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1318 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1319 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1320 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1321 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1322 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1323 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1324 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1325 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1326 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1327 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1328 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1329 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1330 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1331 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1332 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1333 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1334 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1335 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1336 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1337 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1338 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1339 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1340 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1341 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1342 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1343 // initialize the samplers to refer to the texture units we use
1344 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1345 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1346 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1347 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1348 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1349 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1350 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1351 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1352 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1353 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1354 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1355 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1356 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1357 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1358 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1359 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1360 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1361 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1362 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1363 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1365 if (developer.integer)
1366 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1369 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1373 Mem_Free(vertexstring);
1375 Mem_Free(geometrystring);
1377 Mem_Free(fragmentstring);
1380 void R_GLSL_Restart_f(void)
1383 shaderpermutation_t permutation;
1384 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1385 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1386 if (r_glsl_permutations[mode][permutation].program)
1387 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1388 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1391 void R_GLSL_DumpShader_f(void)
1395 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1398 Con_Printf("failed to write to glsl/default.glsl\n");
1402 FS_Print(file, "// The engine may define the following macros:\n");
1403 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1404 for (i = 0;i < SHADERMODE_COUNT;i++)
1405 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1406 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1407 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1408 FS_Print(file, "\n");
1409 FS_Print(file, builtinshaderstring);
1412 Con_Printf("glsl/default.glsl written\n");
1415 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1417 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1418 if (r_glsl_permutation != perm)
1420 r_glsl_permutation = perm;
1421 if (!r_glsl_permutation->program)
1423 if (!r_glsl_permutation->compiled)
1424 R_GLSL_CompilePermutation(mode, permutation);
1425 if (!r_glsl_permutation->program)
1427 // remove features until we find a valid permutation
1429 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1431 // reduce i more quickly whenever it would not remove any bits
1432 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1433 if (!(permutation & j))
1436 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1437 if (!r_glsl_permutation->compiled)
1438 R_GLSL_CompilePermutation(mode, permutation);
1439 if (r_glsl_permutation->program)
1442 if (i >= SHADERPERMUTATION_COUNT)
1444 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");
1445 Cvar_SetValueQuick(&r_glsl, 0);
1446 R_GLSL_Restart_f(); // unload shaders
1447 return; // no bit left to clear
1452 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1456 void R_SetupGenericShader(qboolean usetexture)
1458 if (gl_support_fragment_shader)
1460 if (r_glsl.integer && r_glsl_usegeneric.integer)
1461 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1462 else if (r_glsl_permutation)
1464 r_glsl_permutation = NULL;
1465 qglUseProgramObjectARB(0);CHECKGLERROR
1470 void R_SetupGenericTwoTextureShader(int texturemode)
1472 if (gl_support_fragment_shader)
1474 if (r_glsl.integer && r_glsl_usegeneric.integer)
1475 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1476 else if (r_glsl_permutation)
1478 r_glsl_permutation = NULL;
1479 qglUseProgramObjectARB(0);CHECKGLERROR
1482 if (!r_glsl_permutation)
1484 if (texturemode == GL_DECAL && gl_combine.integer)
1485 texturemode = GL_INTERPOLATE_ARB;
1486 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1490 void R_SetupDepthOrShadowShader(void)
1492 if (gl_support_fragment_shader)
1494 if (r_glsl.integer && r_glsl_usegeneric.integer)
1495 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1496 else if (r_glsl_permutation)
1498 r_glsl_permutation = NULL;
1499 qglUseProgramObjectARB(0);CHECKGLERROR
1504 extern rtexture_t *r_shadow_attenuationgradienttexture;
1505 extern rtexture_t *r_shadow_attenuation2dtexture;
1506 extern rtexture_t *r_shadow_attenuation3dtexture;
1507 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1509 // select a permutation of the lighting shader appropriate to this
1510 // combination of texture, entity, light source, and fogging, only use the
1511 // minimum features necessary to avoid wasting rendering time in the
1512 // fragment shader on features that are not being used
1513 unsigned int permutation = 0;
1514 shadermode_t mode = 0;
1515 // TODO: implement geometry-shader based shadow volumes someday
1516 if (r_glsl_offsetmapping.integer)
1518 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1519 if (r_glsl_offsetmapping_reliefmapping.integer)
1520 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1522 if (rsurfacepass == RSURFPASS_BACKGROUND)
1524 // distorted background
1525 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1526 mode = SHADERMODE_WATER;
1528 mode = SHADERMODE_REFRACTION;
1530 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1533 mode = SHADERMODE_LIGHTSOURCE;
1534 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1535 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1536 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1537 permutation |= SHADERPERMUTATION_CUBEFILTER;
1538 if (diffusescale > 0)
1539 permutation |= SHADERPERMUTATION_DIFFUSE;
1540 if (specularscale > 0)
1541 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1542 if (r_refdef.fogenabled)
1543 permutation |= SHADERPERMUTATION_FOG;
1544 if (rsurface.texture->colormapping)
1545 permutation |= SHADERPERMUTATION_COLORMAPPING;
1546 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1547 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1549 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1551 // unshaded geometry (fullbright or ambient model lighting)
1552 mode = SHADERMODE_FLATCOLOR;
1553 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1554 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1555 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1556 permutation |= SHADERPERMUTATION_GLOW;
1557 if (r_refdef.fogenabled)
1558 permutation |= SHADERPERMUTATION_FOG;
1559 if (rsurface.texture->colormapping)
1560 permutation |= SHADERPERMUTATION_COLORMAPPING;
1561 if (r_glsl_offsetmapping.integer)
1563 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1564 if (r_glsl_offsetmapping_reliefmapping.integer)
1565 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1567 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1568 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1569 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1570 permutation |= SHADERPERMUTATION_REFLECTION;
1572 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1574 // directional model lighting
1575 mode = SHADERMODE_LIGHTDIRECTION;
1576 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1577 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1578 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1579 permutation |= SHADERPERMUTATION_GLOW;
1580 permutation |= SHADERPERMUTATION_DIFFUSE;
1581 if (specularscale > 0)
1582 permutation |= SHADERPERMUTATION_SPECULAR;
1583 if (r_refdef.fogenabled)
1584 permutation |= SHADERPERMUTATION_FOG;
1585 if (rsurface.texture->colormapping)
1586 permutation |= SHADERPERMUTATION_COLORMAPPING;
1587 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1588 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1589 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1590 permutation |= SHADERPERMUTATION_REFLECTION;
1592 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1594 // ambient model lighting
1595 mode = SHADERMODE_LIGHTDIRECTION;
1596 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1597 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1598 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1599 permutation |= SHADERPERMUTATION_GLOW;
1600 if (r_refdef.fogenabled)
1601 permutation |= SHADERPERMUTATION_FOG;
1602 if (rsurface.texture->colormapping)
1603 permutation |= SHADERPERMUTATION_COLORMAPPING;
1604 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1605 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1606 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1607 permutation |= SHADERPERMUTATION_REFLECTION;
1612 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1614 // deluxemapping (light direction texture)
1615 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1616 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1618 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1619 permutation |= SHADERPERMUTATION_DIFFUSE;
1620 if (specularscale > 0)
1621 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1623 else if (r_glsl_deluxemapping.integer >= 2)
1625 // fake deluxemapping (uniform light direction in tangentspace)
1626 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1627 permutation |= SHADERPERMUTATION_DIFFUSE;
1628 if (specularscale > 0)
1629 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1631 else if (rsurface.uselightmaptexture)
1633 // ordinary lightmapping (q1bsp, q3bsp)
1634 mode = SHADERMODE_LIGHTMAP;
1638 // ordinary vertex coloring (q3bsp)
1639 mode = SHADERMODE_VERTEXCOLOR;
1641 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1642 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1643 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1644 permutation |= SHADERPERMUTATION_GLOW;
1645 if (r_refdef.fogenabled)
1646 permutation |= SHADERPERMUTATION_FOG;
1647 if (rsurface.texture->colormapping)
1648 permutation |= SHADERPERMUTATION_COLORMAPPING;
1649 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1650 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1651 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1652 permutation |= SHADERPERMUTATION_REFLECTION;
1654 R_SetupShader_SetPermutation(mode, permutation);
1655 if (mode == SHADERMODE_LIGHTSOURCE)
1657 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1658 if (permutation & SHADERPERMUTATION_DIFFUSE)
1660 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1661 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1662 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1663 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1667 // ambient only is simpler
1668 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]);
1669 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1670 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1671 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1673 // additive passes are only darkened by fog, not tinted
1674 if (r_glsl_permutation->loc_FogColor >= 0)
1675 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1679 if (mode == SHADERMODE_LIGHTDIRECTION)
1681 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);
1682 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);
1683 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);
1684 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]);
1688 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1689 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1690 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1692 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]);
1693 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1694 // additive passes are only darkened by fog, not tinted
1695 if (r_glsl_permutation->loc_FogColor >= 0)
1697 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1698 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1700 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1702 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);
1703 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]);
1704 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]);
1705 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1706 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1707 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1708 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1710 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1712 // The formula used is actually:
1713 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1714 // color.rgb *= SceneBrightness;
1716 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1717 // and do [[calculations]] here in the engine
1718 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1719 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1722 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1723 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1724 if (r_glsl_permutation->loc_Color_Pants >= 0)
1726 if (rsurface.texture->currentskinframe->pants)
1727 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1729 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1731 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1733 if (rsurface.texture->currentskinframe->shirt)
1734 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1736 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1738 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1739 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1740 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1744 #define SKINFRAME_HASH 1024
1748 int loadsequence; // incremented each level change
1749 memexpandablearray_t array;
1750 skinframe_t *hash[SKINFRAME_HASH];
1754 void R_SkinFrame_PrepareForPurge(void)
1756 r_skinframe.loadsequence++;
1757 // wrap it without hitting zero
1758 if (r_skinframe.loadsequence >= 200)
1759 r_skinframe.loadsequence = 1;
1762 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1766 // mark the skinframe as used for the purging code
1767 skinframe->loadsequence = r_skinframe.loadsequence;
1770 void R_SkinFrame_Purge(void)
1774 for (i = 0;i < SKINFRAME_HASH;i++)
1776 for (s = r_skinframe.hash[i];s;s = s->next)
1778 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1780 if (s->merged == s->base)
1782 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1783 R_PurgeTexture(s->stain );s->stain = NULL;
1784 R_PurgeTexture(s->merged);s->merged = NULL;
1785 R_PurgeTexture(s->base );s->base = NULL;
1786 R_PurgeTexture(s->pants );s->pants = NULL;
1787 R_PurgeTexture(s->shirt );s->shirt = NULL;
1788 R_PurgeTexture(s->nmap );s->nmap = NULL;
1789 R_PurgeTexture(s->gloss );s->gloss = NULL;
1790 R_PurgeTexture(s->glow );s->glow = NULL;
1791 R_PurgeTexture(s->fog );s->fog = NULL;
1792 s->loadsequence = 0;
1798 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1800 char basename[MAX_QPATH];
1802 Image_StripImageExtension(name, basename, sizeof(basename));
1804 if( last == NULL ) {
1806 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1807 item = r_skinframe.hash[hashindex];
1812 // linearly search through the hash bucket
1813 for( ; item ; item = item->next ) {
1814 if( !strcmp( item->basename, basename ) ) {
1821 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1825 char basename[MAX_QPATH];
1827 Image_StripImageExtension(name, basename, sizeof(basename));
1829 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1830 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1831 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1835 rtexture_t *dyntexture;
1836 // check whether its a dynamic texture
1837 dyntexture = CL_GetDynTexture( basename );
1838 if (!add && !dyntexture)
1840 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1841 memset(item, 0, sizeof(*item));
1842 strlcpy(item->basename, basename, sizeof(item->basename));
1843 item->base = dyntexture; // either NULL or dyntexture handle
1844 item->textureflags = textureflags;
1845 item->comparewidth = comparewidth;
1846 item->compareheight = compareheight;
1847 item->comparecrc = comparecrc;
1848 item->next = r_skinframe.hash[hashindex];
1849 r_skinframe.hash[hashindex] = item;
1851 else if( item->base == NULL )
1853 rtexture_t *dyntexture;
1854 // check whether its a dynamic texture
1855 // 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]
1856 dyntexture = CL_GetDynTexture( basename );
1857 item->base = dyntexture; // either NULL or dyntexture handle
1860 R_SkinFrame_MarkUsed(item);
1864 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1866 // FIXME: it should be possible to disable loading various layers using
1867 // cvars, to prevent wasted loading time and memory usage if the user does
1869 qboolean loadnormalmap = true;
1870 qboolean loadgloss = true;
1871 qboolean loadpantsandshirt = true;
1872 qboolean loadglow = true;
1874 unsigned char *pixels;
1875 unsigned char *bumppixels;
1876 unsigned char *basepixels = NULL;
1877 int basepixels_width;
1878 int basepixels_height;
1879 skinframe_t *skinframe;
1881 if (cls.state == ca_dedicated)
1884 // return an existing skinframe if already loaded
1885 // if loading of the first image fails, don't make a new skinframe as it
1886 // would cause all future lookups of this to be missing
1887 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1888 if (skinframe && skinframe->base)
1891 basepixels = loadimagepixelsbgra(name, complain, true);
1892 if (basepixels == NULL)
1895 if (developer_loading.integer)
1896 Con_Printf("loading skin \"%s\"\n", name);
1898 // we've got some pixels to store, so really allocate this new texture now
1900 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1901 skinframe->stain = NULL;
1902 skinframe->merged = NULL;
1903 skinframe->base = r_texture_notexture;
1904 skinframe->pants = NULL;
1905 skinframe->shirt = NULL;
1906 skinframe->nmap = r_texture_blanknormalmap;
1907 skinframe->gloss = NULL;
1908 skinframe->glow = NULL;
1909 skinframe->fog = NULL;
1911 basepixels_width = image_width;
1912 basepixels_height = image_height;
1913 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);
1915 if (textureflags & TEXF_ALPHA)
1917 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1918 if (basepixels[j] < 255)
1920 if (j < basepixels_width * basepixels_height * 4)
1922 // has transparent pixels
1923 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1924 for (j = 0;j < image_width * image_height * 4;j += 4)
1929 pixels[j+3] = basepixels[j+3];
1931 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);
1936 // _norm is the name used by tenebrae and has been adopted as standard
1939 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1941 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1945 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1947 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1948 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1949 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1951 Mem_Free(bumppixels);
1953 else if (r_shadow_bumpscale_basetexture.value > 0)
1955 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1956 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1957 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1961 // _luma is supported for tenebrae compatibility
1962 // (I think it's a very stupid name, but oh well)
1963 // _glow is the preferred name
1964 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;}
1965 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;}
1966 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;}
1967 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;}
1970 Mem_Free(basepixels);
1975 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)
1980 for (i = 0;i < width*height;i++)
1981 if (((unsigned char *)&palette[in[i]])[3] > 0)
1983 if (i == width*height)
1986 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1989 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1990 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1993 unsigned char *temp1, *temp2;
1994 skinframe_t *skinframe;
1996 if (cls.state == ca_dedicated)
1999 // if already loaded just return it, otherwise make a new skinframe
2000 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2001 if (skinframe && skinframe->base)
2004 skinframe->stain = NULL;
2005 skinframe->merged = NULL;
2006 skinframe->base = r_texture_notexture;
2007 skinframe->pants = NULL;
2008 skinframe->shirt = NULL;
2009 skinframe->nmap = r_texture_blanknormalmap;
2010 skinframe->gloss = NULL;
2011 skinframe->glow = NULL;
2012 skinframe->fog = NULL;
2014 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2018 if (developer_loading.integer)
2019 Con_Printf("loading 32bit skin \"%s\"\n", name);
2021 if (r_shadow_bumpscale_basetexture.value > 0)
2023 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2024 temp2 = temp1 + width * height * 4;
2025 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2026 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2029 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2030 if (textureflags & TEXF_ALPHA)
2032 for (i = 3;i < width * height * 4;i += 4)
2033 if (skindata[i] < 255)
2035 if (i < width * height * 4)
2037 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2038 memcpy(fogpixels, skindata, width * height * 4);
2039 for (i = 0;i < width * height * 4;i += 4)
2040 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2041 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2042 Mem_Free(fogpixels);
2049 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2052 unsigned char *temp1, *temp2;
2053 skinframe_t *skinframe;
2055 if (cls.state == ca_dedicated)
2058 // if already loaded just return it, otherwise make a new skinframe
2059 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2060 if (skinframe && skinframe->base)
2063 skinframe->stain = NULL;
2064 skinframe->merged = NULL;
2065 skinframe->base = r_texture_notexture;
2066 skinframe->pants = NULL;
2067 skinframe->shirt = NULL;
2068 skinframe->nmap = r_texture_blanknormalmap;
2069 skinframe->gloss = NULL;
2070 skinframe->glow = NULL;
2071 skinframe->fog = NULL;
2073 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2077 if (developer_loading.integer)
2078 Con_Printf("loading quake skin \"%s\"\n", name);
2080 if (r_shadow_bumpscale_basetexture.value > 0)
2082 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2083 temp2 = temp1 + width * height * 4;
2084 // use either a custom palette or the quake palette
2085 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2086 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2087 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2090 // use either a custom palette, or the quake palette
2091 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2092 if (loadglowtexture)
2093 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2094 if (loadpantsandshirt)
2096 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2097 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2099 if (skinframe->pants || skinframe->shirt)
2100 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
2101 if (textureflags & TEXF_ALPHA)
2103 for (i = 0;i < width * height;i++)
2104 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2106 if (i < width * height)
2107 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2113 skinframe_t *R_SkinFrame_LoadMissing(void)
2115 skinframe_t *skinframe;
2117 if (cls.state == ca_dedicated)
2120 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2121 skinframe->stain = NULL;
2122 skinframe->merged = NULL;
2123 skinframe->base = r_texture_notexture;
2124 skinframe->pants = NULL;
2125 skinframe->shirt = NULL;
2126 skinframe->nmap = r_texture_blanknormalmap;
2127 skinframe->gloss = NULL;
2128 skinframe->glow = NULL;
2129 skinframe->fog = NULL;
2134 void gl_main_start(void)
2136 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2137 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2139 // set up r_skinframe loading system for textures
2140 memset(&r_skinframe, 0, sizeof(r_skinframe));
2141 r_skinframe.loadsequence = 1;
2142 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2144 r_main_texturepool = R_AllocTexturePool();
2145 R_BuildBlankTextures();
2147 if (gl_texturecubemap)
2150 R_BuildNormalizationCube();
2152 r_texture_fogattenuation = NULL;
2153 r_texture_gammaramps = NULL;
2154 //r_texture_fogintensity = NULL;
2155 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2156 memset(&r_waterstate, 0, sizeof(r_waterstate));
2157 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2158 memset(&r_svbsp, 0, sizeof (r_svbsp));
2160 r_refdef.fogmasktable_density = 0;
2163 void gl_main_shutdown(void)
2165 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2166 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2168 // clear out the r_skinframe state
2169 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2170 memset(&r_skinframe, 0, sizeof(r_skinframe));
2173 Mem_Free(r_svbsp.nodes);
2174 memset(&r_svbsp, 0, sizeof (r_svbsp));
2175 R_FreeTexturePool(&r_main_texturepool);
2176 r_texture_blanknormalmap = NULL;
2177 r_texture_white = NULL;
2178 r_texture_grey128 = NULL;
2179 r_texture_black = NULL;
2180 r_texture_whitecube = NULL;
2181 r_texture_normalizationcube = NULL;
2182 r_texture_fogattenuation = NULL;
2183 r_texture_gammaramps = NULL;
2184 //r_texture_fogintensity = NULL;
2185 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2186 memset(&r_waterstate, 0, sizeof(r_waterstate));
2190 extern void CL_ParseEntityLump(char *entitystring);
2191 void gl_main_newmap(void)
2193 // FIXME: move this code to client
2195 char *entities, entname[MAX_QPATH];
2198 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2199 l = (int)strlen(entname) - 4;
2200 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2202 memcpy(entname + l, ".ent", 5);
2203 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2205 CL_ParseEntityLump(entities);
2210 if (cl.worldmodel->brush.entities)
2211 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2215 void GL_Main_Init(void)
2217 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2219 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2220 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2221 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2222 if (gamemode == GAME_NEHAHRA)
2224 Cvar_RegisterVariable (&gl_fogenable);
2225 Cvar_RegisterVariable (&gl_fogdensity);
2226 Cvar_RegisterVariable (&gl_fogred);
2227 Cvar_RegisterVariable (&gl_foggreen);
2228 Cvar_RegisterVariable (&gl_fogblue);
2229 Cvar_RegisterVariable (&gl_fogstart);
2230 Cvar_RegisterVariable (&gl_fogend);
2231 Cvar_RegisterVariable (&gl_skyclip);
2233 Cvar_RegisterVariable(&r_depthfirst);
2234 Cvar_RegisterVariable(&r_useinfinitefarclip);
2235 Cvar_RegisterVariable(&r_nearclip);
2236 Cvar_RegisterVariable(&r_showbboxes);
2237 Cvar_RegisterVariable(&r_showsurfaces);
2238 Cvar_RegisterVariable(&r_showtris);
2239 Cvar_RegisterVariable(&r_shownormals);
2240 Cvar_RegisterVariable(&r_showlighting);
2241 Cvar_RegisterVariable(&r_showshadowvolumes);
2242 Cvar_RegisterVariable(&r_showcollisionbrushes);
2243 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2244 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2245 Cvar_RegisterVariable(&r_showdisabledepthtest);
2246 Cvar_RegisterVariable(&r_drawportals);
2247 Cvar_RegisterVariable(&r_drawentities);
2248 Cvar_RegisterVariable(&r_cullentities_trace);
2249 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2250 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2251 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2252 Cvar_RegisterVariable(&r_drawviewmodel);
2253 Cvar_RegisterVariable(&r_speeds);
2254 Cvar_RegisterVariable(&r_fullbrights);
2255 Cvar_RegisterVariable(&r_wateralpha);
2256 Cvar_RegisterVariable(&r_dynamic);
2257 Cvar_RegisterVariable(&r_fullbright);
2258 Cvar_RegisterVariable(&r_shadows);
2259 Cvar_RegisterVariable(&r_shadows_throwdistance);
2260 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2261 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2262 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2263 Cvar_RegisterVariable(&r_fog_exp2);
2264 Cvar_RegisterVariable(&r_textureunits);
2265 Cvar_RegisterVariable(&r_glsl);
2266 Cvar_RegisterVariable(&r_glsl_contrastboost);
2267 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2268 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2269 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2270 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2271 Cvar_RegisterVariable(&r_glsl_postprocess);
2272 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2273 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2274 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2275 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2276 Cvar_RegisterVariable(&r_glsl_usegeneric);
2277 Cvar_RegisterVariable(&r_water);
2278 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2279 Cvar_RegisterVariable(&r_water_clippingplanebias);
2280 Cvar_RegisterVariable(&r_water_refractdistort);
2281 Cvar_RegisterVariable(&r_water_reflectdistort);
2282 Cvar_RegisterVariable(&r_lerpsprites);
2283 Cvar_RegisterVariable(&r_lerpmodels);
2284 Cvar_RegisterVariable(&r_lerplightstyles);
2285 Cvar_RegisterVariable(&r_waterscroll);
2286 Cvar_RegisterVariable(&r_bloom);
2287 Cvar_RegisterVariable(&r_bloom_colorscale);
2288 Cvar_RegisterVariable(&r_bloom_brighten);
2289 Cvar_RegisterVariable(&r_bloom_blur);
2290 Cvar_RegisterVariable(&r_bloom_resolution);
2291 Cvar_RegisterVariable(&r_bloom_colorexponent);
2292 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2293 Cvar_RegisterVariable(&r_hdr);
2294 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2295 Cvar_RegisterVariable(&r_hdr_glowintensity);
2296 Cvar_RegisterVariable(&r_hdr_range);
2297 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2298 Cvar_RegisterVariable(&developer_texturelogging);
2299 Cvar_RegisterVariable(&gl_lightmaps);
2300 Cvar_RegisterVariable(&r_test);
2301 Cvar_RegisterVariable(&r_batchmode);
2302 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2303 Cvar_SetValue("r_fullbrights", 0);
2304 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2306 Cvar_RegisterVariable(&r_track_sprites);
2307 Cvar_RegisterVariable(&r_track_sprites_flags);
2308 Cvar_RegisterVariable(&r_track_sprites_scalew);
2309 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2312 extern void R_Textures_Init(void);
2313 extern void GL_Draw_Init(void);
2314 extern void GL_Main_Init(void);
2315 extern void R_Shadow_Init(void);
2316 extern void R_Sky_Init(void);
2317 extern void GL_Surf_Init(void);
2318 extern void R_Particles_Init(void);
2319 extern void R_Explosion_Init(void);
2320 extern void gl_backend_init(void);
2321 extern void Sbar_Init(void);
2322 extern void R_LightningBeams_Init(void);
2323 extern void Mod_RenderInit(void);
2325 void Render_Init(void)
2337 R_LightningBeams_Init();
2346 extern char *ENGINE_EXTENSIONS;
2349 VID_CheckExtensions();
2351 // LordHavoc: report supported extensions
2352 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2354 // clear to black (loading plaque will be seen over this)
2356 qglClearColor(0,0,0,1);CHECKGLERROR
2357 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2360 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2364 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2366 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2369 p = r_refdef.view.frustum + i;
2374 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2378 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2382 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2386 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2390 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2394 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2398 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2402 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2410 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2414 for (i = 0;i < numplanes;i++)
2421 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2425 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2429 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2433 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2437 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2441 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2445 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2449 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2457 //==================================================================================
2459 static void R_View_UpdateEntityVisible (void)
2462 entity_render_t *ent;
2464 if (!r_drawentities.integer)
2467 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2468 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2470 // worldmodel can check visibility
2471 for (i = 0;i < r_refdef.scene.numentities;i++)
2473 ent = r_refdef.scene.entities[i];
2474 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2477 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2479 for (i = 0;i < r_refdef.scene.numentities;i++)
2481 ent = r_refdef.scene.entities[i];
2482 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2484 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))
2485 ent->last_trace_visibility = realtime;
2486 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2487 r_refdef.viewcache.entityvisible[i] = 0;
2494 // no worldmodel or it can't check visibility
2495 for (i = 0;i < r_refdef.scene.numentities;i++)
2497 ent = r_refdef.scene.entities[i];
2498 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));
2503 // only used if skyrendermasked, and normally returns false
2504 int R_DrawBrushModelsSky (void)
2507 entity_render_t *ent;
2509 if (!r_drawentities.integer)
2513 for (i = 0;i < r_refdef.scene.numentities;i++)
2515 if (!r_refdef.viewcache.entityvisible[i])
2517 ent = r_refdef.scene.entities[i];
2518 if (!ent->model || !ent->model->DrawSky)
2520 ent->model->DrawSky(ent);
2526 static void R_DrawNoModel(entity_render_t *ent);
2527 static void R_DrawModels(void)
2530 entity_render_t *ent;
2532 if (!r_drawentities.integer)
2535 for (i = 0;i < r_refdef.scene.numentities;i++)
2537 if (!r_refdef.viewcache.entityvisible[i])
2539 ent = r_refdef.scene.entities[i];
2540 r_refdef.stats.entities++;
2541 if (ent->model && ent->model->Draw != NULL)
2542 ent->model->Draw(ent);
2548 static void R_DrawModelsDepth(void)
2551 entity_render_t *ent;
2553 if (!r_drawentities.integer)
2556 for (i = 0;i < r_refdef.scene.numentities;i++)
2558 if (!r_refdef.viewcache.entityvisible[i])
2560 ent = r_refdef.scene.entities[i];
2561 if (ent->model && ent->model->DrawDepth != NULL)
2562 ent->model->DrawDepth(ent);
2566 static void R_DrawModelsDebug(void)
2569 entity_render_t *ent;
2571 if (!r_drawentities.integer)
2574 for (i = 0;i < r_refdef.scene.numentities;i++)
2576 if (!r_refdef.viewcache.entityvisible[i])
2578 ent = r_refdef.scene.entities[i];
2579 if (ent->model && ent->model->DrawDebug != NULL)
2580 ent->model->DrawDebug(ent);
2584 static void R_DrawModelsAddWaterPlanes(void)
2587 entity_render_t *ent;
2589 if (!r_drawentities.integer)
2592 for (i = 0;i < r_refdef.scene.numentities;i++)
2594 if (!r_refdef.viewcache.entityvisible[i])
2596 ent = r_refdef.scene.entities[i];
2597 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2598 ent->model->DrawAddWaterPlanes(ent);
2602 static void R_View_SetFrustum(void)
2605 double slopex, slopey;
2606 vec3_t forward, left, up, origin;
2608 // we can't trust r_refdef.view.forward and friends in reflected scenes
2609 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2612 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2613 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2614 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2615 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2616 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2617 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2618 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2619 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2620 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2621 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2622 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2623 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2627 zNear = r_refdef.nearclip;
2628 nudge = 1.0 - 1.0 / (1<<23);
2629 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2630 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2631 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2632 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2633 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2634 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2635 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2636 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2642 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2643 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2644 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2645 r_refdef.view.frustum[0].dist = m[15] - m[12];
2647 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2648 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2649 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2650 r_refdef.view.frustum[1].dist = m[15] + m[12];
2652 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2653 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2654 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2655 r_refdef.view.frustum[2].dist = m[15] - m[13];
2657 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2658 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2659 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2660 r_refdef.view.frustum[3].dist = m[15] + m[13];
2662 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2663 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2664 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2665 r_refdef.view.frustum[4].dist = m[15] - m[14];
2667 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2668 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2669 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2670 r_refdef.view.frustum[5].dist = m[15] + m[14];
2673 if (r_refdef.view.useperspective)
2675 slopex = 1.0 / r_refdef.view.frustum_x;
2676 slopey = 1.0 / r_refdef.view.frustum_y;
2677 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2678 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2679 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2680 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2681 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2683 // Leaving those out was a mistake, those were in the old code, and they
2684 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2685 // I couldn't reproduce it after adding those normalizations. --blub
2686 VectorNormalize(r_refdef.view.frustum[0].normal);
2687 VectorNormalize(r_refdef.view.frustum[1].normal);
2688 VectorNormalize(r_refdef.view.frustum[2].normal);
2689 VectorNormalize(r_refdef.view.frustum[3].normal);
2691 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2692 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2693 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2694 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2695 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2697 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2698 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2699 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2700 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2701 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2705 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2706 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2707 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2708 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2709 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2710 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2711 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2712 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2713 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2714 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2716 r_refdef.view.numfrustumplanes = 5;
2718 if (r_refdef.view.useclipplane)
2720 r_refdef.view.numfrustumplanes = 6;
2721 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2724 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2725 PlaneClassify(r_refdef.view.frustum + i);
2727 // LordHavoc: note to all quake engine coders, Quake had a special case
2728 // for 90 degrees which assumed a square view (wrong), so I removed it,
2729 // Quake2 has it disabled as well.
2731 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2732 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2733 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2734 //PlaneClassify(&frustum[0]);
2736 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2737 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2738 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2739 //PlaneClassify(&frustum[1]);
2741 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2742 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2743 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2744 //PlaneClassify(&frustum[2]);
2746 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2747 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2748 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2749 //PlaneClassify(&frustum[3]);
2752 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2753 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2754 //PlaneClassify(&frustum[4]);
2757 void R_View_Update(void)
2759 R_View_SetFrustum();
2760 R_View_WorldVisibility(r_refdef.view.useclipplane);
2761 R_View_UpdateEntityVisible();
2764 void R_SetupView(qboolean allowwaterclippingplane)
2766 if (!r_refdef.view.useperspective)
2767 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2768 else if (gl_stencil && r_useinfinitefarclip.integer)
2769 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2771 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2773 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2775 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2777 // LordHavoc: couldn't figure out how to make this approach the
2778 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2779 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2780 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2781 dist = r_refdef.view.clipplane.dist;
2782 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2786 void R_ResetViewRendering2D(void)
2790 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2791 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2792 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2793 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2794 GL_Color(1, 1, 1, 1);
2795 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2796 GL_BlendFunc(GL_ONE, GL_ZERO);
2797 GL_AlphaTest(false);
2798 GL_ScissorTest(false);
2799 GL_DepthMask(false);
2800 GL_DepthRange(0, 1);
2801 GL_DepthTest(false);
2802 R_Mesh_Matrix(&identitymatrix);
2803 R_Mesh_ResetTextureState();
2804 GL_PolygonOffset(0, 0);
2805 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2806 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2807 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2808 qglStencilMask(~0);CHECKGLERROR
2809 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2810 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2811 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2812 R_SetupGenericShader(true);
2815 void R_ResetViewRendering3D(void)
2819 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2820 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2822 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2823 GL_Color(1, 1, 1, 1);
2824 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2825 GL_BlendFunc(GL_ONE, GL_ZERO);
2826 GL_AlphaTest(false);
2827 GL_ScissorTest(true);
2829 GL_DepthRange(0, 1);
2831 R_Mesh_Matrix(&identitymatrix);
2832 R_Mesh_ResetTextureState();
2833 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2834 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2835 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2836 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2837 qglStencilMask(~0);CHECKGLERROR
2838 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2839 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2840 GL_CullFace(r_refdef.view.cullface_back);
2841 R_SetupGenericShader(true);
2844 void R_RenderScene(qboolean addwaterplanes);
2846 static void R_Water_StartFrame(void)
2849 int waterwidth, waterheight, texturewidth, textureheight;
2850 r_waterstate_waterplane_t *p;
2852 // set waterwidth and waterheight to the water resolution that will be
2853 // used (often less than the screen resolution for faster rendering)
2854 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2855 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2857 // calculate desired texture sizes
2858 // can't use water if the card does not support the texture size
2859 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2860 texturewidth = textureheight = waterwidth = waterheight = 0;
2861 else if (gl_support_arb_texture_non_power_of_two)
2863 texturewidth = waterwidth;
2864 textureheight = waterheight;
2868 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2869 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2872 // allocate textures as needed
2873 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2875 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2876 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2878 if (p->texture_refraction)
2879 R_FreeTexture(p->texture_refraction);
2880 p->texture_refraction = NULL;
2881 if (p->texture_reflection)
2882 R_FreeTexture(p->texture_reflection);
2883 p->texture_reflection = NULL;
2885 memset(&r_waterstate, 0, sizeof(r_waterstate));
2886 r_waterstate.waterwidth = waterwidth;
2887 r_waterstate.waterheight = waterheight;
2888 r_waterstate.texturewidth = texturewidth;
2889 r_waterstate.textureheight = textureheight;
2892 if (r_waterstate.waterwidth)
2894 r_waterstate.enabled = true;
2896 // set up variables that will be used in shader setup
2897 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2898 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2899 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2900 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2903 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2904 r_waterstate.numwaterplanes = 0;
2907 static void R_Water_AddWaterPlane(msurface_t *surface)
2909 int triangleindex, planeindex;
2915 r_waterstate_waterplane_t *p;
2916 // just use the first triangle with a valid normal for any decisions
2917 VectorClear(normal);
2918 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2920 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2921 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2922 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2923 TriangleNormal(vert[0], vert[1], vert[2], normal);
2924 if (VectorLength2(normal) >= 0.001)
2928 VectorCopy(normal, plane.normal);
2929 VectorNormalize(plane.normal);
2930 plane.dist = DotProduct(vert[0], plane.normal);
2931 PlaneClassify(&plane);
2932 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2934 // skip backfaces (except if nocullface is set)
2935 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2937 VectorNegate(plane.normal, plane.normal);
2939 PlaneClassify(&plane);
2943 // find a matching plane if there is one
2944 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2945 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2947 if (planeindex >= r_waterstate.maxwaterplanes)
2948 return; // nothing we can do, out of planes
2950 // if this triangle does not fit any known plane rendered this frame, add one
2951 if (planeindex >= r_waterstate.numwaterplanes)
2953 // store the new plane
2954 r_waterstate.numwaterplanes++;
2956 // clear materialflags and pvs
2957 p->materialflags = 0;
2958 p->pvsvalid = false;
2960 // merge this surface's materialflags into the waterplane
2961 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2962 // merge this surface's PVS into the waterplane
2963 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2964 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2965 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2967 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2972 static void R_Water_ProcessPlanes(void)
2974 r_refdef_view_t originalview;
2976 r_waterstate_waterplane_t *p;
2978 originalview = r_refdef.view;
2980 // make sure enough textures are allocated
2981 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2983 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2985 if (!p->texture_refraction)
2986 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);
2987 if (!p->texture_refraction)
2991 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2993 if (!p->texture_reflection)
2994 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);
2995 if (!p->texture_reflection)
3001 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3003 r_refdef.view.showdebug = false;
3004 r_refdef.view.width = r_waterstate.waterwidth;
3005 r_refdef.view.height = r_waterstate.waterheight;
3006 r_refdef.view.useclipplane = true;
3007 r_waterstate.renderingscene = true;
3009 // render the normal view scene and copy into texture
3010 // (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)
3011 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3013 r_refdef.view.clipplane = p->plane;
3014 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3015 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3016 PlaneClassify(&r_refdef.view.clipplane);
3018 R_RenderScene(false);
3020 // copy view into the screen texture
3021 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3022 GL_ActiveTexture(0);
3024 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3027 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3029 // render reflected scene and copy into texture
3030 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3031 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3032 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3033 r_refdef.view.clipplane = p->plane;
3034 // reverse the cullface settings for this render
3035 r_refdef.view.cullface_front = GL_FRONT;
3036 r_refdef.view.cullface_back = GL_BACK;
3037 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3039 r_refdef.view.usecustompvs = true;
3041 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3043 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3046 R_ResetViewRendering3D();
3047 R_ClearScreen(r_refdef.fogenabled);
3048 if (r_timereport_active)
3049 R_TimeReport("viewclear");
3051 R_RenderScene(false);
3053 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3054 GL_ActiveTexture(0);
3056 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3058 R_ResetViewRendering3D();
3059 R_ClearScreen(r_refdef.fogenabled);
3060 if (r_timereport_active)
3061 R_TimeReport("viewclear");
3064 r_refdef.view = originalview;
3065 r_refdef.view.clear = true;
3066 r_waterstate.renderingscene = false;
3070 r_refdef.view = originalview;
3071 r_waterstate.renderingscene = false;
3072 Cvar_SetValueQuick(&r_water, 0);
3073 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3077 void R_Bloom_StartFrame(void)
3079 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3081 // set bloomwidth and bloomheight to the bloom resolution that will be
3082 // used (often less than the screen resolution for faster rendering)
3083 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3084 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3085 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3086 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3087 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3089 // calculate desired texture sizes
3090 if (gl_support_arb_texture_non_power_of_two)
3092 screentexturewidth = r_refdef.view.width;
3093 screentextureheight = r_refdef.view.height;
3094 bloomtexturewidth = r_bloomstate.bloomwidth;
3095 bloomtextureheight = r_bloomstate.bloomheight;
3099 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3100 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3101 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3102 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3105 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3107 Cvar_SetValueQuick(&r_hdr, 0);
3108 Cvar_SetValueQuick(&r_bloom, 0);
3111 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3112 screentexturewidth = screentextureheight = 0;
3113 if (!r_hdr.integer && !r_bloom.integer)
3114 bloomtexturewidth = bloomtextureheight = 0;
3116 // allocate textures as needed
3117 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3119 if (r_bloomstate.texture_screen)
3120 R_FreeTexture(r_bloomstate.texture_screen);
3121 r_bloomstate.texture_screen = NULL;
3122 r_bloomstate.screentexturewidth = screentexturewidth;
3123 r_bloomstate.screentextureheight = screentextureheight;
3124 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3125 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);
3127 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3129 if (r_bloomstate.texture_bloom)
3130 R_FreeTexture(r_bloomstate.texture_bloom);
3131 r_bloomstate.texture_bloom = NULL;
3132 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3133 r_bloomstate.bloomtextureheight = bloomtextureheight;
3134 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3135 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);
3138 // set up a texcoord array for the full resolution screen image
3139 // (we have to keep this around to copy back during final render)
3140 r_bloomstate.screentexcoord2f[0] = 0;
3141 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3142 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3143 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3144 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3145 r_bloomstate.screentexcoord2f[5] = 0;
3146 r_bloomstate.screentexcoord2f[6] = 0;
3147 r_bloomstate.screentexcoord2f[7] = 0;
3149 // set up a texcoord array for the reduced resolution bloom image
3150 // (which will be additive blended over the screen image)
3151 r_bloomstate.bloomtexcoord2f[0] = 0;
3152 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3153 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3154 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3155 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3156 r_bloomstate.bloomtexcoord2f[5] = 0;
3157 r_bloomstate.bloomtexcoord2f[6] = 0;
3158 r_bloomstate.bloomtexcoord2f[7] = 0;
3160 if (r_hdr.integer || r_bloom.integer)
3162 r_bloomstate.enabled = true;
3163 r_bloomstate.hdr = r_hdr.integer != 0;
3167 void R_Bloom_CopyBloomTexture(float colorscale)
3169 r_refdef.stats.bloom++;
3171 // scale down screen texture to the bloom texture size
3173 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3174 GL_BlendFunc(GL_ONE, GL_ZERO);
3175 GL_Color(colorscale, colorscale, colorscale, 1);
3176 // TODO: optimize with multitexture or GLSL
3177 R_SetupGenericShader(true);
3178 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3179 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3180 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3181 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3183 // we now have a bloom image in the framebuffer
3184 // copy it into the bloom image texture for later processing
3185 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3186 GL_ActiveTexture(0);
3188 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3189 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3192 void R_Bloom_CopyHDRTexture(void)
3194 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3195 GL_ActiveTexture(0);
3197 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3198 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3201 void R_Bloom_MakeTexture(void)
3204 float xoffset, yoffset, r, brighten;
3206 r_refdef.stats.bloom++;
3208 R_ResetViewRendering2D();
3209 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3210 R_Mesh_ColorPointer(NULL, 0, 0);
3211 R_SetupGenericShader(true);
3213 // we have a bloom image in the framebuffer
3215 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3217 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3220 r = bound(0, r_bloom_colorexponent.value / x, 1);
3221 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3222 GL_Color(r, r, r, 1);
3223 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3224 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3225 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3226 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3228 // copy the vertically blurred bloom view to a texture
3229 GL_ActiveTexture(0);
3231 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3232 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3235 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3236 brighten = r_bloom_brighten.value;
3238 brighten *= r_hdr_range.value;
3239 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3240 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3242 for (dir = 0;dir < 2;dir++)
3244 // blend on at multiple vertical offsets to achieve a vertical blur
3245 // TODO: do offset blends using GLSL
3246 GL_BlendFunc(GL_ONE, GL_ZERO);
3247 for (x = -range;x <= range;x++)
3249 if (!dir){xoffset = 0;yoffset = x;}
3250 else {xoffset = x;yoffset = 0;}
3251 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3252 yoffset /= (float)r_bloomstate.bloomtextureheight;
3253 // compute a texcoord array with the specified x and y offset
3254 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3255 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3256 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3257 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3258 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3259 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3260 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3261 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3262 // this r value looks like a 'dot' particle, fading sharply to
3263 // black at the edges
3264 // (probably not realistic but looks good enough)
3265 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3266 //r = (dir ? 1.0f : brighten)/(range*2+1);
3267 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3268 GL_Color(r, r, r, 1);
3269 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3270 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3271 GL_BlendFunc(GL_ONE, GL_ONE);
3274 // copy the vertically blurred bloom view to a texture
3275 GL_ActiveTexture(0);
3277 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3278 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3281 // apply subtract last
3282 // (just like it would be in a GLSL shader)
3283 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3285 GL_BlendFunc(GL_ONE, GL_ZERO);
3286 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3287 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3288 GL_Color(1, 1, 1, 1);
3289 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3290 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3292 GL_BlendFunc(GL_ONE, GL_ONE);
3293 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3294 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3295 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3296 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3297 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3298 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3299 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3301 // copy the darkened bloom view to a texture
3302 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3303 GL_ActiveTexture(0);
3305 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3306 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3310 void R_HDR_RenderBloomTexture(void)
3312 int oldwidth, oldheight;
3313 float oldcolorscale;
3315 oldcolorscale = r_refdef.view.colorscale;
3316 oldwidth = r_refdef.view.width;
3317 oldheight = r_refdef.view.height;
3318 r_refdef.view.width = r_bloomstate.bloomwidth;
3319 r_refdef.view.height = r_bloomstate.bloomheight;
3321 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3322 // TODO: add exposure compensation features
3323 // TODO: add fp16 framebuffer support
3325 r_refdef.view.showdebug = false;
3326 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3328 R_ClearScreen(r_refdef.fogenabled);
3329 if (r_timereport_active)
3330 R_TimeReport("HDRclear");
3332 r_waterstate.numwaterplanes = 0;
3333 R_RenderScene(r_waterstate.enabled);
3334 r_refdef.view.showdebug = true;
3336 R_ResetViewRendering2D();
3338 R_Bloom_CopyHDRTexture();
3339 R_Bloom_MakeTexture();
3341 // restore the view settings
3342 r_refdef.view.width = oldwidth;
3343 r_refdef.view.height = oldheight;
3344 r_refdef.view.colorscale = oldcolorscale;
3346 R_ResetViewRendering3D();
3348 R_ClearScreen(r_refdef.fogenabled);
3349 if (r_timereport_active)
3350 R_TimeReport("viewclear");
3353 static void R_BlendView(void)
3355 if (r_bloomstate.texture_screen)
3357 // copy view into the screen texture
3358 R_ResetViewRendering2D();
3359 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3360 R_Mesh_ColorPointer(NULL, 0, 0);
3361 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3362 GL_ActiveTexture(0);CHECKGLERROR
3363 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3364 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3367 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3369 unsigned int permutation =
3370 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3371 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3372 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3373 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3375 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3377 // render simple bloom effect
3378 // copy the screen and shrink it and darken it for the bloom process
3379 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3380 // make the bloom texture
3381 R_Bloom_MakeTexture();
3384 R_ResetViewRendering2D();
3385 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3386 R_Mesh_ColorPointer(NULL, 0, 0);
3387 GL_Color(1, 1, 1, 1);
3388 GL_BlendFunc(GL_ONE, GL_ZERO);
3389 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3390 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3391 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3392 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3393 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3394 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3395 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3396 if (r_glsl_permutation->loc_TintColor >= 0)
3397 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3398 if (r_glsl_permutation->loc_ClientTime >= 0)
3399 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3400 if (r_glsl_permutation->loc_PixelSize >= 0)
3401 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3402 if (r_glsl_permutation->loc_UserVec1 >= 0)
3404 float a=0, b=0, c=0, d=0;
3405 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3406 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3408 if (r_glsl_permutation->loc_UserVec2 >= 0)
3410 float a=0, b=0, c=0, d=0;
3411 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3412 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3414 if (r_glsl_permutation->loc_UserVec3 >= 0)
3416 float a=0, b=0, c=0, d=0;
3417 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3418 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3420 if (r_glsl_permutation->loc_UserVec4 >= 0)
3422 float a=0, b=0, c=0, d=0;
3423 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3424 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3426 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3427 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3433 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3435 // render high dynamic range bloom effect
3436 // the bloom texture was made earlier this render, so we just need to
3437 // blend it onto the screen...
3438 R_ResetViewRendering2D();
3439 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3440 R_Mesh_ColorPointer(NULL, 0, 0);
3441 R_SetupGenericShader(true);
3442 GL_Color(1, 1, 1, 1);
3443 GL_BlendFunc(GL_ONE, GL_ONE);
3444 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3445 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3446 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3447 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3449 else if (r_bloomstate.texture_bloom)
3451 // render simple bloom effect
3452 // copy the screen and shrink it and darken it for the bloom process
3453 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3454 // make the bloom texture
3455 R_Bloom_MakeTexture();
3456 // put the original screen image back in place and blend the bloom
3458 R_ResetViewRendering2D();
3459 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3460 R_Mesh_ColorPointer(NULL, 0, 0);
3461 GL_Color(1, 1, 1, 1);
3462 GL_BlendFunc(GL_ONE, GL_ZERO);
3463 // do both in one pass if possible
3464 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3465 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3466 if (r_textureunits.integer >= 2 && gl_combine.integer)
3468 R_SetupGenericTwoTextureShader(GL_ADD);
3469 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3470 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3474 R_SetupGenericShader(true);
3475 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3476 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3477 // now blend on the bloom texture
3478 GL_BlendFunc(GL_ONE, GL_ONE);
3479 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3480 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3482 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3483 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3485 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3487 // apply a color tint to the whole view
3488 R_ResetViewRendering2D();
3489 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3490 R_Mesh_ColorPointer(NULL, 0, 0);
3491 R_SetupGenericShader(false);
3492 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3493 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3494 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3498 void R_RenderScene(qboolean addwaterplanes);
3500 matrix4x4_t r_waterscrollmatrix;
3502 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3504 if (r_refdef.fog_density)
3506 r_refdef.fogcolor[0] = r_refdef.fog_red;
3507 r_refdef.fogcolor[1] = r_refdef.fog_green;
3508 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3512 VectorCopy(r_refdef.fogcolor, fogvec);
3513 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3515 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3516 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3517 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3518 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3520 // color.rgb *= ContrastBoost * SceneBrightness;
3521 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3522 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3523 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3524 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3529 void R_UpdateVariables(void)
3533 r_refdef.scene.ambient = r_ambient.value;
3535 r_refdef.farclip = 4096;
3536 if (r_refdef.scene.worldmodel)
3537 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3538 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3540 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3541 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3542 r_refdef.polygonfactor = 0;
3543 r_refdef.polygonoffset = 0;
3544 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3545 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3547 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3548 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3549 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3550 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3551 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3552 if (r_showsurfaces.integer)
3554 r_refdef.scene.rtworld = false;
3555 r_refdef.scene.rtworldshadows = false;
3556 r_refdef.scene.rtdlight = false;
3557 r_refdef.scene.rtdlightshadows = false;
3558 r_refdef.lightmapintensity = 0;
3561 if (gamemode == GAME_NEHAHRA)
3563 if (gl_fogenable.integer)
3565 r_refdef.oldgl_fogenable = true;
3566 r_refdef.fog_density = gl_fogdensity.value;
3567 r_refdef.fog_red = gl_fogred.value;
3568 r_refdef.fog_green = gl_foggreen.value;
3569 r_refdef.fog_blue = gl_fogblue.value;
3570 r_refdef.fog_alpha = 1;
3571 r_refdef.fog_start = 0;
3572 r_refdef.fog_end = gl_skyclip.value;
3574 else if (r_refdef.oldgl_fogenable)
3576 r_refdef.oldgl_fogenable = false;
3577 r_refdef.fog_density = 0;
3578 r_refdef.fog_red = 0;
3579 r_refdef.fog_green = 0;
3580 r_refdef.fog_blue = 0;
3581 r_refdef.fog_alpha = 0;
3582 r_refdef.fog_start = 0;
3583 r_refdef.fog_end = 0;
3587 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3588 r_refdef.fog_start = max(0, r_refdef.fog_start);
3589 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3591 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3593 if (r_refdef.fog_density)
3595 r_refdef.fogenabled = true;
3596 // this is the point where the fog reaches 0.9986 alpha, which we
3597 // consider a good enough cutoff point for the texture
3598 // (0.9986 * 256 == 255.6)
3599 if (r_fog_exp2.integer)
3600 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3602 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3603 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3604 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3605 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3606 // fog color was already set
3607 // update the fog texture
3608 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)
3609 R_BuildFogTexture();
3612 r_refdef.fogenabled = false;
3614 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3616 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3618 // build GLSL gamma texture
3619 #define RAMPWIDTH 256
3620 unsigned short ramp[RAMPWIDTH * 3];
3621 unsigned char ramprgb[RAMPWIDTH][4];
3624 r_texture_gammaramps_serial = vid_gammatables_serial;
3626 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3627 for(i = 0; i < RAMPWIDTH; ++i)
3629 ramprgb[i][0] = ramp[i] >> 8;
3630 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3631 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3634 if (r_texture_gammaramps)
3636 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3640 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3646 // remove GLSL gamma texture
3650 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3651 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3657 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3658 if( scenetype != r_currentscenetype ) {
3659 // store the old scenetype
3660 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3661 r_currentscenetype = scenetype;
3662 // move in the new scene
3663 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3672 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3674 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3675 if( scenetype == r_currentscenetype ) {
3676 return &r_refdef.scene;
3678 return &r_scenes_store[ scenetype ];
3687 void R_RenderView(void)
3689 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3690 return; //Host_Error ("R_RenderView: NULL worldmodel");
3692 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3694 // break apart the view matrix into vectors for various purposes
3695 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3696 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3697 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3698 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3699 // make an inverted copy of the view matrix for tracking sprites
3700 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3702 R_Shadow_UpdateWorldLightSelection();
3704 R_Bloom_StartFrame();
3705 R_Water_StartFrame();
3708 if (r_timereport_active)
3709 R_TimeReport("viewsetup");
3711 R_ResetViewRendering3D();
3713 if (r_refdef.view.clear || r_refdef.fogenabled)
3715 R_ClearScreen(r_refdef.fogenabled);
3716 if (r_timereport_active)
3717 R_TimeReport("viewclear");
3719 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3720 GL_Clear( GL_DEPTH_BUFFER_BIT );
3721 R_TimeReport("depthclear");
3723 r_refdef.view.clear = true;
3725 r_refdef.view.showdebug = true;
3727 // this produces a bloom texture to be used in R_BlendView() later
3729 R_HDR_RenderBloomTexture();
3731 r_waterstate.numwaterplanes = 0;
3732 R_RenderScene(r_waterstate.enabled);
3735 if (r_timereport_active)
3736 R_TimeReport("blendview");
3738 GL_Scissor(0, 0, vid.width, vid.height);
3739 GL_ScissorTest(false);
3743 extern void R_DrawLightningBeams (void);
3744 extern void VM_CL_AddPolygonsToMeshQueue (void);
3745 extern void R_DrawPortals (void);
3746 extern cvar_t cl_locs_show;
3747 static void R_DrawLocs(void);
3748 static void R_DrawEntityBBoxes(void);
3749 void R_RenderScene(qboolean addwaterplanes)
3751 r_refdef.stats.renders++;
3757 R_ResetViewRendering3D();
3760 if (r_timereport_active)
3761 R_TimeReport("watervis");
3763 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3765 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3766 if (r_timereport_active)
3767 R_TimeReport("waterworld");
3770 // don't let sound skip if going slow
3771 if (r_refdef.scene.extraupdate)
3774 R_DrawModelsAddWaterPlanes();
3775 if (r_timereport_active)
3776 R_TimeReport("watermodels");
3778 R_Water_ProcessPlanes();
3779 if (r_timereport_active)
3780 R_TimeReport("waterscenes");
3783 R_ResetViewRendering3D();
3785 // don't let sound skip if going slow
3786 if (r_refdef.scene.extraupdate)
3789 R_MeshQueue_BeginScene();
3794 if (r_timereport_active)
3795 R_TimeReport("visibility");
3797 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);
3799 if (cl.csqc_vidvars.drawworld)
3801 // don't let sound skip if going slow
3802 if (r_refdef.scene.extraupdate)
3805 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3807 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3808 if (r_timereport_active)
3809 R_TimeReport("worldsky");
3812 if (R_DrawBrushModelsSky() && r_timereport_active)
3813 R_TimeReport("bmodelsky");
3816 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3818 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3819 if (r_timereport_active)
3820 R_TimeReport("worlddepth");
3822 if (r_depthfirst.integer >= 2)
3824 R_DrawModelsDepth();
3825 if (r_timereport_active)
3826 R_TimeReport("modeldepth");
3829 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3831 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3832 if (r_timereport_active)
3833 R_TimeReport("world");
3836 // don't let sound skip if going slow
3837 if (r_refdef.scene.extraupdate)
3841 if (r_timereport_active)
3842 R_TimeReport("models");
3844 // don't let sound skip if going slow
3845 if (r_refdef.scene.extraupdate)
3848 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3850 R_DrawModelShadows();
3852 R_ResetViewRendering3D();
3854 // don't let sound skip if going slow
3855 if (r_refdef.scene.extraupdate)
3859 R_ShadowVolumeLighting(false);
3860 if (r_timereport_active)
3861 R_TimeReport("rtlights");
3863 // don't let sound skip if going slow
3864 if (r_refdef.scene.extraupdate)
3867 if (cl.csqc_vidvars.drawworld)
3869 R_DrawLightningBeams();
3870 if (r_timereport_active)
3871 R_TimeReport("lightning");
3874 if (r_timereport_active)
3875 R_TimeReport("decals");
3878 if (r_timereport_active)
3879 R_TimeReport("particles");
3882 if (r_timereport_active)
3883 R_TimeReport("explosions");
3886 R_SetupGenericShader(true);
3887 VM_CL_AddPolygonsToMeshQueue();
3889 if (r_refdef.view.showdebug)
3891 if (cl_locs_show.integer)
3894 if (r_timereport_active)
3895 R_TimeReport("showlocs");
3898 if (r_drawportals.integer)
3901 if (r_timereport_active)
3902 R_TimeReport("portals");
3905 if (r_showbboxes.value > 0)
3907 R_DrawEntityBBoxes();
3908 if (r_timereport_active)
3909 R_TimeReport("bboxes");
3913 R_SetupGenericShader(true);
3914 R_MeshQueue_RenderTransparent();
3915 if (r_timereport_active)
3916 R_TimeReport("drawtrans");
3918 R_SetupGenericShader(true);
3920 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))
3922 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3923 if (r_timereport_active)
3924 R_TimeReport("worlddebug");
3925 R_DrawModelsDebug();
3926 if (r_timereport_active)
3927 R_TimeReport("modeldebug");
3930 R_SetupGenericShader(true);
3932 if (cl.csqc_vidvars.drawworld)
3935 if (r_timereport_active)
3936 R_TimeReport("coronas");
3939 // don't let sound skip if going slow
3940 if (r_refdef.scene.extraupdate)
3943 R_ResetViewRendering2D();
3946 static const int bboxelements[36] =
3956 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3959 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3960 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3961 GL_DepthMask(false);
3962 GL_DepthRange(0, 1);
3963 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3964 R_Mesh_Matrix(&identitymatrix);
3965 R_Mesh_ResetTextureState();
3967 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3968 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3969 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3970 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3971 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3972 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3973 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3974 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3975 R_FillColors(color4f, 8, cr, cg, cb, ca);
3976 if (r_refdef.fogenabled)
3978 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3980 f1 = FogPoint_World(v);
3982 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3983 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3984 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3987 R_Mesh_VertexPointer(vertex3f, 0, 0);
3988 R_Mesh_ColorPointer(color4f, 0, 0);
3989 R_Mesh_ResetTextureState();
3990 R_SetupGenericShader(false);
3991 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3994 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3998 prvm_edict_t *edict;
3999 // this function draws bounding boxes of server entities
4002 GL_CullFace(GL_NONE);
4003 R_SetupGenericShader(false);
4005 for (i = 0;i < numsurfaces;i++)
4007 edict = PRVM_EDICT_NUM(surfacelist[i]);
4008 switch ((int)edict->fields.server->solid)
4010 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4011 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4012 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4013 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4014 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4015 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4017 color[3] *= r_showbboxes.value;
4018 color[3] = bound(0, color[3], 1);
4019 GL_DepthTest(!r_showdisabledepthtest.integer);
4020 GL_CullFace(r_refdef.view.cullface_front);
4021 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4026 static void R_DrawEntityBBoxes(void)
4029 prvm_edict_t *edict;
4031 // this function draws bounding boxes of server entities
4035 for (i = 0;i < prog->num_edicts;i++)
4037 edict = PRVM_EDICT_NUM(i);
4038 if (edict->priv.server->free)
4040 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4041 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4046 int nomodelelements[24] =
4058 float nomodelvertex3f[6*3] =
4068 float nomodelcolor4f[6*4] =
4070 0.0f, 0.0f, 0.5f, 1.0f,
4071 0.0f, 0.0f, 0.5f, 1.0f,
4072 0.0f, 0.5f, 0.0f, 1.0f,
4073 0.0f, 0.5f, 0.0f, 1.0f,
4074 0.5f, 0.0f, 0.0f, 1.0f,
4075 0.5f, 0.0f, 0.0f, 1.0f
4078 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4083 // this is only called once per entity so numsurfaces is always 1, and
4084 // surfacelist is always {0}, so this code does not handle batches
4085 R_Mesh_Matrix(&ent->matrix);
4087 if (ent->flags & EF_ADDITIVE)
4089 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4090 GL_DepthMask(false);
4092 else if (ent->alpha < 1)
4094 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4095 GL_DepthMask(false);
4099 GL_BlendFunc(GL_ONE, GL_ZERO);
4102 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4103 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4104 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4105 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4106 R_SetupGenericShader(false);
4107 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4108 if (r_refdef.fogenabled)
4111 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4112 R_Mesh_ColorPointer(color4f, 0, 0);
4113 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4114 f1 = FogPoint_World(org);
4116 for (i = 0, c = color4f;i < 6;i++, c += 4)
4118 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4119 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4120 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4124 else if (ent->alpha != 1)
4126 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4127 R_Mesh_ColorPointer(color4f, 0, 0);
4128 for (i = 0, c = color4f;i < 6;i++, c += 4)
4132 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4133 R_Mesh_ResetTextureState();
4134 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4137 void R_DrawNoModel(entity_render_t *ent)
4140 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4141 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4142 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4144 // R_DrawNoModelCallback(ent, 0);
4147 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4149 vec3_t right1, right2, diff, normal;
4151 VectorSubtract (org2, org1, normal);
4153 // calculate 'right' vector for start
4154 VectorSubtract (r_refdef.view.origin, org1, diff);
4155 CrossProduct (normal, diff, right1);
4156 VectorNormalize (right1);
4158 // calculate 'right' vector for end
4159 VectorSubtract (r_refdef.view.origin, org2, diff);
4160 CrossProduct (normal, diff, right2);
4161 VectorNormalize (right2);
4163 vert[ 0] = org1[0] + width * right1[0];
4164 vert[ 1] = org1[1] + width * right1[1];
4165 vert[ 2] = org1[2] + width * right1[2];
4166 vert[ 3] = org1[0] - width * right1[0];
4167 vert[ 4] = org1[1] - width * right1[1];
4168 vert[ 5] = org1[2] - width * right1[2];
4169 vert[ 6] = org2[0] - width * right2[0];
4170 vert[ 7] = org2[1] - width * right2[1];
4171 vert[ 8] = org2[2] - width * right2[2];
4172 vert[ 9] = org2[0] + width * right2[0];
4173 vert[10] = org2[1] + width * right2[1];
4174 vert[11] = org2[2] + width * right2[2];
4177 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4179 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)
4184 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4185 fog = FogPoint_World(origin);
4187 R_Mesh_Matrix(&identitymatrix);
4188 GL_BlendFunc(blendfunc1, blendfunc2);
4194 GL_CullFace(r_refdef.view.cullface_front);
4197 GL_CullFace(r_refdef.view.cullface_back);
4198 GL_CullFace(GL_NONE);
4200 GL_DepthMask(false);
4201 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4202 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4203 GL_DepthTest(!depthdisable);
4205 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4206 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4207 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4208 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4209 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4210 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4211 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4212 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4213 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4214 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4215 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4216 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4218 R_Mesh_VertexPointer(vertex3f, 0, 0);
4219 R_Mesh_ColorPointer(NULL, 0, 0);
4220 R_Mesh_ResetTextureState();
4221 R_SetupGenericShader(true);
4222 R_Mesh_TexBind(0, R_GetTexture(texture));
4223 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4224 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4225 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4226 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4228 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4230 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4231 GL_BlendFunc(blendfunc1, GL_ONE);
4233 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4234 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4238 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4243 VectorSet(v, x, y, z);
4244 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4245 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4247 if (i == mesh->numvertices)
4249 if (mesh->numvertices < mesh->maxvertices)
4251 VectorCopy(v, vertex3f);
4252 mesh->numvertices++;
4254 return mesh->numvertices;
4260 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4264 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4265 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4266 e = mesh->element3i + mesh->numtriangles * 3;
4267 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4269 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4270 if (mesh->numtriangles < mesh->maxtriangles)
4275 mesh->numtriangles++;
4277 element[1] = element[2];
4281 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4285 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4286 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4287 e = mesh->element3i + mesh->numtriangles * 3;
4288 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4290 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4291 if (mesh->numtriangles < mesh->maxtriangles)
4296 mesh->numtriangles++;
4298 element[1] = element[2];
4302 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4303 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4305 int planenum, planenum2;
4308 mplane_t *plane, *plane2;
4310 double temppoints[2][256*3];
4311 // figure out how large a bounding box we need to properly compute this brush
4313 for (w = 0;w < numplanes;w++)
4314 maxdist = max(maxdist, planes[w].dist);
4315 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4316 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4317 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4321 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4322 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4324 if (planenum2 == planenum)
4326 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);
4329 if (tempnumpoints < 3)
4331 // generate elements forming a triangle fan for this polygon
4332 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4336 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)
4338 texturelayer_t *layer;
4339 layer = t->currentlayers + t->currentnumlayers++;
4341 layer->depthmask = depthmask;
4342 layer->blendfunc1 = blendfunc1;
4343 layer->blendfunc2 = blendfunc2;
4344 layer->texture = texture;
4345 layer->texmatrix = *matrix;
4346 layer->color[0] = r * r_refdef.view.colorscale;
4347 layer->color[1] = g * r_refdef.view.colorscale;
4348 layer->color[2] = b * r_refdef.view.colorscale;
4349 layer->color[3] = a;
4352 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4355 index = parms[2] + r_refdef.scene.time * parms[3];
4356 index -= floor(index);
4360 case Q3WAVEFUNC_NONE:
4361 case Q3WAVEFUNC_NOISE:
4362 case Q3WAVEFUNC_COUNT:
4365 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4366 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4367 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4368 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4369 case Q3WAVEFUNC_TRIANGLE:
4371 f = index - floor(index);
4382 return (float)(parms[0] + parms[1] * f);
4385 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4388 model_t *model = ent->model;
4391 q3shaderinfo_layer_tcmod_t *tcmod;
4393 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4395 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4399 // switch to an alternate material if this is a q1bsp animated material
4401 texture_t *texture = t;
4402 int s = ent->skinnum;
4403 if ((unsigned int)s >= (unsigned int)model->numskins)
4405 if (model->skinscenes)
4407 if (model->skinscenes[s].framecount > 1)
4408 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4410 s = model->skinscenes[s].firstframe;
4413 t = t + s * model->num_surfaces;
4416 // use an alternate animation if the entity's frame is not 0,
4417 // and only if the texture has an alternate animation
4418 if (ent->frame2 != 0 && t->anim_total[1])
4419 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4421 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4423 texture->currentframe = t;
4426 // update currentskinframe to be a qw skin or animation frame
4427 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4429 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4431 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4432 if (developer_loading.integer)
4433 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4434 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);
4436 t->currentskinframe = r_qwskincache_skinframe[i];
4437 if (t->currentskinframe == NULL)
4438 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4440 else if (t->numskinframes >= 2)
4441 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4442 if (t->backgroundnumskinframes >= 2)
4443 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4445 t->currentmaterialflags = t->basematerialflags;
4446 t->currentalpha = ent->alpha;
4447 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4449 t->currentalpha *= r_wateralpha.value;
4451 * FIXME what is this supposed to do?
4452 // if rendering refraction/reflection, disable transparency
4453 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4454 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4457 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4458 t->currentalpha *= t->r_water_wateralpha;
4459 if(!r_waterstate.enabled)
4460 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4461 if (!(ent->flags & RENDER_LIGHT))
4462 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4463 else if (rsurface.modeltexcoordlightmap2f == NULL)
4465 // pick a model lighting mode
4466 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4467 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4469 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4471 if (ent->effects & EF_ADDITIVE)
4472 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4473 else if (t->currentalpha < 1)
4474 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4475 if (ent->effects & EF_DOUBLESIDED)
4476 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4477 if (ent->effects & EF_NODEPTHTEST)
4478 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4479 if (ent->flags & RENDER_VIEWMODEL)
4480 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4481 if (t->backgroundnumskinframes)
4482 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4483 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4485 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4486 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4489 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4491 // there is no tcmod
4492 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4493 t->currenttexmatrix = r_waterscrollmatrix;
4495 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4498 switch(tcmod->tcmod)
4502 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4503 matrix = r_waterscrollmatrix;
4505 matrix = identitymatrix;
4507 case Q3TCMOD_ENTITYTRANSLATE:
4508 // this is used in Q3 to allow the gamecode to control texcoord
4509 // scrolling on the entity, which is not supported in darkplaces yet.
4510 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4512 case Q3TCMOD_ROTATE:
4513 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4514 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4515 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4518 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4520 case Q3TCMOD_SCROLL:
4521 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4523 case Q3TCMOD_STRETCH:
4524 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4525 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4527 case Q3TCMOD_TRANSFORM:
4528 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4529 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4530 VectorSet(tcmat + 6, 0 , 0 , 1);
4531 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4532 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4534 case Q3TCMOD_TURBULENT:
4535 // this is handled in the RSurf_PrepareVertices function
4536 matrix = identitymatrix;
4539 // either replace or concatenate the transformation
4541 t->currenttexmatrix = matrix;
4544 matrix4x4_t temp = t->currenttexmatrix;
4545 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4549 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4550 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4551 t->glosstexture = r_texture_black;
4552 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4553 t->backgroundglosstexture = r_texture_black;
4554 t->specularpower = r_shadow_glossexponent.value;
4555 // TODO: store reference values for these in the texture?
4556 t->specularscale = 0;
4557 if (r_shadow_gloss.integer > 0)
4559 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4561 if (r_shadow_glossintensity.value > 0)
4563 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4564 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4565 t->specularscale = r_shadow_glossintensity.value;
4568 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4570 t->glosstexture = r_texture_white;
4571 t->backgroundglosstexture = r_texture_white;
4572 t->specularscale = r_shadow_gloss2intensity.value;
4576 // lightmaps mode looks bad with dlights using actual texturing, so turn
4577 // off the colormap and glossmap, but leave the normalmap on as it still
4578 // accurately represents the shading involved
4579 if (gl_lightmaps.integer)
4581 t->basetexture = r_texture_grey128;
4582 t->backgroundbasetexture = NULL;
4583 t->specularscale = 0;
4584 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4587 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4588 VectorClear(t->dlightcolor);
4589 t->currentnumlayers = 0;
4590 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4593 int blendfunc1, blendfunc2, depthmask;
4594 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4596 blendfunc1 = GL_SRC_ALPHA;
4597 blendfunc2 = GL_ONE;
4599 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4601 blendfunc1 = GL_SRC_ALPHA;
4602 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4604 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4606 blendfunc1 = t->customblendfunc[0];
4607 blendfunc2 = t->customblendfunc[1];
4611 blendfunc1 = GL_ONE;
4612 blendfunc2 = GL_ZERO;
4614 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4615 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4616 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4617 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4619 // fullbright is not affected by r_refdef.lightmapintensity
4620 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]);
4621 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4622 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4623 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4624 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4628 vec3_t ambientcolor;
4630 // set the color tint used for lights affecting this surface
4631 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4633 // q3bsp has no lightmap updates, so the lightstylevalue that
4634 // would normally be baked into the lightmap must be
4635 // applied to the color
4636 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4637 if (ent->model->type == mod_brushq3)
4638 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4639 colorscale *= r_refdef.lightmapintensity;
4640 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4641 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4642 // basic lit geometry
4643 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]);
4644 // add pants/shirt if needed
4645 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4646 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]);
4647 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4648 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]);
4649 // now add ambient passes if needed
4650 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4652 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]);
4653 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4654 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]);
4655 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4656 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]);
4659 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4660 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]);
4661 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4663 // if this is opaque use alpha blend which will darken the earlier
4666 // if this is an alpha blended material, all the earlier passes
4667 // were darkened by fog already, so we only need to add the fog
4668 // color ontop through the fog mask texture
4670 // if this is an additive blended material, all the earlier passes
4671 // were darkened by fog already, and we should not add fog color
4672 // (because the background was not darkened, there is no fog color
4673 // that was lost behind it).
4674 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]);
4679 void R_UpdateAllTextureInfo(entity_render_t *ent)
4683 for (i = 0;i < ent->model->num_texturesperskin;i++)
4684 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4687 rsurfacestate_t rsurface;
4689 void R_Mesh_ResizeArrays(int newvertices)
4692 if (rsurface.array_size >= newvertices)
4694 if (rsurface.array_modelvertex3f)
4695 Mem_Free(rsurface.array_modelvertex3f);
4696 rsurface.array_size = (newvertices + 1023) & ~1023;
4697 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4698 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4699 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4700 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4701 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4702 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4703 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4704 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4705 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4706 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4707 rsurface.array_color4f = base + rsurface.array_size * 27;
4708 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4711 void RSurf_ActiveWorldEntity(void)
4713 model_t *model = r_refdef.scene.worldmodel;
4714 if (rsurface.array_size < model->surfmesh.num_vertices)
4715 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4716 rsurface.matrix = identitymatrix;
4717 rsurface.inversematrix = identitymatrix;
4718 R_Mesh_Matrix(&identitymatrix);
4719 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4720 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4721 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4722 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4723 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4724 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4725 rsurface.frameblend[0].frame = 0;
4726 rsurface.frameblend[0].lerp = 1;
4727 rsurface.frameblend[1].frame = 0;
4728 rsurface.frameblend[1].lerp = 0;
4729 rsurface.frameblend[2].frame = 0;
4730 rsurface.frameblend[2].lerp = 0;
4731 rsurface.frameblend[3].frame = 0;
4732 rsurface.frameblend[3].lerp = 0;
4733 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4734 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4735 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4736 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4737 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4738 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4739 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4740 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4741 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4742 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4743 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4744 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4745 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4746 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4747 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4748 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4749 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4750 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4751 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4752 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4753 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4754 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4755 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4756 rsurface.modelelement3i = model->surfmesh.data_element3i;
4757 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4758 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4759 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4760 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4761 rsurface.modelsurfaces = model->data_surfaces;
4762 rsurface.generatedvertex = false;
4763 rsurface.vertex3f = rsurface.modelvertex3f;
4764 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4765 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4766 rsurface.svector3f = rsurface.modelsvector3f;
4767 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4768 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4769 rsurface.tvector3f = rsurface.modeltvector3f;
4770 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4771 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4772 rsurface.normal3f = rsurface.modelnormal3f;
4773 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4774 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4775 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4778 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4780 model_t *model = ent->model;
4781 if (rsurface.array_size < model->surfmesh.num_vertices)
4782 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4783 rsurface.matrix = ent->matrix;
4784 rsurface.inversematrix = ent->inversematrix;
4785 R_Mesh_Matrix(&rsurface.matrix);
4786 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4787 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4788 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4789 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4790 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4791 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4792 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4793 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4794 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4795 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4796 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4797 rsurface.frameblend[0] = ent->frameblend[0];
4798 rsurface.frameblend[1] = ent->frameblend[1];
4799 rsurface.frameblend[2] = ent->frameblend[2];
4800 rsurface.frameblend[3] = ent->frameblend[3];
4801 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4802 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4803 if (ent->model->brush.submodel)
4805 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4806 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4808 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4812 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4813 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4814 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4815 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4816 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4818 else if (wantnormals)
4820 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4821 rsurface.modelsvector3f = NULL;
4822 rsurface.modeltvector3f = NULL;
4823 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4824 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4828 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4829 rsurface.modelsvector3f = NULL;
4830 rsurface.modeltvector3f = NULL;
4831 rsurface.modelnormal3f = NULL;
4832 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4834 rsurface.modelvertex3f_bufferobject = 0;
4835 rsurface.modelvertex3f_bufferoffset = 0;
4836 rsurface.modelsvector3f_bufferobject = 0;
4837 rsurface.modelsvector3f_bufferoffset = 0;
4838 rsurface.modeltvector3f_bufferobject = 0;
4839 rsurface.modeltvector3f_bufferoffset = 0;
4840 rsurface.modelnormal3f_bufferobject = 0;
4841 rsurface.modelnormal3f_bufferoffset = 0;
4842 rsurface.generatedvertex = true;
4846 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4847 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4848 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4849 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4850 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4851 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4852 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4853 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4854 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4855 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4856 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4857 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4858 rsurface.generatedvertex = false;
4860 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4861 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4862 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4863 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4864 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4865 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4866 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4867 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4868 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4869 rsurface.modelelement3i = model->surfmesh.data_element3i;
4870 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4871 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4872 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4873 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4874 rsurface.modelsurfaces = model->data_surfaces;
4875 rsurface.vertex3f = rsurface.modelvertex3f;
4876 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4877 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4878 rsurface.svector3f = rsurface.modelsvector3f;
4879 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4880 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4881 rsurface.tvector3f = rsurface.modeltvector3f;
4882 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4883 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4884 rsurface.normal3f = rsurface.modelnormal3f;
4885 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4886 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4887 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4890 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4891 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4894 int texturesurfaceindex;
4899 const float *v1, *in_tc;
4901 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4903 q3shaderinfo_deform_t *deform;
4904 // 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
4905 if (rsurface.generatedvertex)
4907 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4908 generatenormals = true;
4909 for (i = 0;i < Q3MAXDEFORMS;i++)
4911 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4913 generatetangents = true;
4914 generatenormals = true;
4916 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4917 generatenormals = true;
4919 if (generatenormals && !rsurface.modelnormal3f)
4921 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4922 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4923 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4924 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4926 if (generatetangents && !rsurface.modelsvector3f)
4928 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4929 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4930 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4931 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4932 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4933 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4934 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);
4937 rsurface.vertex3f = rsurface.modelvertex3f;
4938 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4939 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4940 rsurface.svector3f = rsurface.modelsvector3f;
4941 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4942 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4943 rsurface.tvector3f = rsurface.modeltvector3f;
4944 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4945 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4946 rsurface.normal3f = rsurface.modelnormal3f;
4947 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4948 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4949 // if vertices are deformed (sprite flares and things in maps, possibly
4950 // water waves, bulges and other deformations), generate them into
4951 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4952 // (may be static model data or generated data for an animated model, or
4953 // the previous deform pass)
4954 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4956 switch (deform->deform)
4959 case Q3DEFORM_PROJECTIONSHADOW:
4960 case Q3DEFORM_TEXT0:
4961 case Q3DEFORM_TEXT1:
4962 case Q3DEFORM_TEXT2:
4963 case Q3DEFORM_TEXT3:
4964 case Q3DEFORM_TEXT4:
4965 case Q3DEFORM_TEXT5:
4966 case Q3DEFORM_TEXT6:
4967 case Q3DEFORM_TEXT7:
4970 case Q3DEFORM_AUTOSPRITE:
4971 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4972 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4973 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4974 VectorNormalize(newforward);
4975 VectorNormalize(newright);
4976 VectorNormalize(newup);
4977 // make deformed versions of only the model vertices used by the specified surfaces
4978 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4980 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4981 // a single autosprite surface can contain multiple sprites...
4982 for (j = 0;j < surface->num_vertices - 3;j += 4)
4984 VectorClear(center);
4985 for (i = 0;i < 4;i++)
4986 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4987 VectorScale(center, 0.25f, center);
4988 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4989 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4990 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4991 for (i = 0;i < 4;i++)
4993 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4994 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4997 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);
4998 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);
5000 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5001 rsurface.vertex3f_bufferobject = 0;
5002 rsurface.vertex3f_bufferoffset = 0;
5003 rsurface.svector3f = rsurface.array_deformedsvector3f;
5004 rsurface.svector3f_bufferobject = 0;
5005 rsurface.svector3f_bufferoffset = 0;
5006 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5007 rsurface.tvector3f_bufferobject = 0;
5008 rsurface.tvector3f_bufferoffset = 0;
5009 rsurface.normal3f = rsurface.array_deformednormal3f;
5010 rsurface.normal3f_bufferobject = 0;
5011 rsurface.normal3f_bufferoffset = 0;
5013 case Q3DEFORM_AUTOSPRITE2:
5014 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5015 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5016 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5017 VectorNormalize(newforward);
5018 VectorNormalize(newright);
5019 VectorNormalize(newup);
5020 // make deformed versions of only the model vertices used by the specified surfaces
5021 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5023 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5024 const float *v1, *v2;
5034 memset(shortest, 0, sizeof(shortest));
5035 // a single autosprite surface can contain multiple sprites...
5036 for (j = 0;j < surface->num_vertices - 3;j += 4)
5038 VectorClear(center);
5039 for (i = 0;i < 4;i++)
5040 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5041 VectorScale(center, 0.25f, center);
5042 // find the two shortest edges, then use them to define the
5043 // axis vectors for rotating around the central axis
5044 for (i = 0;i < 6;i++)
5046 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5047 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5049 Debug_PolygonBegin(NULL, 0);
5050 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5051 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);
5052 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5055 l = VectorDistance2(v1, v2);
5056 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5058 l += (1.0f / 1024.0f);
5059 if (shortest[0].length2 > l || i == 0)
5061 shortest[1] = shortest[0];
5062 shortest[0].length2 = l;
5063 shortest[0].v1 = v1;
5064 shortest[0].v2 = v2;
5066 else if (shortest[1].length2 > l || i == 1)
5068 shortest[1].length2 = l;
5069 shortest[1].v1 = v1;
5070 shortest[1].v2 = v2;
5073 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5074 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5076 Debug_PolygonBegin(NULL, 0);
5077 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5078 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);
5079 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5082 // this calculates the right vector from the shortest edge
5083 // and the up vector from the edge midpoints
5084 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5085 VectorNormalize(right);
5086 VectorSubtract(end, start, up);
5087 VectorNormalize(up);
5088 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5089 //VectorSubtract(rsurface.modelorg, center, forward);
5090 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5091 VectorNegate(forward, forward);
5092 VectorReflect(forward, 0, up, forward);
5093 VectorNormalize(forward);
5094 CrossProduct(up, forward, newright);
5095 VectorNormalize(newright);
5097 Debug_PolygonBegin(NULL, 0);
5098 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);
5099 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5100 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5104 Debug_PolygonBegin(NULL, 0);
5105 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5106 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5107 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5110 // rotate the quad around the up axis vector, this is made
5111 // especially easy by the fact we know the quad is flat,
5112 // so we only have to subtract the center position and
5113 // measure distance along the right vector, and then
5114 // multiply that by the newright vector and add back the
5116 // we also need to subtract the old position to undo the
5117 // displacement from the center, which we do with a
5118 // DotProduct, the subtraction/addition of center is also
5119 // optimized into DotProducts here
5120 l = DotProduct(right, center);
5121 for (i = 0;i < 4;i++)
5123 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5124 f = DotProduct(right, v1) - l;
5125 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5128 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);
5129 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);
5131 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5132 rsurface.vertex3f_bufferobject = 0;
5133 rsurface.vertex3f_bufferoffset = 0;
5134 rsurface.svector3f = rsurface.array_deformedsvector3f;
5135 rsurface.svector3f_bufferobject = 0;
5136 rsurface.svector3f_bufferoffset = 0;
5137 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5138 rsurface.tvector3f_bufferobject = 0;
5139 rsurface.tvector3f_bufferoffset = 0;
5140 rsurface.normal3f = rsurface.array_deformednormal3f;
5141 rsurface.normal3f_bufferobject = 0;
5142 rsurface.normal3f_bufferoffset = 0;
5144 case Q3DEFORM_NORMAL:
5145 // deform the normals to make reflections wavey
5146 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5148 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5149 for (j = 0;j < surface->num_vertices;j++)
5152 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5153 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5154 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5155 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5156 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5157 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5158 VectorNormalize(normal);
5160 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);
5162 rsurface.svector3f = rsurface.array_deformedsvector3f;
5163 rsurface.svector3f_bufferobject = 0;
5164 rsurface.svector3f_bufferoffset = 0;
5165 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5166 rsurface.tvector3f_bufferobject = 0;
5167 rsurface.tvector3f_bufferoffset = 0;
5168 rsurface.normal3f = rsurface.array_deformednormal3f;
5169 rsurface.normal3f_bufferobject = 0;
5170 rsurface.normal3f_bufferoffset = 0;
5173 // deform vertex array to make wavey water and flags and such
5174 waveparms[0] = deform->waveparms[0];
5175 waveparms[1] = deform->waveparms[1];
5176 waveparms[2] = deform->waveparms[2];
5177 waveparms[3] = deform->waveparms[3];
5178 // this is how a divisor of vertex influence on deformation
5179 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5180 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5181 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5183 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5184 for (j = 0;j < surface->num_vertices;j++)
5186 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5187 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5188 // if the wavefunc depends on time, evaluate it per-vertex
5191 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5192 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5194 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5197 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5198 rsurface.vertex3f_bufferobject = 0;
5199 rsurface.vertex3f_bufferoffset = 0;
5201 case Q3DEFORM_BULGE:
5202 // deform vertex array to make the surface have moving bulges
5203 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5205 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5206 for (j = 0;j < surface->num_vertices;j++)
5208 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5209 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5212 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5213 rsurface.vertex3f_bufferobject = 0;
5214 rsurface.vertex3f_bufferoffset = 0;
5217 // deform vertex array
5218 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5219 VectorScale(deform->parms, scale, waveparms);
5220 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5222 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5223 for (j = 0;j < surface->num_vertices;j++)
5224 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5226 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5227 rsurface.vertex3f_bufferobject = 0;
5228 rsurface.vertex3f_bufferoffset = 0;
5232 // generate texcoords based on the chosen texcoord source
5233 switch(rsurface.texture->tcgen.tcgen)
5236 case Q3TCGEN_TEXTURE:
5237 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5238 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5239 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5241 case Q3TCGEN_LIGHTMAP:
5242 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5243 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5244 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5246 case Q3TCGEN_VECTOR:
5247 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5249 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5250 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)
5252 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5253 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5256 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5257 rsurface.texcoordtexture2f_bufferobject = 0;
5258 rsurface.texcoordtexture2f_bufferoffset = 0;
5260 case Q3TCGEN_ENVIRONMENT:
5261 // make environment reflections using a spheremap
5262 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5264 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5265 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5266 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5267 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5268 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5270 float l, d, eyedir[3];
5271 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5272 l = 0.5f / VectorLength(eyedir);
5273 d = DotProduct(normal, eyedir)*2;
5274 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5275 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5278 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5279 rsurface.texcoordtexture2f_bufferobject = 0;
5280 rsurface.texcoordtexture2f_bufferoffset = 0;
5283 // the only tcmod that needs software vertex processing is turbulent, so
5284 // check for it here and apply the changes if needed
5285 // and we only support that as the first one
5286 // (handling a mixture of turbulent and other tcmods would be problematic
5287 // without punting it entirely to a software path)
5288 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5290 amplitude = rsurface.texture->tcmods[0].parms[1];
5291 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5292 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5294 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5295 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)
5297 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5298 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5301 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5302 rsurface.texcoordtexture2f_bufferobject = 0;
5303 rsurface.texcoordtexture2f_bufferoffset = 0;
5305 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5306 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5307 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5308 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5311 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5314 const msurface_t *surface = texturesurfacelist[0];
5315 const msurface_t *surface2;
5320 // TODO: lock all array ranges before render, rather than on each surface
5321 if (texturenumsurfaces == 1)
5323 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5324 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5326 else if (r_batchmode.integer == 2)
5328 #define MAXBATCHTRIANGLES 4096
5329 int batchtriangles = 0;
5330 int batchelements[MAXBATCHTRIANGLES*3];
5331 for (i = 0;i < texturenumsurfaces;i = j)
5333 surface = texturesurfacelist[i];
5335 if (surface->num_triangles > MAXBATCHTRIANGLES)
5337 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5340 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5341 batchtriangles = surface->num_triangles;
5342 firstvertex = surface->num_firstvertex;
5343 endvertex = surface->num_firstvertex + surface->num_vertices;
5344 for (;j < texturenumsurfaces;j++)
5346 surface2 = texturesurfacelist[j];
5347 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5349 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5350 batchtriangles += surface2->num_triangles;
5351 firstvertex = min(firstvertex, surface2->num_firstvertex);
5352 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5354 surface2 = texturesurfacelist[j-1];
5355 numvertices = endvertex - firstvertex;
5356 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5359 else if (r_batchmode.integer == 1)
5361 for (i = 0;i < texturenumsurfaces;i = j)
5363 surface = texturesurfacelist[i];
5364 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5365 if (texturesurfacelist[j] != surface2)
5367 surface2 = texturesurfacelist[j-1];
5368 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5369 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5370 GL_LockArrays(surface->num_firstvertex, numvertices);
5371 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5376 for (i = 0;i < texturenumsurfaces;i++)
5378 surface = texturesurfacelist[i];
5379 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5380 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5385 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5387 int i, planeindex, vertexindex;
5391 r_waterstate_waterplane_t *p, *bestp;
5392 msurface_t *surface;
5393 if (r_waterstate.renderingscene)
5395 for (i = 0;i < texturenumsurfaces;i++)
5397 surface = texturesurfacelist[i];
5398 if (lightmaptexunit >= 0)
5399 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5400 if (deluxemaptexunit >= 0)
5401 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5402 // pick the closest matching water plane
5405 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5408 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5410 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5411 d += fabs(PlaneDiff(vert, &p->plane));
5413 if (bestd > d || !bestp)
5421 if (refractiontexunit >= 0)
5422 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5423 if (reflectiontexunit >= 0)
5424 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5428 if (refractiontexunit >= 0)
5429 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5430 if (reflectiontexunit >= 0)
5431 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5433 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5434 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5438 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5442 const msurface_t *surface = texturesurfacelist[0];
5443 const msurface_t *surface2;
5448 // TODO: lock all array ranges before render, rather than on each surface
5449 if (texturenumsurfaces == 1)
5451 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5452 if (deluxemaptexunit >= 0)
5453 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5454 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5455 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5457 else if (r_batchmode.integer == 2)
5459 #define MAXBATCHTRIANGLES 4096
5460 int batchtriangles = 0;
5461 int batchelements[MAXBATCHTRIANGLES*3];
5462 for (i = 0;i < texturenumsurfaces;i = j)
5464 surface = texturesurfacelist[i];
5465 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5466 if (deluxemaptexunit >= 0)
5467 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5469 if (surface->num_triangles > MAXBATCHTRIANGLES)
5471 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5474 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5475 batchtriangles = surface->num_triangles;
5476 firstvertex = surface->num_firstvertex;
5477 endvertex = surface->num_firstvertex + surface->num_vertices;
5478 for (;j < texturenumsurfaces;j++)
5480 surface2 = texturesurfacelist[j];
5481 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5483 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5484 batchtriangles += surface2->num_triangles;
5485 firstvertex = min(firstvertex, surface2->num_firstvertex);
5486 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5488 surface2 = texturesurfacelist[j-1];
5489 numvertices = endvertex - firstvertex;
5490 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5493 else if (r_batchmode.integer == 1)
5496 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5497 for (i = 0;i < texturenumsurfaces;i = j)
5499 surface = texturesurfacelist[i];
5500 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5501 if (texturesurfacelist[j] != surface2)
5503 Con_Printf(" %i", j - i);
5506 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5508 for (i = 0;i < texturenumsurfaces;i = j)
5510 surface = texturesurfacelist[i];
5511 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5512 if (deluxemaptexunit >= 0)
5513 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5514 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5515 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5518 Con_Printf(" %i", j - i);
5520 surface2 = texturesurfacelist[j-1];
5521 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5522 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5523 GL_LockArrays(surface->num_firstvertex, numvertices);
5524 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5532 for (i = 0;i < texturenumsurfaces;i++)
5534 surface = texturesurfacelist[i];
5535 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5536 if (deluxemaptexunit >= 0)
5537 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5538 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5539 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5544 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5547 int texturesurfaceindex;
5548 if (r_showsurfaces.integer == 2)
5550 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5552 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5553 for (j = 0;j < surface->num_triangles;j++)
5555 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5556 GL_Color(f, f, f, 1);
5557 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5563 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5565 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5566 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5567 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);
5568 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5569 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5574 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5576 int texturesurfaceindex;
5580 if (rsurface.lightmapcolor4f)
5582 // generate color arrays for the surfaces in this list
5583 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5585 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5586 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)
5588 f = FogPoint_Model(v);
5598 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5600 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5601 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)
5603 f = FogPoint_Model(v);
5611 rsurface.lightmapcolor4f = rsurface.array_color4f;
5612 rsurface.lightmapcolor4f_bufferobject = 0;
5613 rsurface.lightmapcolor4f_bufferoffset = 0;
5616 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5618 int texturesurfaceindex;
5621 if (!rsurface.lightmapcolor4f)
5623 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5625 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5626 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)
5634 rsurface.lightmapcolor4f = rsurface.array_color4f;
5635 rsurface.lightmapcolor4f_bufferobject = 0;
5636 rsurface.lightmapcolor4f_bufferoffset = 0;
5639 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5642 rsurface.lightmapcolor4f = NULL;
5643 rsurface.lightmapcolor4f_bufferobject = 0;
5644 rsurface.lightmapcolor4f_bufferoffset = 0;
5645 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5646 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5647 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5648 GL_Color(r, g, b, a);
5649 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5652 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5654 // TODO: optimize applyfog && applycolor case
5655 // just apply fog if necessary, and tint the fog color array if necessary
5656 rsurface.lightmapcolor4f = NULL;
5657 rsurface.lightmapcolor4f_bufferobject = 0;
5658 rsurface.lightmapcolor4f_bufferoffset = 0;
5659 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5660 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5661 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5662 GL_Color(r, g, b, a);
5663 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5666 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5668 int texturesurfaceindex;
5672 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5674 // generate color arrays for the surfaces in this list
5675 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5677 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5678 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5680 if (surface->lightmapinfo->samples)
5682 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5683 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5684 VectorScale(lm, scale, c);
5685 if (surface->lightmapinfo->styles[1] != 255)
5687 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5689 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5690 VectorMA(c, scale, lm, c);
5691 if (surface->lightmapinfo->styles[2] != 255)
5694 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5695 VectorMA(c, scale, lm, c);
5696 if (surface->lightmapinfo->styles[3] != 255)
5699 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5700 VectorMA(c, scale, lm, c);
5710 rsurface.lightmapcolor4f = rsurface.array_color4f;
5711 rsurface.lightmapcolor4f_bufferobject = 0;
5712 rsurface.lightmapcolor4f_bufferoffset = 0;
5716 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5717 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5718 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5720 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5721 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5722 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5723 GL_Color(r, g, b, a);
5724 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5727 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5729 int texturesurfaceindex;
5733 vec3_t ambientcolor;
5734 vec3_t diffusecolor;
5738 VectorCopy(rsurface.modellight_lightdir, lightdir);
5739 f = 0.5f * r_refdef.lightmapintensity;
5740 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5741 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5742 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5743 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5744 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5745 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5746 if (VectorLength2(diffusecolor) > 0)
5748 // generate color arrays for the surfaces in this list
5749 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5751 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5752 int numverts = surface->num_vertices;
5753 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5754 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5755 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5756 // q3-style directional shading
5757 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5759 if ((f = DotProduct(c2, lightdir)) > 0)
5760 VectorMA(ambientcolor, f, diffusecolor, c);
5762 VectorCopy(ambientcolor, c);
5771 rsurface.lightmapcolor4f = rsurface.array_color4f;
5772 rsurface.lightmapcolor4f_bufferobject = 0;
5773 rsurface.lightmapcolor4f_bufferoffset = 0;
5777 r = ambientcolor[0];
5778 g = ambientcolor[1];
5779 b = ambientcolor[2];
5780 rsurface.lightmapcolor4f = NULL;
5781 rsurface.lightmapcolor4f_bufferobject = 0;
5782 rsurface.lightmapcolor4f_bufferoffset = 0;
5784 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5785 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5786 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5787 GL_Color(r, g, b, a);
5788 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5791 void RSurf_SetupDepthAndCulling(void)
5793 // submodels are biased to avoid z-fighting with world surfaces that they
5794 // may be exactly overlapping (avoids z-fighting artifacts on certain
5795 // doors and things in Quake maps)
5796 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5797 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5798 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5799 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5802 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5804 // transparent sky would be ridiculous
5805 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5807 R_SetupGenericShader(false);
5810 skyrendernow = false;
5811 // we have to force off the water clipping plane while rendering sky
5815 // restore entity matrix
5816 R_Mesh_Matrix(&rsurface.matrix);
5818 RSurf_SetupDepthAndCulling();
5820 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5821 // skymasking on them, and Quake3 never did sky masking (unlike
5822 // software Quake and software Quake2), so disable the sky masking
5823 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5824 // and skymasking also looks very bad when noclipping outside the
5825 // level, so don't use it then either.
5826 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5828 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5829 R_Mesh_ColorPointer(NULL, 0, 0);
5830 R_Mesh_ResetTextureState();
5831 if (skyrendermasked)
5833 R_SetupDepthOrShadowShader();
5834 // depth-only (masking)
5835 GL_ColorMask(0,0,0,0);
5836 // just to make sure that braindead drivers don't draw
5837 // anything despite that colormask...
5838 GL_BlendFunc(GL_ZERO, GL_ONE);
5842 R_SetupGenericShader(false);
5844 GL_BlendFunc(GL_ONE, GL_ZERO);
5846 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5847 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5848 if (skyrendermasked)
5849 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5851 R_Mesh_ResetTextureState();
5852 GL_Color(1, 1, 1, 1);
5855 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5857 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5860 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5861 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5862 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5863 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5864 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5865 if (rsurface.texture->backgroundcurrentskinframe)
5867 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5868 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5869 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5870 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5872 if(rsurface.texture->colormapping)
5874 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5875 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5877 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5878 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5879 R_Mesh_ColorPointer(NULL, 0, 0);
5881 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5883 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5885 // render background
5886 GL_BlendFunc(GL_ONE, GL_ZERO);
5888 GL_AlphaTest(false);
5890 GL_Color(1, 1, 1, 1);
5891 R_Mesh_ColorPointer(NULL, 0, 0);
5893 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5894 if (r_glsl_permutation)
5896 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5897 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5898 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5899 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5900 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5901 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5902 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);
5904 GL_LockArrays(0, 0);
5906 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5907 GL_DepthMask(false);
5908 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5909 R_Mesh_ColorPointer(NULL, 0, 0);
5911 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5912 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5913 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5916 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5917 if (!r_glsl_permutation)
5920 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5921 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5922 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5923 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5924 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5925 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5927 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5929 GL_BlendFunc(GL_ONE, GL_ZERO);
5931 GL_AlphaTest(false);
5935 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5936 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5937 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5940 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5942 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5943 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);
5945 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5949 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5950 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);
5952 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5954 GL_LockArrays(0, 0);
5957 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5959 // OpenGL 1.3 path - anything not completely ancient
5960 int texturesurfaceindex;
5961 qboolean applycolor;
5965 const texturelayer_t *layer;
5966 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5968 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5971 int layertexrgbscale;
5972 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5974 if (layerindex == 0)
5978 GL_AlphaTest(false);
5979 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5982 GL_DepthMask(layer->depthmask && writedepth);
5983 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5984 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5986 layertexrgbscale = 4;
5987 VectorScale(layer->color, 0.25f, layercolor);
5989 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5991 layertexrgbscale = 2;
5992 VectorScale(layer->color, 0.5f, layercolor);
5996 layertexrgbscale = 1;
5997 VectorScale(layer->color, 1.0f, layercolor);
5999 layercolor[3] = layer->color[3];
6000 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6001 R_Mesh_ColorPointer(NULL, 0, 0);
6002 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6003 switch (layer->type)
6005 case TEXTURELAYERTYPE_LITTEXTURE:
6006 memset(&m, 0, sizeof(m));
6007 m.tex[0] = R_GetTexture(r_texture_white);
6008 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6009 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6010 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6011 m.tex[1] = R_GetTexture(layer->texture);
6012 m.texmatrix[1] = layer->texmatrix;
6013 m.texrgbscale[1] = layertexrgbscale;
6014 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6015 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6016 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6017 R_Mesh_TextureState(&m);
6018 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6019 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6020 else if (rsurface.uselightmaptexture)
6021 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6023 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6025 case TEXTURELAYERTYPE_TEXTURE:
6026 memset(&m, 0, sizeof(m));
6027 m.tex[0] = R_GetTexture(layer->texture);
6028 m.texmatrix[0] = layer->texmatrix;
6029 m.texrgbscale[0] = layertexrgbscale;
6030 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6031 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6032 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6033 R_Mesh_TextureState(&m);
6034 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6036 case TEXTURELAYERTYPE_FOG:
6037 memset(&m, 0, sizeof(m));
6038 m.texrgbscale[0] = layertexrgbscale;
6041 m.tex[0] = R_GetTexture(layer->texture);
6042 m.texmatrix[0] = layer->texmatrix;
6043 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6044 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6045 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6047 R_Mesh_TextureState(&m);
6048 // generate a color array for the fog pass
6049 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6050 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6054 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6055 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)
6057 f = 1 - FogPoint_Model(v);
6058 c[0] = layercolor[0];
6059 c[1] = layercolor[1];
6060 c[2] = layercolor[2];
6061 c[3] = f * layercolor[3];
6064 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6067 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6069 GL_LockArrays(0, 0);
6072 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6074 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6075 GL_AlphaTest(false);
6079 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6081 // OpenGL 1.1 - crusty old voodoo path
6082 int texturesurfaceindex;
6086 const texturelayer_t *layer;
6087 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6089 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6091 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6093 if (layerindex == 0)
6097 GL_AlphaTest(false);
6098 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6101 GL_DepthMask(layer->depthmask && writedepth);
6102 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6103 R_Mesh_ColorPointer(NULL, 0, 0);
6104 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6105 switch (layer->type)
6107 case TEXTURELAYERTYPE_LITTEXTURE:
6108 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6110 // two-pass lit texture with 2x rgbscale
6111 // first the lightmap pass
6112 memset(&m, 0, sizeof(m));
6113 m.tex[0] = R_GetTexture(r_texture_white);
6114 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6115 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6116 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6117 R_Mesh_TextureState(&m);
6118 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6119 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6120 else if (rsurface.uselightmaptexture)
6121 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6123 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6124 GL_LockArrays(0, 0);
6125 // then apply the texture to it
6126 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6127 memset(&m, 0, sizeof(m));
6128 m.tex[0] = R_GetTexture(layer->texture);
6129 m.texmatrix[0] = layer->texmatrix;
6130 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6131 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6132 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6133 R_Mesh_TextureState(&m);
6134 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);
6138 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6139 memset(&m, 0, sizeof(m));
6140 m.tex[0] = R_GetTexture(layer->texture);
6141 m.texmatrix[0] = layer->texmatrix;
6142 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6143 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6144 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6145 R_Mesh_TextureState(&m);
6146 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6147 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);
6149 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);
6152 case TEXTURELAYERTYPE_TEXTURE:
6153 // singletexture unlit texture with transparency support
6154 memset(&m, 0, sizeof(m));
6155 m.tex[0] = R_GetTexture(layer->texture);
6156 m.texmatrix[0] = layer->texmatrix;
6157 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6158 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6159 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6160 R_Mesh_TextureState(&m);
6161 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);
6163 case TEXTURELAYERTYPE_FOG:
6164 // singletexture fogging
6165 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6168 memset(&m, 0, sizeof(m));
6169 m.tex[0] = R_GetTexture(layer->texture);
6170 m.texmatrix[0] = layer->texmatrix;
6171 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6172 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6173 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6174 R_Mesh_TextureState(&m);
6177 R_Mesh_ResetTextureState();
6178 // generate a color array for the fog pass
6179 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6183 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6184 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)
6186 f = 1 - FogPoint_Model(v);
6187 c[0] = layer->color[0];
6188 c[1] = layer->color[1];
6189 c[2] = layer->color[2];
6190 c[3] = f * layer->color[3];
6193 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6196 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6198 GL_LockArrays(0, 0);
6201 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6203 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6204 GL_AlphaTest(false);
6208 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6211 RSurf_SetupDepthAndCulling();
6212 if (r_glsl.integer && gl_support_fragment_shader)
6213 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6214 else if (gl_combine.integer && r_textureunits.integer >= 2)
6215 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6217 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6221 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6224 int texturenumsurfaces, endsurface;
6226 msurface_t *surface;
6227 msurface_t *texturesurfacelist[1024];
6229 // if the model is static it doesn't matter what value we give for
6230 // wantnormals and wanttangents, so this logic uses only rules applicable
6231 // to a model, knowing that they are meaningless otherwise
6232 if (ent == r_refdef.scene.worldentity)
6233 RSurf_ActiveWorldEntity();
6234 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6235 RSurf_ActiveModelEntity(ent, false, false);
6237 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6239 for (i = 0;i < numsurfaces;i = j)
6242 surface = rsurface.modelsurfaces + surfacelist[i];
6243 texture = surface->texture;
6244 R_UpdateTextureInfo(ent, texture);
6245 rsurface.texture = texture->currentframe;
6246 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6247 // scan ahead until we find a different texture
6248 endsurface = min(i + 1024, numsurfaces);
6249 texturenumsurfaces = 0;
6250 texturesurfacelist[texturenumsurfaces++] = surface;
6251 for (;j < endsurface;j++)
6253 surface = rsurface.modelsurfaces + surfacelist[j];
6254 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6256 texturesurfacelist[texturenumsurfaces++] = surface;
6258 // render the range of surfaces
6259 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6261 GL_AlphaTest(false);
6264 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6269 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6271 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6273 RSurf_SetupDepthAndCulling();
6274 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6275 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6277 else if (r_showsurfaces.integer)
6279 RSurf_SetupDepthAndCulling();
6281 GL_BlendFunc(GL_ONE, GL_ZERO);
6283 GL_AlphaTest(false);
6284 R_Mesh_ColorPointer(NULL, 0, 0);
6285 R_Mesh_ResetTextureState();
6286 R_SetupGenericShader(false);
6287 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6288 if (!r_refdef.view.showdebug)
6290 GL_Color(0, 0, 0, 1);
6291 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6294 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6296 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6297 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6298 else if (!rsurface.texture->currentnumlayers)
6300 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6302 // transparent surfaces get pushed off into the transparent queue
6303 int surfacelistindex;
6304 const msurface_t *surface;
6305 vec3_t tempcenter, center;
6306 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6308 surface = texturesurfacelist[surfacelistindex];
6309 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6310 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6311 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6312 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6313 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6318 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6319 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6324 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6328 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6331 for (i = 0;i < numsurfaces;i++)
6332 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6333 R_Water_AddWaterPlane(surfacelist[i]);
6336 // break the surface list down into batches by texture and use of lightmapping
6337 for (i = 0;i < numsurfaces;i = j)
6340 // texture is the base texture pointer, rsurface.texture is the
6341 // current frame/skin the texture is directing us to use (for example
6342 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6343 // use skin 1 instead)
6344 texture = surfacelist[i]->texture;
6345 rsurface.texture = texture->currentframe;
6346 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6347 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6349 // if this texture is not the kind we want, skip ahead to the next one
6350 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6354 // simply scan ahead until we find a different texture or lightmap state
6355 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6357 // render the range of surfaces
6358 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6362 float locboxvertex3f[6*4*3] =
6364 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6365 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6366 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6367 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6368 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6369 1,0,0, 0,0,0, 0,1,0, 1,1,0
6372 int locboxelement3i[6*2*3] =
6382 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6385 cl_locnode_t *loc = (cl_locnode_t *)ent;
6387 float vertex3f[6*4*3];
6389 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6390 GL_DepthMask(false);
6391 GL_DepthRange(0, 1);
6392 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6394 GL_CullFace(GL_NONE);
6395 R_Mesh_Matrix(&identitymatrix);
6397 R_Mesh_VertexPointer(vertex3f, 0, 0);
6398 R_Mesh_ColorPointer(NULL, 0, 0);
6399 R_Mesh_ResetTextureState();
6400 R_SetupGenericShader(false);
6403 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6404 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6405 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6406 surfacelist[0] < 0 ? 0.5f : 0.125f);
6408 if (VectorCompare(loc->mins, loc->maxs))
6410 VectorSet(size, 2, 2, 2);
6411 VectorMA(loc->mins, -0.5f, size, mins);
6415 VectorCopy(loc->mins, mins);
6416 VectorSubtract(loc->maxs, loc->mins, size);
6419 for (i = 0;i < 6*4*3;)
6420 for (j = 0;j < 3;j++, i++)
6421 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6423 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6426 void R_DrawLocs(void)
6429 cl_locnode_t *loc, *nearestloc;
6431 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6432 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6434 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6435 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6439 void R_DrawDebugModel(entity_render_t *ent)
6441 int i, j, k, l, flagsmask;
6442 const int *elements;
6444 msurface_t *surface;
6445 model_t *model = ent->model;
6448 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6450 R_Mesh_ColorPointer(NULL, 0, 0);
6451 R_Mesh_ResetTextureState();
6452 R_SetupGenericShader(false);
6453 GL_DepthRange(0, 1);
6454 GL_DepthTest(!r_showdisabledepthtest.integer);
6455 GL_DepthMask(false);
6456 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6458 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6460 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6461 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6463 if (brush->colbrushf && brush->colbrushf->numtriangles)
6465 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6466 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);
6467 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6470 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6472 if (surface->num_collisiontriangles)
6474 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6475 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);
6476 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6481 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6483 if (r_showtris.integer || r_shownormals.integer)
6485 if (r_showdisabledepthtest.integer)
6487 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6488 GL_DepthMask(false);
6492 GL_BlendFunc(GL_ONE, GL_ZERO);
6495 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6497 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6499 rsurface.texture = surface->texture->currentframe;
6500 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6502 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6503 if (r_showtris.value > 0)
6505 if (!rsurface.texture->currentlayers->depthmask)
6506 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6507 else if (ent == r_refdef.scene.worldentity)
6508 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6510 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6511 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6514 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6516 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6517 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6518 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6519 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6524 if (r_shownormals.value > 0)
6527 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6529 VectorCopy(rsurface.vertex3f + l * 3, v);
6530 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6531 qglVertex3f(v[0], v[1], v[2]);
6532 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6533 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6534 qglVertex3f(v[0], v[1], v[2]);
6539 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6541 VectorCopy(rsurface.vertex3f + l * 3, v);
6542 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6543 qglVertex3f(v[0], v[1], v[2]);
6544 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6545 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6546 qglVertex3f(v[0], v[1], v[2]);
6551 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6553 VectorCopy(rsurface.vertex3f + l * 3, v);
6554 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6555 qglVertex3f(v[0], v[1], v[2]);
6556 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6557 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6558 qglVertex3f(v[0], v[1], v[2]);
6565 rsurface.texture = NULL;
6569 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6570 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6572 int i, j, endj, f, flagsmask;
6573 msurface_t *surface;
6575 model_t *model = r_refdef.scene.worldmodel;
6576 const int maxsurfacelist = 1024;
6577 int numsurfacelist = 0;
6578 msurface_t *surfacelist[1024];
6582 RSurf_ActiveWorldEntity();
6584 // update light styles on this submodel
6585 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6587 model_brush_lightstyleinfo_t *style;
6588 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6590 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6592 msurface_t *surfaces = model->data_surfaces;
6593 int *list = style->surfacelist;
6594 style->value = r_refdef.scene.lightstylevalue[style->style];
6595 for (j = 0;j < style->numsurfaces;j++)
6596 surfaces[list[j]].cached_dlight = true;
6601 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6602 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6606 R_DrawDebugModel(r_refdef.scene.worldentity);
6612 rsurface.uselightmaptexture = false;
6613 rsurface.texture = NULL;
6614 rsurface.rtlight = NULL;
6616 j = model->firstmodelsurface;
6617 endj = j + model->nummodelsurfaces;
6620 // quickly skip over non-visible surfaces
6621 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6623 // quickly iterate over visible surfaces
6624 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6626 // process this surface
6627 surface = model->data_surfaces + j;
6628 // if this surface fits the criteria, add it to the list
6629 if (surface->num_triangles)
6631 // if lightmap parameters changed, rebuild lightmap texture
6632 if (surface->cached_dlight)
6633 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6634 // add face to draw list
6635 surfacelist[numsurfacelist++] = surface;
6636 r_refdef.stats.world_triangles += surface->num_triangles;
6637 if (numsurfacelist >= maxsurfacelist)
6639 r_refdef.stats.world_surfaces += numsurfacelist;
6640 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6646 r_refdef.stats.world_surfaces += numsurfacelist;
6648 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6649 GL_AlphaTest(false);
6652 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6654 int i, j, f, flagsmask;
6655 msurface_t *surface, *endsurface;
6657 model_t *model = ent->model;
6658 const int maxsurfacelist = 1024;
6659 int numsurfacelist = 0;
6660 msurface_t *surfacelist[1024];
6664 // if the model is static it doesn't matter what value we give for
6665 // wantnormals and wanttangents, so this logic uses only rules applicable
6666 // to a model, knowing that they are meaningless otherwise
6667 if (ent == r_refdef.scene.worldentity)
6668 RSurf_ActiveWorldEntity();
6669 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6670 RSurf_ActiveModelEntity(ent, false, false);
6672 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6674 // update light styles
6675 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6677 model_brush_lightstyleinfo_t *style;
6678 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6680 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6682 msurface_t *surfaces = model->data_surfaces;
6683 int *list = style->surfacelist;
6684 style->value = r_refdef.scene.lightstylevalue[style->style];
6685 for (j = 0;j < style->numsurfaces;j++)
6686 surfaces[list[j]].cached_dlight = true;
6691 R_UpdateAllTextureInfo(ent);
6692 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6696 R_DrawDebugModel(ent);
6702 rsurface.uselightmaptexture = false;
6703 rsurface.texture = NULL;
6704 rsurface.rtlight = NULL;
6706 surface = model->data_surfaces + model->firstmodelsurface;
6707 endsurface = surface + model->nummodelsurfaces;
6708 for (;surface < endsurface;surface++)
6710 // if this surface fits the criteria, add it to the list
6711 if (surface->num_triangles)
6713 // if lightmap parameters changed, rebuild lightmap texture
6714 if (surface->cached_dlight)
6715 R_BuildLightMap(ent, surface);
6716 // add face to draw list
6717 surfacelist[numsurfacelist++] = surface;
6718 r_refdef.stats.entities_triangles += surface->num_triangles;
6719 if (numsurfacelist >= maxsurfacelist)
6721 r_refdef.stats.entities_surfaces += numsurfacelist;
6722 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6727 r_refdef.stats.entities_surfaces += numsurfacelist;
6729 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6730 GL_AlphaTest(false);