2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
33 qboolean r_loadnormalmap;
42 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
43 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
44 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
45 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
46 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
47 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
48 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
49 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
51 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
52 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
53 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
54 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
55 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
57 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
58 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
59 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
60 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
61 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
62 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
63 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)"};
64 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
65 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
66 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"};
67 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"};
68 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
69 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"};
70 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"};
71 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"};
72 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
73 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
74 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
75 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
76 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
77 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
78 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
79 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
80 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
81 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
82 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
83 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
84 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
85 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
86 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
87 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
88 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
89 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
90 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
91 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
92 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"};
93 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
94 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
95 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
96 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
97 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
99 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
100 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
101 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
102 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
103 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
104 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
105 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
106 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
108 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
109 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
110 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
112 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)"};
113 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
114 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
115 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
116 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
117 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)"};
118 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)"};
119 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)"};
120 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)"};
122 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)"};
123 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
124 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"};
125 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
126 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
128 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
129 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
130 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
131 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
133 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
134 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
135 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
136 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
137 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
138 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
139 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
141 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
142 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
143 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
144 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)"};
146 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"};
148 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"};
150 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
152 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
153 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
154 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"};
155 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
156 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
157 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
158 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
160 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "1", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
162 extern cvar_t v_glslgamma;
164 extern qboolean v_flipped_state;
166 static struct r_bloomstate_s
171 int bloomwidth, bloomheight;
173 int screentexturewidth, screentextureheight;
174 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
176 int bloomtexturewidth, bloomtextureheight;
177 rtexture_t *texture_bloom;
179 // arrays for rendering the screen passes
180 float screentexcoord2f[8];
181 float bloomtexcoord2f[8];
182 float offsettexcoord2f[8];
184 r_viewport_t viewport;
188 r_waterstate_t r_waterstate;
190 /// shadow volume bsp struct with automatically growing nodes buffer
193 rtexture_t *r_texture_blanknormalmap;
194 rtexture_t *r_texture_white;
195 rtexture_t *r_texture_grey128;
196 rtexture_t *r_texture_black;
197 rtexture_t *r_texture_notexture;
198 rtexture_t *r_texture_whitecube;
199 rtexture_t *r_texture_normalizationcube;
200 rtexture_t *r_texture_fogattenuation;
201 rtexture_t *r_texture_gammaramps;
202 unsigned int r_texture_gammaramps_serial;
203 //rtexture_t *r_texture_fogintensity;
205 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
206 unsigned int r_numqueries;
207 unsigned int r_maxqueries;
209 typedef struct r_qwskincache_s
211 char name[MAX_QPATH];
212 skinframe_t *skinframe;
216 static r_qwskincache_t *r_qwskincache;
217 static int r_qwskincache_size;
219 /// vertex coordinates for a quad that covers the screen exactly
220 const float r_screenvertex3f[12] =
228 extern void R_DrawModelShadows(void);
230 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
233 for (i = 0;i < verts;i++)
244 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
247 for (i = 0;i < verts;i++)
257 // FIXME: move this to client?
260 if (gamemode == GAME_NEHAHRA)
262 Cvar_Set("gl_fogenable", "0");
263 Cvar_Set("gl_fogdensity", "0.2");
264 Cvar_Set("gl_fogred", "0.3");
265 Cvar_Set("gl_foggreen", "0.3");
266 Cvar_Set("gl_fogblue", "0.3");
268 r_refdef.fog_density = 0;
269 r_refdef.fog_red = 0;
270 r_refdef.fog_green = 0;
271 r_refdef.fog_blue = 0;
272 r_refdef.fog_alpha = 1;
273 r_refdef.fog_start = 0;
274 r_refdef.fog_end = 16384;
275 r_refdef.fog_height = 1<<30;
276 r_refdef.fog_fadedepth = 128;
279 static void R_BuildBlankTextures(void)
281 unsigned char data[4];
282 data[2] = 128; // normal X
283 data[1] = 128; // normal Y
284 data[0] = 255; // normal Z
285 data[3] = 128; // height
286 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
291 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
301 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
304 static void R_BuildNoTexture(void)
307 unsigned char pix[16][16][4];
308 // this makes a light grey/dark grey checkerboard texture
309 for (y = 0;y < 16;y++)
311 for (x = 0;x < 16;x++)
313 if ((y < 8) ^ (x < 8))
329 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
332 static void R_BuildWhiteCube(void)
334 unsigned char data[6*1*1*4];
335 memset(data, 255, sizeof(data));
336 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
339 static void R_BuildNormalizationCube(void)
343 vec_t s, t, intensity;
345 unsigned char data[6][NORMSIZE][NORMSIZE][4];
346 for (side = 0;side < 6;side++)
348 for (y = 0;y < NORMSIZE;y++)
350 for (x = 0;x < NORMSIZE;x++)
352 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
353 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388 intensity = 127.0f / sqrt(DotProduct(v, v));
389 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
390 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
391 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
392 data[side][y][x][3] = 255;
396 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
399 static void R_BuildFogTexture(void)
403 unsigned char data1[FOGWIDTH][4];
404 //unsigned char data2[FOGWIDTH][4];
407 r_refdef.fogmasktable_start = r_refdef.fog_start;
408 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
409 r_refdef.fogmasktable_range = r_refdef.fogrange;
410 r_refdef.fogmasktable_density = r_refdef.fog_density;
412 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
413 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
415 d = (x * r - r_refdef.fogmasktable_start);
416 if(developer.integer >= 100)
417 Con_Printf("%f ", d);
419 if (r_fog_exp2.integer)
420 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
422 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
423 if(developer.integer >= 100)
424 Con_Printf(" : %f ", alpha);
425 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
426 if(developer.integer >= 100)
427 Con_Printf(" = %f\n", alpha);
428 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
431 for (x = 0;x < FOGWIDTH;x++)
433 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
438 //data2[x][0] = 255 - b;
439 //data2[x][1] = 255 - b;
440 //data2[x][2] = 255 - b;
443 if (r_texture_fogattenuation)
445 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
446 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
450 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);
451 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
455 static const char *builtinshaderstring =
456 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
457 "// written by Forest 'LordHavoc' Hale\n"
459 "// enable various extensions depending on permutation:\n"
461 "#ifdef USESHADOWMAPRECT\n"
462 "# extension GL_ARB_texture_rectangle : enable\n"
465 "#ifdef USESHADOWMAP2D\n"
466 "# ifdef GL_EXT_gpu_shader4\n"
467 "# extension GL_EXT_gpu_shader4 : enable\n"
469 "# ifdef GL_ARB_texture_gather\n"
470 "# extension GL_ARB_texture_gather : enable\n"
472 "# ifdef GL_AMD_texture_texture4\n"
473 "# extension GL_AMD_texture_texture4 : enable\n"
478 "#ifdef USESHADOWMAPCUBE\n"
479 "# extension GL_EXT_gpu_shader4 : enable\n"
482 "#ifdef USESHADOWSAMPLER\n"
483 "# extension GL_ARB_shadow : enable\n"
486 "// common definitions between vertex shader and fragment shader:\n"
488 "//#ifdef __GLSL_CG_DATA_TYPES\n"
489 "//# define myhalf half\n"
490 "//# define myhalf2 half2\n"
491 "//# define myhalf3half3\n"
492 "//# define myhalf4 half4\n"
494 "# define myhalf float\n"
495 "# define myhalf2 vec2\n"
496 "# define myhalf3 vec3\n"
497 "# define myhalf4 vec4\n"
500 "#ifdef USEFOGINSIDE\n"
503 "# ifdef USEFOGOUTSIDE\n"
508 "#ifdef MODE_DEPTH_OR_SHADOW\n"
510 "# ifdef VERTEX_SHADER\n"
513 " gl_Position = ftransform();\n"
518 "#ifdef MODE_SHOWDEPTH\n"
519 "# ifdef VERTEX_SHADER\n"
522 " gl_Position = ftransform();\n"
523 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
526 "# ifdef FRAGMENT_SHADER\n"
529 " gl_FragColor = gl_Color;\n"
533 "#else // !MODE_SHOWDEPTH\n"
535 "#ifdef MODE_POSTPROCESS\n"
536 "# ifdef VERTEX_SHADER\n"
539 " gl_FrontColor = gl_Color;\n"
540 " gl_Position = ftransform();\n"
541 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
543 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
547 "# ifdef FRAGMENT_SHADER\n"
549 "uniform sampler2D Texture_First;\n"
551 "uniform sampler2D Texture_Second;\n"
553 "#ifdef USEGAMMARAMPS\n"
554 "uniform sampler2D Texture_GammaRamps;\n"
556 "#ifdef USESATURATION\n"
557 "uniform float Saturation;\n"
559 "#ifdef USEVIEWTINT\n"
560 "uniform vec4 TintColor;\n"
562 "//uncomment these if you want to use them:\n"
563 "uniform vec4 UserVec1;\n"
564 "// uniform vec4 UserVec2;\n"
565 "// uniform vec4 UserVec3;\n"
566 "// uniform vec4 UserVec4;\n"
567 "// uniform float ClientTime;\n"
568 "uniform vec2 PixelSize;\n"
571 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
573 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
575 "#ifdef USEVIEWTINT\n"
576 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
579 "#ifdef USEPOSTPROCESSING\n"
580 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
581 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
582 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
583 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
584 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
585 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
586 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
587 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
590 "#ifdef USESATURATION\n"
591 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
592 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
593 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
594 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
597 "#ifdef USEGAMMARAMPS\n"
598 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
599 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
600 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
607 "#ifdef MODE_GENERIC\n"
608 "# ifdef VERTEX_SHADER\n"
611 " gl_FrontColor = gl_Color;\n"
612 "# ifdef USEDIFFUSE\n"
613 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
615 "# ifdef USESPECULAR\n"
616 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
618 " gl_Position = ftransform();\n"
621 "# ifdef FRAGMENT_SHADER\n"
623 "# ifdef USEDIFFUSE\n"
624 "uniform sampler2D Texture_First;\n"
626 "# ifdef USESPECULAR\n"
627 "uniform sampler2D Texture_Second;\n"
632 " gl_FragColor = gl_Color;\n"
633 "# ifdef USEDIFFUSE\n"
634 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
637 "# ifdef USESPECULAR\n"
638 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
640 "# ifdef USECOLORMAPPING\n"
641 " gl_FragColor *= tex2;\n"
644 " gl_FragColor += tex2;\n"
646 "# ifdef USEVERTEXTEXTUREBLEND\n"
647 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
652 "#else // !MODE_GENERIC\n"
653 "#ifdef MODE_BLOOMBLUR\n"
654 "# ifdef VERTEX_SHADER\n"
657 " gl_FrontColor = gl_Color;\n"
658 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
659 " gl_Position = ftransform();\n"
662 "# ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
665 "uniform vec4 BloomBlur_Parameters;\n"
670 " vec2 tc = gl_TexCoord[0].xy;\n"
671 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
672 " tc += BloomBlur_Parameters.xy;\n"
673 " for (i = 1;i < SAMPLES;i++)\n"
675 " color += texture2D(Texture_First, tc).rgb;\n"
676 " tc += BloomBlur_Parameters.xy;\n"
678 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
682 "#else // !MODE_BLOOMBLUR\n"
684 "varying vec2 TexCoord;\n"
685 "#ifdef USEVERTEXTEXTUREBLEND\n"
686 "varying vec2 TexCoord2;\n"
688 "varying vec2 TexCoordLightmap;\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 CubeVector;\n"
694 "#ifdef MODE_LIGHTSOURCE\n"
695 "varying vec3 LightVector;\n"
697 "#ifdef MODE_LIGHTDIRECTION\n"
698 "varying vec3 LightVector;\n"
701 "varying vec3 EyeVector;\n"
703 "varying vec3 EyeVectorModelSpace;\n"
704 "varying float FogPlaneVertexDist;\n"
707 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
708 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
709 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
711 "#ifdef MODE_WATER\n"
712 "varying vec4 ModelViewProjectionPosition;\n"
714 "#ifdef MODE_REFRACTION\n"
715 "varying vec4 ModelViewProjectionPosition;\n"
717 "#ifdef USEREFLECTION\n"
718 "varying vec4 ModelViewProjectionPosition;\n"
725 "// vertex shader specific:\n"
726 "#ifdef VERTEX_SHADER\n"
728 "uniform vec3 LightPosition;\n"
729 "uniform vec3 EyePosition;\n"
730 "uniform vec3 LightDir;\n"
731 "uniform vec4 FogPlane;\n"
733 "// 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"
737 " gl_FrontColor = gl_Color;\n"
738 " // copy the surface texcoord\n"
739 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
740 "#ifdef USEVERTEXTEXTUREBLEND\n"
741 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
743 "#ifndef MODE_LIGHTSOURCE\n"
744 "# ifndef MODE_LIGHTDIRECTION\n"
745 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
749 "#ifdef MODE_LIGHTSOURCE\n"
750 " // transform vertex position into light attenuation/cubemap space\n"
751 " // (-1 to +1 across the light box)\n"
752 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
754 " // transform unnormalized light direction into tangent space\n"
755 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
756 " // normalize it per pixel)\n"
757 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
758 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
759 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
760 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
763 "#ifdef MODE_LIGHTDIRECTION\n"
764 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
765 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
766 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
769 " // transform unnormalized eye direction into tangent space\n"
771 " vec3 EyeVectorModelSpace;\n"
773 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
774 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
775 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
776 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
779 " FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
782 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
783 " VectorS = gl_MultiTexCoord1.xyz;\n"
784 " VectorT = gl_MultiTexCoord2.xyz;\n"
785 " VectorR = gl_MultiTexCoord3.xyz;\n"
788 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
789 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
790 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
791 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
794 "// transform vertex to camera space, using ftransform to match non-VS\n"
796 " gl_Position = ftransform();\n"
798 "#ifdef MODE_WATER\n"
799 " ModelViewProjectionPosition = gl_Position;\n"
801 "#ifdef MODE_REFRACTION\n"
802 " ModelViewProjectionPosition = gl_Position;\n"
804 "#ifdef USEREFLECTION\n"
805 " ModelViewProjectionPosition = gl_Position;\n"
809 "#endif // VERTEX_SHADER\n"
814 "// fragment shader specific:\n"
815 "#ifdef FRAGMENT_SHADER\n"
817 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
818 "uniform sampler2D Texture_Normal;\n"
819 "uniform sampler2D Texture_Color;\n"
820 "uniform sampler2D Texture_Gloss;\n"
821 "uniform sampler2D Texture_Glow;\n"
822 "uniform sampler2D Texture_SecondaryNormal;\n"
823 "uniform sampler2D Texture_SecondaryColor;\n"
824 "uniform sampler2D Texture_SecondaryGloss;\n"
825 "uniform sampler2D Texture_SecondaryGlow;\n"
826 "uniform sampler2D Texture_Pants;\n"
827 "uniform sampler2D Texture_Shirt;\n"
828 "uniform sampler2D Texture_FogMask;\n"
829 "uniform sampler2D Texture_Lightmap;\n"
830 "uniform sampler2D Texture_Deluxemap;\n"
831 "uniform sampler2D Texture_Refraction;\n"
832 "uniform sampler2D Texture_Reflection;\n"
833 "uniform sampler2D Texture_Attenuation;\n"
834 "uniform samplerCube Texture_Cube;\n"
836 "#define showshadowmap 0\n"
838 "#ifdef USESHADOWMAPRECT\n"
839 "# ifdef USESHADOWSAMPLER\n"
840 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
842 "uniform sampler2DRect Texture_ShadowMapRect;\n"
846 "#ifdef USESHADOWMAP2D\n"
847 "# ifdef USESHADOWSAMPLER\n"
848 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
850 "uniform sampler2D Texture_ShadowMap2D;\n"
854 "#ifdef USESHADOWMAPVSDCT\n"
855 "uniform samplerCube Texture_CubeProjection;\n"
858 "#ifdef USESHADOWMAPCUBE\n"
859 "# ifdef USESHADOWSAMPLER\n"
860 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
862 "uniform samplerCube Texture_ShadowMapCube;\n"
866 "uniform myhalf3 LightColor;\n"
867 "uniform myhalf3 AmbientColor;\n"
868 "uniform myhalf3 DiffuseColor;\n"
869 "uniform myhalf3 SpecularColor;\n"
870 "uniform myhalf3 Color_Pants;\n"
871 "uniform myhalf3 Color_Shirt;\n"
872 "uniform myhalf3 FogColor;\n"
874 "uniform myhalf4 TintColor;\n"
877 "//#ifdef MODE_WATER\n"
878 "uniform vec4 DistortScaleRefractReflect;\n"
879 "uniform vec4 ScreenScaleRefractReflect;\n"
880 "uniform vec4 ScreenCenterRefractReflect;\n"
881 "uniform myhalf4 RefractColor;\n"
882 "uniform myhalf4 ReflectColor;\n"
883 "uniform myhalf ReflectFactor;\n"
884 "uniform myhalf ReflectOffset;\n"
886 "//# ifdef MODE_REFRACTION\n"
887 "//uniform vec4 DistortScaleRefractReflect;\n"
888 "//uniform vec4 ScreenScaleRefractReflect;\n"
889 "//uniform vec4 ScreenCenterRefractReflect;\n"
890 "//uniform myhalf4 RefractColor;\n"
891 "//# ifdef USEREFLECTION\n"
892 "//uniform myhalf4 ReflectColor;\n"
895 "//# ifdef USEREFLECTION\n"
896 "//uniform vec4 DistortScaleRefractReflect;\n"
897 "//uniform vec4 ScreenScaleRefractReflect;\n"
898 "//uniform vec4 ScreenCenterRefractReflect;\n"
899 "//uniform myhalf4 ReflectColor;\n"
904 "uniform myhalf3 GlowColor;\n"
905 "uniform myhalf SceneBrightness;\n"
907 "uniform float OffsetMapping_Scale;\n"
908 "uniform float OffsetMapping_Bias;\n"
909 "uniform float FogRangeRecip;\n"
910 "uniform float FogPlaneViewDist;\n"
911 "uniform float FogHeightFade;\n"
913 "uniform myhalf AmbientScale;\n"
914 "uniform myhalf DiffuseScale;\n"
915 "uniform myhalf SpecularScale;\n"
916 "uniform myhalf SpecularPower;\n"
918 "#ifdef USEOFFSETMAPPING\n"
919 "vec2 OffsetMapping(vec2 TexCoord)\n"
921 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
922 " // 14 sample relief mapping: linear search and then binary search\n"
923 " // this basically steps forward a small amount repeatedly until it finds\n"
924 " // itself inside solid, then jitters forward and back using decreasing\n"
925 " // amounts to find the impact\n"
926 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
927 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
928 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
929 " vec3 RT = vec3(TexCoord, 1);\n"
930 " OffsetVector *= 0.1;\n"
931 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
937 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
938 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
939 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
940 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
941 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
942 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
943 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
944 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
947 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
948 " // this basically moves forward the full distance, and then backs up based\n"
949 " // on height of samples\n"
950 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
951 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
952 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
953 " TexCoord += OffsetVector;\n"
954 " OffsetVector *= 0.333;\n"
955 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
956 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
957 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
958 " return TexCoord;\n"
961 "#endif // USEOFFSETMAPPING\n"
963 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
964 "uniform vec2 ShadowMap_TextureScale;\n"
965 "uniform vec4 ShadowMap_Parameters;\n"
968 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
969 "vec3 GetShadowMapTC2D(vec3 dir)\n"
971 " vec3 adir = abs(dir);\n"
972 "# ifndef USESHADOWMAPVSDCT\n"
976 " if (adir.x > adir.y)\n"
978 " if (adir.x > adir.z) // X\n"
982 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
988 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
993 " if (adir.y > adir.z) // Y\n"
997 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1003 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1007 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1008 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1009 " stc.z += ShadowMap_Parameters.z;\n"
1010 "# if showshadowmap\n"
1011 " stc.xy *= ShadowMap_TextureScale;\n"
1015 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1016 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1017 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1018 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1019 " stc.z += ShadowMap_Parameters.z;\n"
1020 "# if showshadowmap\n"
1021 " stc.xy *= ShadowMap_TextureScale;\n"
1026 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1028 "#ifdef USESHADOWMAPCUBE\n"
1029 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1031 " vec3 adir = abs(dir);\n"
1032 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1036 "#if !showshadowmap\n"
1037 "# ifdef USESHADOWMAPRECT\n"
1038 "float ShadowMapCompare(vec3 dir)\n"
1040 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1042 "# ifdef USESHADOWSAMPLER\n"
1044 "# ifdef USESHADOWMAPPCF\n"
1045 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1046 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1048 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1053 "# ifdef USESHADOWMAPPCF\n"
1054 "# if USESHADOWMAPPCF > 1\n"
1055 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1056 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1057 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1058 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1059 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1060 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1061 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1062 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1064 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1065 " vec2 offset = fract(shadowmaptc.xy);\n"
1066 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1067 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1068 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1069 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1070 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1073 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1081 "# ifdef USESHADOWMAP2D\n"
1082 "float ShadowMapCompare(vec3 dir)\n"
1084 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1087 "# ifdef USESHADOWSAMPLER\n"
1088 "# ifdef USESHADOWMAPPCF\n"
1089 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1090 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1091 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1093 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1096 "# ifdef USESHADOWMAPPCF\n"
1097 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1098 "# ifdef GL_ARB_texture_gather\n"
1099 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1101 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1103 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1104 " center *= ShadowMap_TextureScale;\n"
1105 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1106 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1107 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1108 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1109 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1110 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1111 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1113 "# ifdef GL_EXT_gpu_shader4\n"
1114 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1116 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1118 "# if USESHADOWMAPPCF > 1\n"
1119 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1120 " center *= ShadowMap_TextureScale;\n"
1121 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1122 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1123 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1124 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1125 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1126 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1128 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1129 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1130 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1131 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1132 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1133 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1137 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1144 "# ifdef USESHADOWMAPCUBE\n"
1145 "float ShadowMapCompare(vec3 dir)\n"
1147 " // apply depth texture cubemap as light filter\n"
1148 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1150 "# ifdef USESHADOWSAMPLER\n"
1151 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1153 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1160 "#ifdef MODE_WATER\n"
1165 "#ifdef USEOFFSETMAPPING\n"
1166 " // apply offsetmapping\n"
1167 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1168 "#define TexCoord TexCoordOffset\n"
1171 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1172 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1173 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1174 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1175 " // FIXME temporary hack to detect the case that the reflection\n"
1176 " // gets blackened at edges due to leaving the area that contains actual\n"
1178 " // Remove this 'ack once we have a better way to stop this thing from\n"
1180 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1181 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1182 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1183 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1184 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1185 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1186 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1187 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1188 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1189 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1190 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1191 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1194 "#else // !MODE_WATER\n"
1195 "#ifdef MODE_REFRACTION\n"
1197 "// refraction pass\n"
1200 "#ifdef USEOFFSETMAPPING\n"
1201 " // apply offsetmapping\n"
1202 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1203 "#define TexCoord TexCoordOffset\n"
1206 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1207 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1208 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1209 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1210 " // FIXME temporary hack to detect the case that the reflection\n"
1211 " // gets blackened at edges due to leaving the area that contains actual\n"
1213 " // Remove this 'ack once we have a better way to stop this thing from\n"
1215 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1216 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1217 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1218 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1219 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1220 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1223 "#else // !MODE_REFRACTION\n"
1226 "#ifdef USEOFFSETMAPPING\n"
1227 " // apply offsetmapping\n"
1228 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1229 "#define TexCoord TexCoordOffset\n"
1232 " // combine the diffuse textures (base, pants, shirt)\n"
1233 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1234 "#ifdef USECOLORMAPPING\n"
1235 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1237 "#ifdef USEVERTEXTEXTUREBLEND\n"
1238 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1239 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1240 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1241 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1243 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1246 "#ifdef USEDIFFUSE\n"
1247 " // get the surface normal and the gloss color\n"
1248 "# ifdef USEVERTEXTEXTUREBLEND\n"
1249 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1250 "# ifdef USESPECULAR\n"
1251 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1254 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1255 "# ifdef USESPECULAR\n"
1256 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1263 "#ifdef MODE_LIGHTSOURCE\n"
1264 " // light source\n"
1266 " // calculate surface normal, light normal, and specular normal\n"
1267 " // compute color intensity for the two textures (colormap and glossmap)\n"
1268 " // scale by light color and attenuation as efficiently as possible\n"
1269 " // (do as much scalar math as possible rather than vector math)\n"
1270 "# ifdef USEDIFFUSE\n"
1271 " // get the light normal\n"
1272 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1274 "# ifdef USESPECULAR\n"
1275 "# ifndef USEEXACTSPECULARMATH\n"
1276 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1279 " // calculate directional shading\n"
1280 "# ifdef USEEXACTSPECULARMATH\n"
1281 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1283 " 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"
1286 "# ifdef USEDIFFUSE\n"
1287 " // calculate directional shading\n"
1288 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1290 " // calculate directionless shading\n"
1291 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1295 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1296 "#if !showshadowmap\n"
1297 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1301 "# ifdef USECUBEFILTER\n"
1302 " // apply light cubemap filter\n"
1303 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1304 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1306 "#endif // MODE_LIGHTSOURCE\n"
1311 "#ifdef MODE_LIGHTDIRECTION\n"
1312 " // directional model lighting\n"
1313 "# ifdef USEDIFFUSE\n"
1314 " // get the light normal\n"
1315 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1317 "# ifdef USESPECULAR\n"
1318 " // calculate directional shading\n"
1319 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1320 "# ifdef USEEXACTSPECULARMATH\n"
1321 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1323 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1324 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1327 "# ifdef USEDIFFUSE\n"
1329 " // calculate directional shading\n"
1330 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1332 " color.rgb *= AmbientColor;\n"
1335 "#endif // MODE_LIGHTDIRECTION\n"
1340 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1341 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1343 " // get the light normal\n"
1344 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1345 " myhalf3 diffusenormal;\n"
1346 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1347 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1348 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1349 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1350 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1351 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1352 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1353 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1354 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1355 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1356 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1357 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1358 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1359 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1360 "# ifdef USESPECULAR\n"
1361 "# ifdef USEEXACTSPECULARMATH\n"
1362 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1364 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1365 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1369 " // apply lightmap color\n"
1370 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1371 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1376 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1377 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1379 " // get the light normal\n"
1380 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1381 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1382 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1383 "# ifdef USESPECULAR\n"
1384 "# ifdef USEEXACTSPECULARMATH\n"
1385 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1387 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1388 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1392 " // apply lightmap color\n"
1393 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1394 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1399 "#ifdef MODE_LIGHTMAP\n"
1400 " // apply lightmap color\n"
1401 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1402 "#endif // MODE_LIGHTMAP\n"
1407 "#ifdef MODE_VERTEXCOLOR\n"
1408 " // apply lightmap color\n"
1409 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1410 "#endif // MODE_VERTEXCOLOR\n"
1415 "#ifdef MODE_FLATCOLOR\n"
1416 "#endif // MODE_FLATCOLOR\n"
1424 " color *= TintColor;\n"
1427 "#ifdef USEVERTEXTEXTUREBLEND\n"
1428 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1430 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1434 " color.rgb *= SceneBrightness;\n"
1436 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1439 "#ifdef USEFOGOUTSIDE\n"
1440 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1442 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1444 "// float FogHeightFade1 = -0.5/1024.0;\n"
1445 "// if (FogPlaneViewDist >= 0.0)\n"
1446 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1448 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1449 "//# ifdef USEFOGABOVE\n"
1450 "// if (FogPlaneViewDist >= 0.0)\n"
1451 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1453 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1454 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1455 "// fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1456 "// fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1457 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1459 " //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1460 " //float fade = -0.5/128.0;\n"
1461 " //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1462 " //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1464 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1465 " //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1466 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1467 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1468 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1470 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1473 " // 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"
1474 "#ifdef USEREFLECTION\n"
1475 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1476 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1477 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1478 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1479 " // FIXME temporary hack to detect the case that the reflection\n"
1480 " // gets blackened at edges due to leaving the area that contains actual\n"
1482 " // Remove this 'ack once we have a better way to stop this thing from\n"
1484 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1485 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1486 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1487 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1488 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1489 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1492 " gl_FragColor = vec4(color);\n"
1494 "#if showshadowmap\n"
1495 "# ifdef USESHADOWMAPRECT\n"
1496 "# ifdef USESHADOWSAMPLER\n"
1497 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1499 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1502 "# ifdef USESHADOWMAP2D\n"
1503 "# ifdef USESHADOWSAMPLER\n"
1504 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1506 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1510 "# ifdef USESHADOWMAPCUBE\n"
1511 "# ifdef USESHADOWSAMPLER\n"
1512 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1514 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1519 "#endif // !MODE_REFRACTION\n"
1520 "#endif // !MODE_WATER\n"
1522 "#endif // FRAGMENT_SHADER\n"
1524 "#endif // !MODE_BLOOMBLUR\n"
1525 "#endif // !MODE_GENERIC\n"
1526 "#endif // !MODE_POSTPROCESS\n"
1527 "#endif // !MODE_SHOWDEPTH\n"
1528 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1531 typedef struct shaderpermutationinfo_s
1533 const char *pretext;
1536 shaderpermutationinfo_t;
1538 typedef struct shadermodeinfo_s
1540 const char *vertexfilename;
1541 const char *geometryfilename;
1542 const char *fragmentfilename;
1543 const char *pretext;
1548 typedef enum shaderpermutation_e
1550 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1551 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1552 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1553 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1554 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1555 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1556 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1557 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1558 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1559 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1560 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1561 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1562 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1563 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1564 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1565 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1566 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1567 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1568 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1569 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1570 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1571 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1572 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1573 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1574 SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1575 SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1577 shaderpermutation_t;
1579 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1580 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1582 {"#define USEDIFFUSE\n", " diffuse"},
1583 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1584 {"#define USEVIEWTINT\n", " viewtint"},
1585 {"#define USECOLORMAPPING\n", " colormapping"},
1586 {"#define USESATURATION\n", " saturation"},
1587 {"#define USEFOGINSIDE\n", " foginside"},
1588 {"#define USEFOGOUTSIDE\n", " fogoutside"},
1589 {"#define USEGAMMARAMPS\n", " gammaramps"},
1590 {"#define USECUBEFILTER\n", " cubefilter"},
1591 {"#define USEGLOW\n", " glow"},
1592 {"#define USEBLOOM\n", " bloom"},
1593 {"#define USESPECULAR\n", " specular"},
1594 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1595 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1596 {"#define USEREFLECTION\n", " reflection"},
1597 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1598 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1599 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1600 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1601 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1602 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1603 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1604 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1605 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1608 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1609 typedef enum shadermode_e
1611 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1612 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1613 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1614 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1615 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1616 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1617 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1618 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1619 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1620 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1621 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1622 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1623 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1628 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1629 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1631 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1632 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1633 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1634 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1635 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1636 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1637 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1638 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1639 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1640 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1641 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1642 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1643 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1646 struct r_glsl_permutation_s;
1647 typedef struct r_glsl_permutation_s
1649 /// hash lookup data
1650 struct r_glsl_permutation_s *hashnext;
1652 unsigned int permutation;
1654 /// indicates if we have tried compiling this permutation already
1656 /// 0 if compilation failed
1658 /// locations of detected uniforms in program object, or -1 if not found
1659 int loc_Texture_First;
1660 int loc_Texture_Second;
1661 int loc_Texture_GammaRamps;
1662 int loc_Texture_Normal;
1663 int loc_Texture_Color;
1664 int loc_Texture_Gloss;
1665 int loc_Texture_Glow;
1666 int loc_Texture_SecondaryNormal;
1667 int loc_Texture_SecondaryColor;
1668 int loc_Texture_SecondaryGloss;
1669 int loc_Texture_SecondaryGlow;
1670 int loc_Texture_Pants;
1671 int loc_Texture_Shirt;
1672 int loc_Texture_FogMask;
1673 int loc_Texture_Lightmap;
1674 int loc_Texture_Deluxemap;
1675 int loc_Texture_Attenuation;
1676 int loc_Texture_Cube;
1677 int loc_Texture_Refraction;
1678 int loc_Texture_Reflection;
1679 int loc_Texture_ShadowMapRect;
1680 int loc_Texture_ShadowMapCube;
1681 int loc_Texture_ShadowMap2D;
1682 int loc_Texture_CubeProjection;
1684 int loc_LightPosition;
1685 int loc_EyePosition;
1686 int loc_Color_Pants;
1687 int loc_Color_Shirt;
1689 int loc_FogPlaneViewDist;
1690 int loc_FogRangeRecip;
1691 int loc_FogHeightFade;
1692 int loc_AmbientScale;
1693 int loc_DiffuseScale;
1694 int loc_SpecularScale;
1695 int loc_SpecularPower;
1697 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1698 int loc_OffsetMapping_Scale;
1700 int loc_AmbientColor;
1701 int loc_DiffuseColor;
1702 int loc_SpecularColor;
1704 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1705 int loc_GammaCoeff; ///< 1 / gamma
1706 int loc_DistortScaleRefractReflect;
1707 int loc_ScreenScaleRefractReflect;
1708 int loc_ScreenCenterRefractReflect;
1709 int loc_RefractColor;
1710 int loc_ReflectColor;
1711 int loc_ReflectFactor;
1712 int loc_ReflectOffset;
1720 int loc_ShadowMap_TextureScale;
1721 int loc_ShadowMap_Parameters;
1723 r_glsl_permutation_t;
1725 #define SHADERPERMUTATION_HASHSIZE 256
1727 /// information about each possible shader permutation
1728 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1729 /// currently selected permutation
1730 r_glsl_permutation_t *r_glsl_permutation;
1731 /// storage for permutations linked in the hash table
1732 memexpandablearray_t r_glsl_permutationarray;
1734 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1736 //unsigned int hashdepth = 0;
1737 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1738 r_glsl_permutation_t *p;
1739 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1741 if (p->mode == mode && p->permutation == permutation)
1743 //if (hashdepth > 10)
1744 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1749 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1751 p->permutation = permutation;
1752 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1753 r_glsl_permutationhash[mode][hashindex] = p;
1754 //if (hashdepth > 10)
1755 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1759 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1762 if (!filename || !filename[0])
1764 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1767 if (printfromdisknotice)
1768 Con_DPrint("from disk... ");
1769 return shaderstring;
1771 else if (!strcmp(filename, "glsl/default.glsl"))
1773 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1774 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1776 return shaderstring;
1779 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1782 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1783 int vertstrings_count = 0;
1784 int geomstrings_count = 0;
1785 int fragstrings_count = 0;
1786 char *vertexstring, *geometrystring, *fragmentstring;
1787 const char *vertstrings_list[32+3];
1788 const char *geomstrings_list[32+3];
1789 const char *fragstrings_list[32+3];
1790 char permutationname[256];
1797 permutationname[0] = 0;
1798 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1799 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1800 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1802 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1804 // the first pretext is which type of shader to compile as
1805 // (later these will all be bound together as a program object)
1806 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1807 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1808 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1810 // the second pretext is the mode (for example a light source)
1811 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1812 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1813 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1814 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1816 // now add all the permutation pretexts
1817 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1819 if (permutation & (1<<i))
1821 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1822 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1823 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1824 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1828 // keep line numbers correct
1829 vertstrings_list[vertstrings_count++] = "\n";
1830 geomstrings_list[geomstrings_count++] = "\n";
1831 fragstrings_list[fragstrings_count++] = "\n";
1835 // now append the shader text itself
1836 vertstrings_list[vertstrings_count++] = vertexstring;
1837 geomstrings_list[geomstrings_count++] = geometrystring;
1838 fragstrings_list[fragstrings_count++] = fragmentstring;
1840 // if any sources were NULL, clear the respective list
1842 vertstrings_count = 0;
1843 if (!geometrystring)
1844 geomstrings_count = 0;
1845 if (!fragmentstring)
1846 fragstrings_count = 0;
1848 // compile the shader program
1849 if (vertstrings_count + geomstrings_count + fragstrings_count)
1850 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1854 qglUseProgramObjectARB(p->program);CHECKGLERROR
1855 // look up all the uniform variable names we care about, so we don't
1856 // have to look them up every time we set them
1857 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1858 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1859 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1860 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1861 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1862 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1863 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1864 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1865 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1866 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1867 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1868 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1869 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1870 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1871 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1872 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1873 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1874 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1875 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1876 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1877 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1878 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1879 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1880 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1881 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1882 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1883 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1884 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1885 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1886 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
1887 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1888 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1889 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
1890 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1891 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1892 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1893 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1894 p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
1895 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1896 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1897 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1898 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1899 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1900 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1901 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1902 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1903 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1904 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1905 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1906 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1907 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1908 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1909 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1910 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1911 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1912 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1913 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1914 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1915 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1916 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1917 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1918 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1919 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1920 // initialize the samplers to refer to the texture units we use
1921 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1922 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1923 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1924 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1925 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1926 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1927 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1928 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1929 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1930 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1931 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1932 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1933 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1934 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1935 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1936 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1937 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1938 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1939 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1940 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1941 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1942 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1943 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1944 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1946 if (developer.integer)
1947 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1950 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1954 Mem_Free(vertexstring);
1956 Mem_Free(geometrystring);
1958 Mem_Free(fragmentstring);
1961 void R_GLSL_Restart_f(void)
1963 unsigned int i, limit;
1964 r_glsl_permutation_t *p;
1965 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1966 for (i = 0;i < limit;i++)
1968 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1970 GL_Backend_FreeProgram(p->program);
1971 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1974 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1977 void R_GLSL_DumpShader_f(void)
1981 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1984 Con_Printf("failed to write to glsl/default.glsl\n");
1988 FS_Print(file, "/* The engine may define the following macros:\n");
1989 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1990 for (i = 0;i < SHADERMODE_COUNT;i++)
1991 FS_Print(file, shadermodeinfo[i].pretext);
1992 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1993 FS_Print(file, shaderpermutationinfo[i].pretext);
1994 FS_Print(file, "*/\n");
1995 FS_Print(file, builtinshaderstring);
1998 Con_Printf("glsl/default.glsl written\n");
2001 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
2003 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2004 if (r_glsl_permutation != perm)
2006 r_glsl_permutation = perm;
2007 if (!r_glsl_permutation->program)
2009 if (!r_glsl_permutation->compiled)
2010 R_GLSL_CompilePermutation(perm, mode, permutation);
2011 if (!r_glsl_permutation->program)
2013 // remove features until we find a valid permutation
2015 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2017 // reduce i more quickly whenever it would not remove any bits
2018 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2019 if (!(permutation & j))
2022 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2023 if (!r_glsl_permutation->compiled)
2024 R_GLSL_CompilePermutation(perm, mode, permutation);
2025 if (r_glsl_permutation->program)
2028 if (i >= SHADERPERMUTATION_COUNT)
2030 Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
2031 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2032 qglUseProgramObjectARB(0);CHECKGLERROR
2033 return; // no bit left to clear, entire mode is broken
2038 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2042 void R_SetupGenericShader(qboolean usetexture)
2044 switch(vid.renderpath)
2046 case RENDERPATH_GL20:
2047 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2049 case RENDERPATH_GL13:
2050 case RENDERPATH_GL11:
2055 void R_SetupGenericTwoTextureShader(int texturemode)
2057 switch (vid.renderpath)
2059 case RENDERPATH_GL20:
2060 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2062 case RENDERPATH_GL13:
2063 case RENDERPATH_GL11:
2064 R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1);
2069 void R_SetupDepthOrShadowShader(void)
2071 switch (vid.renderpath)
2073 case RENDERPATH_GL20:
2074 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2076 case RENDERPATH_GL13:
2078 case RENDERPATH_GL11:
2083 void R_SetupShowDepthShader(void)
2085 switch (vid.renderpath)
2087 case RENDERPATH_GL20:
2088 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2090 case RENDERPATH_GL13:
2092 case RENDERPATH_GL11:
2097 extern rtexture_t *r_shadow_attenuationgradienttexture;
2098 extern rtexture_t *r_shadow_attenuation2dtexture;
2099 extern rtexture_t *r_shadow_attenuation3dtexture;
2100 extern qboolean r_shadow_usingshadowmaprect;
2101 extern qboolean r_shadow_usingshadowmapcube;
2102 extern qboolean r_shadow_usingshadowmap2d;
2103 extern float r_shadow_shadowmap_texturescale[2];
2104 extern float r_shadow_shadowmap_parameters[4];
2105 extern qboolean r_shadow_shadowmapvsdct;
2106 extern qboolean r_shadow_shadowmapsampler;
2107 extern int r_shadow_shadowmappcf;
2108 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2110 // select a permutation of the lighting shader appropriate to this
2111 // combination of texture, entity, light source, and fogging, only use the
2112 // minimum features necessary to avoid wasting rendering time in the
2113 // fragment shader on features that are not being used
2114 unsigned int permutation = 0;
2115 unsigned int mode = 0;
2116 // TODO: implement geometry-shader based shadow volumes someday
2117 if (r_glsl_offsetmapping.integer)
2119 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2120 if (r_glsl_offsetmapping_reliefmapping.integer)
2121 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2123 if (rsurfacepass == RSURFPASS_BACKGROUND)
2125 // distorted background
2126 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2127 mode = SHADERMODE_WATER;
2129 mode = SHADERMODE_REFRACTION;
2131 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2134 mode = SHADERMODE_LIGHTSOURCE;
2135 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2136 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2137 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2138 permutation |= SHADERPERMUTATION_CUBEFILTER;
2139 if (diffusescale > 0)
2140 permutation |= SHADERPERMUTATION_DIFFUSE;
2141 if (specularscale > 0)
2142 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2143 if (r_refdef.fogenabled)
2144 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2145 if (rsurface.texture->colormapping)
2146 permutation |= SHADERPERMUTATION_COLORMAPPING;
2147 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2149 if (r_shadow_usingshadowmaprect)
2150 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2151 if (r_shadow_usingshadowmap2d)
2152 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2153 if (r_shadow_usingshadowmapcube)
2154 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2155 else if(r_shadow_shadowmapvsdct)
2156 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2158 if (r_shadow_shadowmapsampler)
2159 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2160 if (r_shadow_shadowmappcf > 1)
2161 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2162 else if (r_shadow_shadowmappcf)
2163 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2166 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2168 // unshaded geometry (fullbright or ambient model lighting)
2169 mode = SHADERMODE_FLATCOLOR;
2170 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2171 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2172 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2173 permutation |= SHADERPERMUTATION_GLOW;
2174 if (r_refdef.fogenabled)
2175 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2176 if (rsurface.texture->colormapping)
2177 permutation |= SHADERPERMUTATION_COLORMAPPING;
2178 if (r_glsl_offsetmapping.integer)
2180 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2181 if (r_glsl_offsetmapping_reliefmapping.integer)
2182 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2184 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2185 permutation |= SHADERPERMUTATION_REFLECTION;
2187 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2189 // directional model lighting
2190 mode = SHADERMODE_LIGHTDIRECTION;
2191 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2192 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2193 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2194 permutation |= SHADERPERMUTATION_GLOW;
2195 permutation |= SHADERPERMUTATION_DIFFUSE;
2196 if (specularscale > 0)
2197 permutation |= SHADERPERMUTATION_SPECULAR;
2198 if (r_refdef.fogenabled)
2199 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2200 if (rsurface.texture->colormapping)
2201 permutation |= SHADERPERMUTATION_COLORMAPPING;
2202 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2203 permutation |= SHADERPERMUTATION_REFLECTION;
2205 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2207 // ambient model lighting
2208 mode = SHADERMODE_LIGHTDIRECTION;
2209 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2210 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2211 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2212 permutation |= SHADERPERMUTATION_GLOW;
2213 if (r_refdef.fogenabled)
2214 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2215 if (rsurface.texture->colormapping)
2216 permutation |= SHADERPERMUTATION_COLORMAPPING;
2217 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2218 permutation |= SHADERPERMUTATION_REFLECTION;
2223 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2225 // deluxemapping (light direction texture)
2226 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2227 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2229 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2230 permutation |= SHADERPERMUTATION_DIFFUSE;
2231 if (specularscale > 0)
2232 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2234 else if (r_glsl_deluxemapping.integer >= 2)
2236 // fake deluxemapping (uniform light direction in tangentspace)
2237 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2238 permutation |= SHADERPERMUTATION_DIFFUSE;
2239 if (specularscale > 0)
2240 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2242 else if (rsurface.uselightmaptexture)
2244 // ordinary lightmapping (q1bsp, q3bsp)
2245 mode = SHADERMODE_LIGHTMAP;
2249 // ordinary vertex coloring (q3bsp)
2250 mode = SHADERMODE_VERTEXCOLOR;
2252 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2253 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2254 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2255 permutation |= SHADERPERMUTATION_GLOW;
2256 if (r_refdef.fogenabled)
2257 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2258 if (rsurface.texture->colormapping)
2259 permutation |= SHADERPERMUTATION_COLORMAPPING;
2260 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2261 permutation |= SHADERPERMUTATION_REFLECTION;
2263 if(permutation & SHADERPERMUTATION_SPECULAR)
2264 if(r_shadow_glossexact.integer)
2265 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2266 R_SetupShader_SetPermutation(mode, permutation);
2267 if (mode == SHADERMODE_LIGHTSOURCE)
2269 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2270 if (permutation & SHADERPERMUTATION_DIFFUSE)
2272 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2273 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2274 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2275 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2279 // ambient only is simpler
2280 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]);
2281 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2282 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2283 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2285 // additive passes are only darkened by fog, not tinted
2286 if (r_glsl_permutation->loc_FogColor >= 0)
2287 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2288 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2289 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2293 if (mode == SHADERMODE_LIGHTDIRECTION)
2295 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);
2296 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);
2297 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);
2298 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]);
2302 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2303 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2304 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2306 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]);
2307 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2308 // additive passes are only darkened by fog, not tinted
2309 if (r_glsl_permutation->loc_FogColor >= 0)
2311 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2312 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2314 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2316 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);
2317 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]);
2318 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]);
2319 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2320 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2321 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2322 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2324 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2325 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2326 if (r_glsl_permutation->loc_Color_Pants >= 0)
2328 if (rsurface.texture->currentskinframe->pants)
2329 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2331 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2333 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2335 if (rsurface.texture->currentskinframe->shirt)
2336 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2338 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2340 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2341 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2342 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2343 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2344 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2346 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2350 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2352 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2356 #define SKINFRAME_HASH 1024
2360 int loadsequence; // incremented each level change
2361 memexpandablearray_t array;
2362 skinframe_t *hash[SKINFRAME_HASH];
2365 r_skinframe_t r_skinframe;
2367 void R_SkinFrame_PrepareForPurge(void)
2369 r_skinframe.loadsequence++;
2370 // wrap it without hitting zero
2371 if (r_skinframe.loadsequence >= 200)
2372 r_skinframe.loadsequence = 1;
2375 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2379 // mark the skinframe as used for the purging code
2380 skinframe->loadsequence = r_skinframe.loadsequence;
2383 void R_SkinFrame_Purge(void)
2387 for (i = 0;i < SKINFRAME_HASH;i++)
2389 for (s = r_skinframe.hash[i];s;s = s->next)
2391 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2393 if (s->merged == s->base)
2395 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2396 R_PurgeTexture(s->stain );s->stain = NULL;
2397 R_PurgeTexture(s->merged);s->merged = NULL;
2398 R_PurgeTexture(s->base );s->base = NULL;
2399 R_PurgeTexture(s->pants );s->pants = NULL;
2400 R_PurgeTexture(s->shirt );s->shirt = NULL;
2401 R_PurgeTexture(s->nmap );s->nmap = NULL;
2402 R_PurgeTexture(s->gloss );s->gloss = NULL;
2403 R_PurgeTexture(s->glow );s->glow = NULL;
2404 R_PurgeTexture(s->fog );s->fog = NULL;
2405 s->loadsequence = 0;
2411 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2413 char basename[MAX_QPATH];
2415 Image_StripImageExtension(name, basename, sizeof(basename));
2417 if( last == NULL ) {
2419 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2420 item = r_skinframe.hash[hashindex];
2425 // linearly search through the hash bucket
2426 for( ; item ; item = item->next ) {
2427 if( !strcmp( item->basename, basename ) ) {
2434 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2438 char basename[MAX_QPATH];
2440 Image_StripImageExtension(name, basename, sizeof(basename));
2442 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2443 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2444 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2448 rtexture_t *dyntexture;
2449 // check whether its a dynamic texture
2450 dyntexture = CL_GetDynTexture( basename );
2451 if (!add && !dyntexture)
2453 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2454 memset(item, 0, sizeof(*item));
2455 strlcpy(item->basename, basename, sizeof(item->basename));
2456 item->base = dyntexture; // either NULL or dyntexture handle
2457 item->textureflags = textureflags;
2458 item->comparewidth = comparewidth;
2459 item->compareheight = compareheight;
2460 item->comparecrc = comparecrc;
2461 item->next = r_skinframe.hash[hashindex];
2462 r_skinframe.hash[hashindex] = item;
2464 else if( item->base == NULL )
2466 rtexture_t *dyntexture;
2467 // check whether its a dynamic texture
2468 // 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]
2469 dyntexture = CL_GetDynTexture( basename );
2470 item->base = dyntexture; // either NULL or dyntexture handle
2473 R_SkinFrame_MarkUsed(item);
2477 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2479 unsigned long long avgcolor[5], wsum; \
2487 for(pix = 0; pix < cnt; ++pix) \
2490 for(comp = 0; comp < 3; ++comp) \
2492 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2495 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2497 for(comp = 0; comp < 3; ++comp) \
2498 avgcolor[comp] += getpixel * w; \
2501 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2502 avgcolor[4] += getpixel; \
2504 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2506 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2507 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2508 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2509 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2512 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2515 unsigned char *pixels;
2516 unsigned char *bumppixels;
2517 unsigned char *basepixels = NULL;
2518 int basepixels_width;
2519 int basepixels_height;
2520 skinframe_t *skinframe;
2522 if (cls.state == ca_dedicated)
2525 // return an existing skinframe if already loaded
2526 // if loading of the first image fails, don't make a new skinframe as it
2527 // would cause all future lookups of this to be missing
2528 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2529 if (skinframe && skinframe->base)
2532 basepixels = loadimagepixelsbgra(name, complain, true);
2533 if (basepixels == NULL)
2536 if (developer_loading.integer)
2537 Con_Printf("loading skin \"%s\"\n", name);
2539 // we've got some pixels to store, so really allocate this new texture now
2541 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2542 skinframe->stain = NULL;
2543 skinframe->merged = NULL;
2544 skinframe->base = r_texture_notexture;
2545 skinframe->pants = NULL;
2546 skinframe->shirt = NULL;
2547 skinframe->nmap = r_texture_blanknormalmap;
2548 skinframe->gloss = NULL;
2549 skinframe->glow = NULL;
2550 skinframe->fog = NULL;
2551 skinframe->hasalpha = false;
2553 basepixels_width = image_width;
2554 basepixels_height = image_height;
2555 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);
2557 if (textureflags & TEXF_ALPHA)
2559 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2561 if (basepixels[j] < 255)
2563 skinframe->hasalpha = true;
2567 if (r_loadfog && skinframe->hasalpha)
2569 // has transparent pixels
2570 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2571 for (j = 0;j < image_width * image_height * 4;j += 4)
2576 pixels[j+3] = basepixels[j+3];
2578 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);
2583 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2584 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2586 // _norm is the name used by tenebrae and has been adopted as standard
2587 if (r_loadnormalmap)
2589 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2591 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2595 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2597 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2598 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2599 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2601 Mem_Free(bumppixels);
2603 else if (r_shadow_bumpscale_basetexture.value > 0)
2605 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2606 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2607 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2611 // _luma is supported for tenebrae compatibility
2612 // (I think it's a very stupid name, but oh well)
2613 // _glow is the preferred name
2614 if ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {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;}
2615 if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {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;}
2616 if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {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;}
2617 if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {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;}
2620 Mem_Free(basepixels);
2625 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2626 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2629 unsigned char *temp1, *temp2;
2630 skinframe_t *skinframe;
2632 if (cls.state == ca_dedicated)
2635 // if already loaded just return it, otherwise make a new skinframe
2636 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2637 if (skinframe && skinframe->base)
2640 skinframe->stain = NULL;
2641 skinframe->merged = NULL;
2642 skinframe->base = r_texture_notexture;
2643 skinframe->pants = NULL;
2644 skinframe->shirt = NULL;
2645 skinframe->nmap = r_texture_blanknormalmap;
2646 skinframe->gloss = NULL;
2647 skinframe->glow = NULL;
2648 skinframe->fog = NULL;
2649 skinframe->hasalpha = false;
2651 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2655 if (developer_loading.integer)
2656 Con_Printf("loading 32bit skin \"%s\"\n", name);
2658 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2660 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2661 temp2 = temp1 + width * height * 4;
2662 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2663 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2666 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2667 if (textureflags & TEXF_ALPHA)
2669 for (i = 3;i < width * height * 4;i += 4)
2671 if (skindata[i] < 255)
2673 skinframe->hasalpha = true;
2677 if (r_loadfog && skinframe->hasalpha)
2679 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2680 memcpy(fogpixels, skindata, width * height * 4);
2681 for (i = 0;i < width * height * 4;i += 4)
2682 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2683 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2684 Mem_Free(fogpixels);
2688 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2689 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2694 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2698 skinframe_t *skinframe;
2700 if (cls.state == ca_dedicated)
2703 // if already loaded just return it, otherwise make a new skinframe
2704 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2705 if (skinframe && skinframe->base)
2708 skinframe->stain = NULL;
2709 skinframe->merged = NULL;
2710 skinframe->base = r_texture_notexture;
2711 skinframe->pants = NULL;
2712 skinframe->shirt = NULL;
2713 skinframe->nmap = r_texture_blanknormalmap;
2714 skinframe->gloss = NULL;
2715 skinframe->glow = NULL;
2716 skinframe->fog = NULL;
2717 skinframe->hasalpha = false;
2719 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2723 if (developer_loading.integer)
2724 Con_Printf("loading quake skin \"%s\"\n", name);
2726 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2727 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
2728 memcpy(skinframe->qpixels, skindata, width*height);
2729 skinframe->qwidth = width;
2730 skinframe->qheight = height;
2733 for (i = 0;i < width * height;i++)
2734 featuresmask |= palette_featureflags[skindata[i]];
2736 skinframe->hasalpha = false;
2737 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2738 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2739 skinframe->qgeneratemerged = true;
2740 skinframe->qgeneratebase = skinframe->qhascolormapping;
2741 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2743 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2744 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2749 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2753 unsigned char *skindata;
2755 if (!skinframe->qpixels)
2758 if (!skinframe->qhascolormapping)
2759 colormapped = false;
2763 if (!skinframe->qgeneratebase)
2768 if (!skinframe->qgeneratemerged)
2772 width = skinframe->qwidth;
2773 height = skinframe->qheight;
2774 skindata = skinframe->qpixels;
2776 if (skinframe->qgeneratenmap)
2778 unsigned char *temp1, *temp2;
2779 skinframe->qgeneratenmap = false;
2780 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2781 temp2 = temp1 + width * height * 4;
2782 // use either a custom palette or the quake palette
2783 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2784 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2785 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2789 if (skinframe->qgenerateglow)
2791 skinframe->qgenerateglow = false;
2792 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
2797 skinframe->qgeneratebase = false;
2798 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2799 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
2800 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
2804 skinframe->qgeneratemerged = false;
2805 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2808 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2810 Mem_Free(skinframe->qpixels);
2811 skinframe->qpixels = NULL;
2815 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2818 skinframe_t *skinframe;
2820 if (cls.state == ca_dedicated)
2823 // if already loaded just return it, otherwise make a new skinframe
2824 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2825 if (skinframe && skinframe->base)
2828 skinframe->stain = NULL;
2829 skinframe->merged = NULL;
2830 skinframe->base = r_texture_notexture;
2831 skinframe->pants = NULL;
2832 skinframe->shirt = NULL;
2833 skinframe->nmap = r_texture_blanknormalmap;
2834 skinframe->gloss = NULL;
2835 skinframe->glow = NULL;
2836 skinframe->fog = NULL;
2837 skinframe->hasalpha = false;
2839 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2843 if (developer_loading.integer)
2844 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2846 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
2847 if (textureflags & TEXF_ALPHA)
2849 for (i = 0;i < width * height;i++)
2851 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2853 skinframe->hasalpha = true;
2857 if (r_loadfog && skinframe->hasalpha)
2858 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
2861 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2862 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2867 skinframe_t *R_SkinFrame_LoadMissing(void)
2869 skinframe_t *skinframe;
2871 if (cls.state == ca_dedicated)
2874 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2875 skinframe->stain = NULL;
2876 skinframe->merged = NULL;
2877 skinframe->base = r_texture_notexture;
2878 skinframe->pants = NULL;
2879 skinframe->shirt = NULL;
2880 skinframe->nmap = r_texture_blanknormalmap;
2881 skinframe->gloss = NULL;
2882 skinframe->glow = NULL;
2883 skinframe->fog = NULL;
2884 skinframe->hasalpha = false;
2886 skinframe->avgcolor[0] = rand() / RAND_MAX;
2887 skinframe->avgcolor[1] = rand() / RAND_MAX;
2888 skinframe->avgcolor[2] = rand() / RAND_MAX;
2889 skinframe->avgcolor[3] = 1;
2894 void R_Main_FreeViewCache(void)
2896 if (r_refdef.viewcache.entityvisible)
2897 Mem_Free(r_refdef.viewcache.entityvisible);
2898 if (r_refdef.viewcache.world_pvsbits)
2899 Mem_Free(r_refdef.viewcache.world_pvsbits);
2900 if (r_refdef.viewcache.world_leafvisible)
2901 Mem_Free(r_refdef.viewcache.world_leafvisible);
2902 if (r_refdef.viewcache.world_surfacevisible)
2903 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2904 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2907 void R_Main_ResizeViewCache(void)
2909 int numentities = r_refdef.scene.numentities;
2910 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2911 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2912 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2913 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2914 if (r_refdef.viewcache.maxentities < numentities)
2916 r_refdef.viewcache.maxentities = numentities;
2917 if (r_refdef.viewcache.entityvisible)
2918 Mem_Free(r_refdef.viewcache.entityvisible);
2919 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2921 if (r_refdef.viewcache.world_numclusters != numclusters)
2923 r_refdef.viewcache.world_numclusters = numclusters;
2924 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2925 if (r_refdef.viewcache.world_pvsbits)
2926 Mem_Free(r_refdef.viewcache.world_pvsbits);
2927 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2929 if (r_refdef.viewcache.world_numleafs != numleafs)
2931 r_refdef.viewcache.world_numleafs = numleafs;
2932 if (r_refdef.viewcache.world_leafvisible)
2933 Mem_Free(r_refdef.viewcache.world_leafvisible);
2934 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2936 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2938 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2939 if (r_refdef.viewcache.world_surfacevisible)
2940 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2941 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2945 void gl_main_start(void)
2947 switch(vid.renderpath)
2949 case RENDERPATH_GL20:
2950 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2951 Cvar_SetValueQuick(&gl_combine, 1);
2952 Cvar_SetValueQuick(&r_glsl, 1);
2953 r_loadnormalmap = true;
2957 case RENDERPATH_GL13:
2958 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2959 Cvar_SetValueQuick(&gl_combine, 1);
2960 Cvar_SetValueQuick(&r_glsl, 0);
2961 r_loadnormalmap = false;
2962 r_loadgloss = false;
2965 case RENDERPATH_GL11:
2966 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2967 Cvar_SetValueQuick(&gl_combine, 0);
2968 Cvar_SetValueQuick(&r_glsl, 0);
2969 r_loadnormalmap = false;
2970 r_loadgloss = false;
2976 R_FrameData_Reset();
2980 memset(r_queries, 0, sizeof(r_queries));
2982 r_qwskincache = NULL;
2983 r_qwskincache_size = 0;
2985 // set up r_skinframe loading system for textures
2986 memset(&r_skinframe, 0, sizeof(r_skinframe));
2987 r_skinframe.loadsequence = 1;
2988 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2990 r_main_texturepool = R_AllocTexturePool();
2991 R_BuildBlankTextures();
2993 if (vid.support.arb_texture_cube_map)
2996 R_BuildNormalizationCube();
2998 r_texture_fogattenuation = NULL;
2999 r_texture_gammaramps = NULL;
3000 //r_texture_fogintensity = NULL;
3001 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3002 memset(&r_waterstate, 0, sizeof(r_waterstate));
3003 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3004 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3005 memset(&r_svbsp, 0, sizeof (r_svbsp));
3007 r_refdef.fogmasktable_density = 0;
3010 extern rtexture_t *loadingscreentexture;
3011 void gl_main_shutdown(void)
3014 R_FrameData_Reset();
3016 R_Main_FreeViewCache();
3019 qglDeleteQueriesARB(r_maxqueries, r_queries);
3023 memset(r_queries, 0, sizeof(r_queries));
3025 r_qwskincache = NULL;
3026 r_qwskincache_size = 0;
3028 // clear out the r_skinframe state
3029 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3030 memset(&r_skinframe, 0, sizeof(r_skinframe));
3033 Mem_Free(r_svbsp.nodes);
3034 memset(&r_svbsp, 0, sizeof (r_svbsp));
3035 R_FreeTexturePool(&r_main_texturepool);
3036 loadingscreentexture = NULL;
3037 r_texture_blanknormalmap = NULL;
3038 r_texture_white = NULL;
3039 r_texture_grey128 = NULL;
3040 r_texture_black = NULL;
3041 r_texture_whitecube = NULL;
3042 r_texture_normalizationcube = NULL;
3043 r_texture_fogattenuation = NULL;
3044 r_texture_gammaramps = NULL;
3045 //r_texture_fogintensity = NULL;
3046 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3047 memset(&r_waterstate, 0, sizeof(r_waterstate));
3051 extern void CL_ParseEntityLump(char *entitystring);
3052 void gl_main_newmap(void)
3054 // FIXME: move this code to client
3056 char *entities, entname[MAX_QPATH];
3058 Mem_Free(r_qwskincache);
3059 r_qwskincache = NULL;
3060 r_qwskincache_size = 0;
3063 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
3064 l = (int)strlen(entname) - 4;
3065 if (l >= 0 && !strcmp(entname + l, ".bsp"))
3067 memcpy(entname + l, ".ent", 5);
3068 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3070 CL_ParseEntityLump(entities);
3075 if (cl.worldmodel->brush.entities)
3076 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3078 R_Main_FreeViewCache();
3080 R_FrameData_Reset();
3083 void GL_Main_Init(void)
3085 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3087 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3088 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3089 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3090 if (gamemode == GAME_NEHAHRA)
3092 Cvar_RegisterVariable (&gl_fogenable);
3093 Cvar_RegisterVariable (&gl_fogdensity);
3094 Cvar_RegisterVariable (&gl_fogred);
3095 Cvar_RegisterVariable (&gl_foggreen);
3096 Cvar_RegisterVariable (&gl_fogblue);
3097 Cvar_RegisterVariable (&gl_fogstart);
3098 Cvar_RegisterVariable (&gl_fogend);
3099 Cvar_RegisterVariable (&gl_skyclip);
3101 Cvar_RegisterVariable(&r_motionblur);
3102 Cvar_RegisterVariable(&r_motionblur_maxblur);
3103 Cvar_RegisterVariable(&r_motionblur_bmin);
3104 Cvar_RegisterVariable(&r_motionblur_vmin);
3105 Cvar_RegisterVariable(&r_motionblur_vmax);
3106 Cvar_RegisterVariable(&r_motionblur_vcoeff);
3107 Cvar_RegisterVariable(&r_motionblur_randomize);
3108 Cvar_RegisterVariable(&r_damageblur);
3109 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3110 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3111 Cvar_RegisterVariable(&r_equalize_entities_by);
3112 Cvar_RegisterVariable(&r_equalize_entities_to);
3113 Cvar_RegisterVariable(&r_depthfirst);
3114 Cvar_RegisterVariable(&r_useinfinitefarclip);
3115 Cvar_RegisterVariable(&r_farclip_base);
3116 Cvar_RegisterVariable(&r_farclip_world);
3117 Cvar_RegisterVariable(&r_nearclip);
3118 Cvar_RegisterVariable(&r_showbboxes);
3119 Cvar_RegisterVariable(&r_showsurfaces);
3120 Cvar_RegisterVariable(&r_showtris);
3121 Cvar_RegisterVariable(&r_shownormals);
3122 Cvar_RegisterVariable(&r_showlighting);
3123 Cvar_RegisterVariable(&r_showshadowvolumes);
3124 Cvar_RegisterVariable(&r_showcollisionbrushes);
3125 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3126 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3127 Cvar_RegisterVariable(&r_showdisabledepthtest);
3128 Cvar_RegisterVariable(&r_drawportals);
3129 Cvar_RegisterVariable(&r_drawentities);
3130 Cvar_RegisterVariable(&r_cullentities_trace);
3131 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3132 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3133 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3134 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3135 Cvar_RegisterVariable(&r_drawviewmodel);
3136 Cvar_RegisterVariable(&r_speeds);
3137 Cvar_RegisterVariable(&r_fullbrights);
3138 Cvar_RegisterVariable(&r_wateralpha);
3139 Cvar_RegisterVariable(&r_dynamic);
3140 Cvar_RegisterVariable(&r_fullbright);
3141 Cvar_RegisterVariable(&r_shadows);
3142 Cvar_RegisterVariable(&r_shadows_darken);
3143 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3144 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3145 Cvar_RegisterVariable(&r_shadows_throwdistance);
3146 Cvar_RegisterVariable(&r_shadows_throwdirection);
3147 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3148 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3149 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3150 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3151 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3152 Cvar_RegisterVariable(&r_fog_exp2);
3153 Cvar_RegisterVariable(&r_drawfog);
3154 Cvar_RegisterVariable(&r_textureunits);
3155 Cvar_RegisterVariable(&gl_combine);
3156 Cvar_RegisterVariable(&r_glsl);
3157 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3158 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3159 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3160 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3161 Cvar_RegisterVariable(&r_glsl_postprocess);
3162 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3163 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3164 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3165 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3166 Cvar_RegisterVariable(&r_water);
3167 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3168 Cvar_RegisterVariable(&r_water_clippingplanebias);
3169 Cvar_RegisterVariable(&r_water_refractdistort);
3170 Cvar_RegisterVariable(&r_water_reflectdistort);
3171 Cvar_RegisterVariable(&r_lerpsprites);
3172 Cvar_RegisterVariable(&r_lerpmodels);
3173 Cvar_RegisterVariable(&r_lerplightstyles);
3174 Cvar_RegisterVariable(&r_waterscroll);
3175 Cvar_RegisterVariable(&r_bloom);
3176 Cvar_RegisterVariable(&r_bloom_colorscale);
3177 Cvar_RegisterVariable(&r_bloom_brighten);
3178 Cvar_RegisterVariable(&r_bloom_blur);
3179 Cvar_RegisterVariable(&r_bloom_resolution);
3180 Cvar_RegisterVariable(&r_bloom_colorexponent);
3181 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3182 Cvar_RegisterVariable(&r_hdr);
3183 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3184 Cvar_RegisterVariable(&r_hdr_glowintensity);
3185 Cvar_RegisterVariable(&r_hdr_range);
3186 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3187 Cvar_RegisterVariable(&developer_texturelogging);
3188 Cvar_RegisterVariable(&gl_lightmaps);
3189 Cvar_RegisterVariable(&r_test);
3190 Cvar_RegisterVariable(&r_batchmode);
3191 Cvar_RegisterVariable(&r_glsl_saturation);
3192 Cvar_RegisterVariable(&r_framedatasize);
3193 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3194 Cvar_SetValue("r_fullbrights", 0);
3195 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3197 Cvar_RegisterVariable(&r_track_sprites);
3198 Cvar_RegisterVariable(&r_track_sprites_flags);
3199 Cvar_RegisterVariable(&r_track_sprites_scalew);
3200 Cvar_RegisterVariable(&r_track_sprites_scaleh);
3203 extern void R_Textures_Init(void);
3204 extern void GL_Draw_Init(void);
3205 extern void GL_Main_Init(void);
3206 extern void R_Shadow_Init(void);
3207 extern void R_Sky_Init(void);
3208 extern void GL_Surf_Init(void);
3209 extern void R_Particles_Init(void);
3210 extern void R_Explosion_Init(void);
3211 extern void gl_backend_init(void);
3212 extern void Sbar_Init(void);
3213 extern void R_LightningBeams_Init(void);
3214 extern void Mod_RenderInit(void);
3216 void Render_Init(void)
3228 R_LightningBeams_Init();
3237 extern char *ENGINE_EXTENSIONS;
3240 gl_renderer = (const char *)qglGetString(GL_RENDERER);
3241 gl_vendor = (const char *)qglGetString(GL_VENDOR);
3242 gl_version = (const char *)qglGetString(GL_VERSION);
3243 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3247 if (!gl_platformextensions)
3248 gl_platformextensions = "";
3250 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3251 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3252 Con_Printf("GL_VERSION: %s\n", gl_version);
3253 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3254 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3256 VID_CheckExtensions();
3258 // LordHavoc: report supported extensions
3259 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3261 // clear to black (loading plaque will be seen over this)
3263 qglClearColor(0,0,0,1);CHECKGLERROR
3264 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3267 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3271 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3273 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3276 p = r_refdef.view.frustum + i;
3281 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3285 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3289 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3293 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3297 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3301 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3305 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3309 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3317 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3321 for (i = 0;i < numplanes;i++)
3328 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3332 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3336 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3340 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3344 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3348 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3352 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3356 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3364 //==================================================================================
3366 // LordHavoc: this stores temporary data used within the same frame
3368 qboolean r_framedata_failed;
3369 static size_t r_framedata_size;
3370 static size_t r_framedata_current;
3371 static void *r_framedata_base;
3373 void R_FrameData_Reset(void)
3375 if (r_framedata_base);
3376 Mem_Free(r_framedata_base);
3377 r_framedata_base = NULL;
3378 r_framedata_size = 0;
3379 r_framedata_current = 0;
3382 void R_FrameData_NewFrame(void)
3385 if (r_framedata_failed)
3386 Cvar_SetValueQuick(&r_framedatasize, r_framedatasize.value * 1.25f);
3387 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3388 wantedsize = bound(65536, wantedsize, 128*1024*1024);
3389 if (r_framedata_size < wantedsize)
3391 r_framedata_size = wantedsize;
3392 if (!r_framedata_base)
3393 r_framedata_base = Mem_Alloc(r_main_mempool, r_framedata_size);
3395 r_framedata_current = 0;
3396 r_framedata_failed = false;
3399 void *R_FrameData_Alloc(size_t size)
3403 // align to 16 byte boundary
3404 size = (size + 15) & ~15;
3405 data = (void *)((unsigned char*)r_framedata_base + r_framedata_current);
3406 r_framedata_current += size;
3409 if (r_framedata_current > r_framedata_size)
3410 r_framedata_failed = true;
3412 // return NULL on everything after a failure
3413 if (r_framedata_failed)
3419 void *R_FrameData_Store(size_t size, void *data)
3421 void *d = R_FrameData_Alloc(size);
3423 memcpy(d, data, size);
3427 //==================================================================================
3429 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3432 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3433 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3434 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3437 typedef struct r_animcache_entity_s
3444 r_animcache_entity_t;
3446 typedef struct r_animcache_s
3448 r_animcache_entity_t entity[MAX_EDICTS];
3454 static r_animcache_t r_animcachestate;
3456 void R_AnimCache_Free(void)
3458 memset(&r_animcachestate, 0, sizeof(r_animcachestate));
3461 void R_AnimCache_ClearCache(void)
3464 entity_render_t *ent;
3466 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3467 r_animcachestate.currentindex = 0;
3469 for (i = 0;i < r_refdef.scene.numentities;i++)
3471 ent = r_refdef.scene.entities[i];
3472 ent->animcacheindex = -1;
3476 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3478 dp_model_t *model = ent->model;
3479 r_animcache_entity_t *c;
3481 // see if it's already cached this frame
3482 if (ent->animcacheindex >= 0)
3484 // add normals/tangents if needed
3485 if (wantnormals || wanttangents)
3487 c = r_animcachestate.entity + ent->animcacheindex;
3489 wantnormals = false;
3491 wanttangents = false;
3492 if (wantnormals || wanttangents)
3494 numvertices = model->surfmesh.num_vertices;
3496 c->normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3499 c->svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3500 c->tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3502 if (!r_framedata_failed)
3503 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3509 // see if this ent is worth caching
3510 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3512 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0 && !ent->skeleton))
3514 // assign it a cache entry and get some temp memory
3515 ent->animcacheindex = r_animcachestate.currentindex++;
3516 c = r_animcachestate.entity + ent->animcacheindex;
3517 numvertices = model->surfmesh.num_vertices;
3518 memset(c, 0, sizeof(*c));
3519 c->vertex3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3521 c->normal3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3524 c->svector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3525 c->tvector3f = R_FrameData_Alloc(sizeof(float[3])*numvertices);
3527 if (!r_framedata_failed)
3528 model->AnimateVertices(model, ent->frameblend, ent->skeleton, c->vertex3f, c->normal3f, c->svector3f, c->tvector3f);
3530 return !r_framedata_failed;
3533 void R_AnimCache_CacheVisibleEntities(void)
3536 entity_render_t *ent;
3537 qboolean wantnormals = !r_showsurfaces.integer;
3538 qboolean wanttangents = !r_showsurfaces.integer;
3540 switch(vid.renderpath)
3542 case RENDERPATH_GL20:
3544 case RENDERPATH_GL13:
3545 case RENDERPATH_GL11:
3546 wanttangents = false;
3550 // TODO: thread this
3552 for (i = 0;i < r_refdef.scene.numentities;i++)
3554 if (!r_refdef.viewcache.entityvisible[i])
3556 ent = r_refdef.scene.entities[i];
3557 if (ent->animcacheindex >= 0)
3559 R_AnimCache_GetEntity(ent, wantnormals, wanttangents);
3563 //==================================================================================
3565 static void R_View_UpdateEntityLighting (void)
3568 entity_render_t *ent;
3569 vec3_t tempdiffusenormal, avg;
3570 vec_t f, fa, fd, fdd;
3572 for (i = 0;i < r_refdef.scene.numentities;i++)
3574 ent = r_refdef.scene.entities[i];
3576 // skip unseen models
3577 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3581 if (ent->model && ent->model->brush.num_leafs)
3583 // TODO: use modellight for r_ambient settings on world?
3584 VectorSet(ent->modellight_ambient, 0, 0, 0);
3585 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3586 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3590 // fetch the lighting from the worldmodel data
3591 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3592 VectorClear(ent->modellight_diffuse);
3593 VectorClear(tempdiffusenormal);
3594 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3597 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3598 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3599 if(ent->flags & RENDER_EQUALIZE)
3601 // first fix up ambient lighting...
3602 if(r_equalize_entities_minambient.value > 0)
3604 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3607 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3608 if(fa < r_equalize_entities_minambient.value * fd)
3611 // fa'/fd' = minambient
3612 // fa'+0.25*fd' = fa+0.25*fd
3614 // fa' = fd' * minambient
3615 // fd'*(0.25+minambient) = fa+0.25*fd
3617 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3618 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3620 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3621 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
3622 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3623 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3628 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3630 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3631 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3634 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3635 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3636 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3642 VectorSet(ent->modellight_ambient, 1, 1, 1);
3644 // move the light direction into modelspace coordinates for lighting code
3645 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3646 if(VectorLength2(ent->modellight_lightdir) == 0)
3647 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3648 VectorNormalize(ent->modellight_lightdir);
3652 #define MAX_LINEOFSIGHTTRACES 64
3654 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3657 vec3_t boxmins, boxmaxs;
3660 dp_model_t *model = r_refdef.scene.worldmodel;
3662 if (!model || !model->brush.TraceLineOfSight)
3665 // expand the box a little
3666 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3667 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3668 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3669 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3670 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3671 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3674 VectorCopy(eye, start);
3675 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3676 if (model->brush.TraceLineOfSight(model, start, end))
3679 // try various random positions
3680 for (i = 0;i < numsamples;i++)
3682 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3683 if (model->brush.TraceLineOfSight(model, start, end))
3691 static void R_View_UpdateEntityVisible (void)
3696 entity_render_t *ent;
3698 if (!r_drawentities.integer)
3701 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3702 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3704 // worldmodel can check visibility
3705 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3706 for (i = 0;i < r_refdef.scene.numentities;i++)
3708 ent = r_refdef.scene.entities[i];
3709 if (!(ent->flags & renderimask))
3710 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3711 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3712 r_refdef.viewcache.entityvisible[i] = true;
3714 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3716 for (i = 0;i < r_refdef.scene.numentities;i++)
3718 ent = r_refdef.scene.entities[i];
3719 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3721 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3723 continue; // temp entities do pvs only
3724 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3725 ent->last_trace_visibility = realtime;
3726 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3727 r_refdef.viewcache.entityvisible[i] = 0;
3734 // no worldmodel or it can't check visibility
3735 for (i = 0;i < r_refdef.scene.numentities;i++)
3737 ent = r_refdef.scene.entities[i];
3738 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));
3743 /// only used if skyrendermasked, and normally returns false
3744 int R_DrawBrushModelsSky (void)
3747 entity_render_t *ent;
3749 if (!r_drawentities.integer)
3753 for (i = 0;i < r_refdef.scene.numentities;i++)
3755 if (!r_refdef.viewcache.entityvisible[i])
3757 ent = r_refdef.scene.entities[i];
3758 if (!ent->model || !ent->model->DrawSky)
3760 ent->model->DrawSky(ent);
3766 static void R_DrawNoModel(entity_render_t *ent);
3767 static void R_DrawModels(void)
3770 entity_render_t *ent;
3772 if (!r_drawentities.integer)
3775 for (i = 0;i < r_refdef.scene.numentities;i++)
3777 if (!r_refdef.viewcache.entityvisible[i])
3779 ent = r_refdef.scene.entities[i];
3780 r_refdef.stats.entities++;
3781 if (ent->model && ent->model->Draw != NULL)
3782 ent->model->Draw(ent);
3788 static void R_DrawModelsDepth(void)
3791 entity_render_t *ent;
3793 if (!r_drawentities.integer)
3796 for (i = 0;i < r_refdef.scene.numentities;i++)
3798 if (!r_refdef.viewcache.entityvisible[i])
3800 ent = r_refdef.scene.entities[i];
3801 if (ent->model && ent->model->DrawDepth != NULL)
3802 ent->model->DrawDepth(ent);
3806 static void R_DrawModelsDebug(void)
3809 entity_render_t *ent;
3811 if (!r_drawentities.integer)
3814 for (i = 0;i < r_refdef.scene.numentities;i++)
3816 if (!r_refdef.viewcache.entityvisible[i])
3818 ent = r_refdef.scene.entities[i];
3819 if (ent->model && ent->model->DrawDebug != NULL)
3820 ent->model->DrawDebug(ent);
3824 static void R_DrawModelsAddWaterPlanes(void)
3827 entity_render_t *ent;
3829 if (!r_drawentities.integer)
3832 for (i = 0;i < r_refdef.scene.numentities;i++)
3834 if (!r_refdef.viewcache.entityvisible[i])
3836 ent = r_refdef.scene.entities[i];
3837 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3838 ent->model->DrawAddWaterPlanes(ent);
3842 static void R_View_SetFrustum(void)
3845 double slopex, slopey;
3846 vec3_t forward, left, up, origin;
3848 // we can't trust r_refdef.view.forward and friends in reflected scenes
3849 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3852 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3853 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3854 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3855 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3856 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3857 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3858 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3859 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3860 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3861 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3862 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3863 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3867 zNear = r_refdef.nearclip;
3868 nudge = 1.0 - 1.0 / (1<<23);
3869 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3870 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3871 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3872 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3873 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3874 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3875 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3876 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3882 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3883 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3884 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3885 r_refdef.view.frustum[0].dist = m[15] - m[12];
3887 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3888 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3889 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3890 r_refdef.view.frustum[1].dist = m[15] + m[12];
3892 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3893 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3894 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3895 r_refdef.view.frustum[2].dist = m[15] - m[13];
3897 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3898 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3899 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3900 r_refdef.view.frustum[3].dist = m[15] + m[13];
3902 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3903 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3904 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3905 r_refdef.view.frustum[4].dist = m[15] - m[14];
3907 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3908 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3909 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3910 r_refdef.view.frustum[5].dist = m[15] + m[14];
3913 if (r_refdef.view.useperspective)
3915 slopex = 1.0 / r_refdef.view.frustum_x;
3916 slopey = 1.0 / r_refdef.view.frustum_y;
3917 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3918 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3919 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3920 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3921 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3923 // Leaving those out was a mistake, those were in the old code, and they
3924 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3925 // I couldn't reproduce it after adding those normalizations. --blub
3926 VectorNormalize(r_refdef.view.frustum[0].normal);
3927 VectorNormalize(r_refdef.view.frustum[1].normal);
3928 VectorNormalize(r_refdef.view.frustum[2].normal);
3929 VectorNormalize(r_refdef.view.frustum[3].normal);
3931 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3932 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3933 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3934 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3935 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3937 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3938 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3939 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3940 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3941 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3945 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3946 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3947 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3948 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3949 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3950 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3951 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3952 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3953 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3954 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3956 r_refdef.view.numfrustumplanes = 5;
3958 if (r_refdef.view.useclipplane)
3960 r_refdef.view.numfrustumplanes = 6;
3961 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3964 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3965 PlaneClassify(r_refdef.view.frustum + i);
3967 // LordHavoc: note to all quake engine coders, Quake had a special case
3968 // for 90 degrees which assumed a square view (wrong), so I removed it,
3969 // Quake2 has it disabled as well.
3971 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3972 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3973 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3974 //PlaneClassify(&frustum[0]);
3976 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3977 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3978 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3979 //PlaneClassify(&frustum[1]);
3981 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3982 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3983 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3984 //PlaneClassify(&frustum[2]);
3986 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3987 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3988 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3989 //PlaneClassify(&frustum[3]);
3992 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3993 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3994 //PlaneClassify(&frustum[4]);
3997 void R_View_Update(void)
3999 R_Main_ResizeViewCache();
4000 R_View_SetFrustum();
4001 R_View_WorldVisibility(r_refdef.view.useclipplane);
4002 R_View_UpdateEntityVisible();
4003 R_View_UpdateEntityLighting();
4006 void R_SetupView(qboolean allowwaterclippingplane)
4008 const double *customclipplane = NULL;
4010 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4012 // LordHavoc: couldn't figure out how to make this approach the
4013 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4014 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4015 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4016 dist = r_refdef.view.clipplane.dist;
4017 plane[0] = r_refdef.view.clipplane.normal[0];
4018 plane[1] = r_refdef.view.clipplane.normal[1];
4019 plane[2] = r_refdef.view.clipplane.normal[2];
4021 customclipplane = plane;
4024 if (!r_refdef.view.useperspective)
4025 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4026 else if (vid.stencil && r_useinfinitefarclip.integer)
4027 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4029 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4030 R_SetViewport(&r_refdef.view.viewport);
4033 void R_ResetViewRendering2D(void)
4035 r_viewport_t viewport;
4038 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4039 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
4040 R_SetViewport(&viewport);
4041 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4042 GL_Color(1, 1, 1, 1);
4043 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4044 GL_BlendFunc(GL_ONE, GL_ZERO);
4045 GL_AlphaTest(false);
4046 GL_ScissorTest(false);
4047 GL_DepthMask(false);
4048 GL_DepthRange(0, 1);
4049 GL_DepthTest(false);
4050 R_Mesh_Matrix(&identitymatrix);
4051 R_Mesh_ResetTextureState();
4052 GL_PolygonOffset(0, 0);
4053 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4054 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4055 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4056 qglStencilMask(~0);CHECKGLERROR
4057 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4058 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4059 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
4060 R_SetupGenericShader(true);
4063 void R_ResetViewRendering3D(void)
4068 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4069 GL_Color(1, 1, 1, 1);
4070 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4071 GL_BlendFunc(GL_ONE, GL_ZERO);
4072 GL_AlphaTest(false);
4073 GL_ScissorTest(true);
4075 GL_DepthRange(0, 1);
4077 R_Mesh_Matrix(&identitymatrix);
4078 R_Mesh_ResetTextureState();
4079 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4080 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4081 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4082 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4083 qglStencilMask(~0);CHECKGLERROR
4084 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4085 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4086 GL_CullFace(r_refdef.view.cullface_back);
4087 R_SetupGenericShader(true);
4090 void R_RenderScene(void);
4091 void R_RenderWaterPlanes(void);
4093 static void R_Water_StartFrame(void)
4096 int waterwidth, waterheight, texturewidth, textureheight;
4097 r_waterstate_waterplane_t *p;
4099 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4102 switch(vid.renderpath)
4104 case RENDERPATH_GL20:
4106 case RENDERPATH_GL13:
4107 case RENDERPATH_GL11:
4111 // set waterwidth and waterheight to the water resolution that will be
4112 // used (often less than the screen resolution for faster rendering)
4113 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
4114 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
4116 // calculate desired texture sizes
4117 // can't use water if the card does not support the texture size
4118 if (!r_water.integer || r_showsurfaces.integer)
4119 texturewidth = textureheight = waterwidth = waterheight = 0;
4120 else if (vid.support.arb_texture_non_power_of_two)
4122 texturewidth = waterwidth;
4123 textureheight = waterheight;
4127 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
4128 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
4131 // allocate textures as needed
4132 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
4134 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4135 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
4137 if (p->texture_refraction)
4138 R_FreeTexture(p->texture_refraction);
4139 p->texture_refraction = NULL;
4140 if (p->texture_reflection)
4141 R_FreeTexture(p->texture_reflection);
4142 p->texture_reflection = NULL;
4144 memset(&r_waterstate, 0, sizeof(r_waterstate));
4145 r_waterstate.texturewidth = texturewidth;
4146 r_waterstate.textureheight = textureheight;
4149 if (r_waterstate.texturewidth)
4151 r_waterstate.enabled = true;
4153 // when doing a reduced render (HDR) we want to use a smaller area
4154 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4155 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4157 // set up variables that will be used in shader setup
4158 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4159 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4160 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4161 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4164 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4165 r_waterstate.numwaterplanes = 0;
4168 void R_Water_AddWaterPlane(msurface_t *surface)
4170 int triangleindex, planeindex;
4176 r_waterstate_waterplane_t *p;
4177 texture_t *t = R_GetCurrentTexture(surface->texture);
4178 // just use the first triangle with a valid normal for any decisions
4179 VectorClear(normal);
4180 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4182 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4183 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4184 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4185 TriangleNormal(vert[0], vert[1], vert[2], normal);
4186 if (VectorLength2(normal) >= 0.001)
4190 VectorCopy(normal, plane.normal);
4191 VectorNormalize(plane.normal);
4192 plane.dist = DotProduct(vert[0], plane.normal);
4193 PlaneClassify(&plane);
4194 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4196 // skip backfaces (except if nocullface is set)
4197 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4199 VectorNegate(plane.normal, plane.normal);
4201 PlaneClassify(&plane);
4205 // find a matching plane if there is one
4206 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4207 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4209 if (planeindex >= r_waterstate.maxwaterplanes)
4210 return; // nothing we can do, out of planes
4212 // if this triangle does not fit any known plane rendered this frame, add one
4213 if (planeindex >= r_waterstate.numwaterplanes)
4215 // store the new plane
4216 r_waterstate.numwaterplanes++;
4218 // clear materialflags and pvs
4219 p->materialflags = 0;
4220 p->pvsvalid = false;
4222 // merge this surface's materialflags into the waterplane
4223 p->materialflags |= t->currentmaterialflags;
4224 // merge this surface's PVS into the waterplane
4225 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4226 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4227 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4229 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4234 static void R_Water_ProcessPlanes(void)
4236 r_refdef_view_t originalview;
4237 r_refdef_view_t myview;
4239 r_waterstate_waterplane_t *p;
4241 originalview = r_refdef.view;
4243 // make sure enough textures are allocated
4244 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4246 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4248 if (!p->texture_refraction)
4249 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);
4250 if (!p->texture_refraction)
4254 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4256 if (!p->texture_reflection)
4257 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);
4258 if (!p->texture_reflection)
4264 r_refdef.view = originalview;
4265 r_refdef.view.showdebug = false;
4266 r_refdef.view.width = r_waterstate.waterwidth;
4267 r_refdef.view.height = r_waterstate.waterheight;
4268 r_refdef.view.useclipplane = true;
4269 myview = r_refdef.view;
4270 r_waterstate.renderingscene = true;
4271 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4273 // render the normal view scene and copy into texture
4274 // (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)
4275 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4277 r_refdef.view = myview;
4278 r_refdef.view.clipplane = p->plane;
4279 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4280 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4281 PlaneClassify(&r_refdef.view.clipplane);
4283 R_ResetViewRendering3D();
4284 R_ClearScreen(r_refdef.fogenabled);
4288 // copy view into the screen texture
4289 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4290 GL_ActiveTexture(0);
4292 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4295 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4297 r_refdef.view = myview;
4298 // render reflected scene and copy into texture
4299 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4300 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4301 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4302 r_refdef.view.clipplane = p->plane;
4303 // reverse the cullface settings for this render
4304 r_refdef.view.cullface_front = GL_FRONT;
4305 r_refdef.view.cullface_back = GL_BACK;
4306 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4308 r_refdef.view.usecustompvs = true;
4310 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4312 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4315 R_ResetViewRendering3D();
4316 R_ClearScreen(r_refdef.fogenabled);
4320 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4321 GL_ActiveTexture(0);
4323 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4326 r_waterstate.renderingscene = false;
4327 r_refdef.view = originalview;
4328 R_ResetViewRendering3D();
4329 R_ClearScreen(r_refdef.fogenabled);
4333 r_refdef.view = originalview;
4334 r_waterstate.renderingscene = false;
4335 Cvar_SetValueQuick(&r_water, 0);
4336 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
4340 void R_Bloom_StartFrame(void)
4342 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4344 switch(vid.renderpath)
4346 case RENDERPATH_GL20:
4348 case RENDERPATH_GL13:
4349 case RENDERPATH_GL11:
4353 // set bloomwidth and bloomheight to the bloom resolution that will be
4354 // used (often less than the screen resolution for faster rendering)
4355 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4356 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4357 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4358 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
4359 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
4361 // calculate desired texture sizes
4362 if (vid.support.arb_texture_non_power_of_two)
4364 screentexturewidth = r_refdef.view.width;
4365 screentextureheight = r_refdef.view.height;
4366 bloomtexturewidth = r_bloomstate.bloomwidth;
4367 bloomtextureheight = r_bloomstate.bloomheight;
4371 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
4372 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
4373 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
4374 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
4377 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
4379 Cvar_SetValueQuick(&r_hdr, 0);
4380 Cvar_SetValueQuick(&r_bloom, 0);
4381 Cvar_SetValueQuick(&r_motionblur, 0);
4382 Cvar_SetValueQuick(&r_damageblur, 0);
4385 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
4386 screentexturewidth = screentextureheight = 0;
4387 if (!r_hdr.integer && !r_bloom.integer)
4388 bloomtexturewidth = bloomtextureheight = 0;
4390 // allocate textures as needed
4391 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4393 if (r_bloomstate.texture_screen)
4394 R_FreeTexture(r_bloomstate.texture_screen);
4395 r_bloomstate.texture_screen = NULL;
4396 r_bloomstate.screentexturewidth = screentexturewidth;
4397 r_bloomstate.screentextureheight = screentextureheight;
4398 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4399 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);
4401 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4403 if (r_bloomstate.texture_bloom)
4404 R_FreeTexture(r_bloomstate.texture_bloom);
4405 r_bloomstate.texture_bloom = NULL;
4406 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4407 r_bloomstate.bloomtextureheight = bloomtextureheight;
4408 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4409 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);
4412 // when doing a reduced render (HDR) we want to use a smaller area
4413 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4414 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4415 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4416 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4417 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4419 // set up a texcoord array for the full resolution screen image
4420 // (we have to keep this around to copy back during final render)
4421 r_bloomstate.screentexcoord2f[0] = 0;
4422 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4423 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4424 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4425 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4426 r_bloomstate.screentexcoord2f[5] = 0;
4427 r_bloomstate.screentexcoord2f[6] = 0;
4428 r_bloomstate.screentexcoord2f[7] = 0;
4430 // set up a texcoord array for the reduced resolution bloom image
4431 // (which will be additive blended over the screen image)
4432 r_bloomstate.bloomtexcoord2f[0] = 0;
4433 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4434 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4435 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4436 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4437 r_bloomstate.bloomtexcoord2f[5] = 0;
4438 r_bloomstate.bloomtexcoord2f[6] = 0;
4439 r_bloomstate.bloomtexcoord2f[7] = 0;
4441 if (r_hdr.integer || r_bloom.integer)
4443 r_bloomstate.enabled = true;
4444 r_bloomstate.hdr = r_hdr.integer != 0;
4447 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4450 void R_Bloom_CopyBloomTexture(float colorscale)
4452 r_refdef.stats.bloom++;
4454 // scale down screen texture to the bloom texture size
4456 R_SetViewport(&r_bloomstate.viewport);
4457 GL_BlendFunc(GL_ONE, GL_ZERO);
4458 GL_Color(colorscale, colorscale, colorscale, 1);
4459 // TODO: optimize with multitexture or GLSL
4460 R_SetupGenericShader(true);
4461 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4462 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4463 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4464 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4466 // we now have a bloom image in the framebuffer
4467 // copy it into the bloom image texture for later processing
4468 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4469 GL_ActiveTexture(0);
4471 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4472 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4475 void R_Bloom_CopyHDRTexture(void)
4477 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4478 GL_ActiveTexture(0);
4480 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4481 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4484 void R_Bloom_MakeTexture(void)
4487 float xoffset, yoffset, r, brighten;
4489 r_refdef.stats.bloom++;
4491 R_ResetViewRendering2D();
4492 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4493 R_Mesh_ColorPointer(NULL, 0, 0);
4494 R_SetupGenericShader(true);
4496 // we have a bloom image in the framebuffer
4498 R_SetViewport(&r_bloomstate.viewport);
4500 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4503 r = bound(0, r_bloom_colorexponent.value / x, 1);
4504 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4505 GL_Color(r, r, r, 1);
4506 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4507 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4508 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4509 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4511 // copy the vertically blurred bloom view to a texture
4512 GL_ActiveTexture(0);
4514 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4515 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4518 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4519 brighten = r_bloom_brighten.value;
4521 brighten *= r_hdr_range.value;
4522 brighten = sqrt(brighten);
4524 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4525 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4526 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4528 for (dir = 0;dir < 2;dir++)
4530 // blend on at multiple vertical offsets to achieve a vertical blur
4531 // TODO: do offset blends using GLSL
4532 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4533 GL_BlendFunc(GL_ONE, GL_ZERO);
4534 for (x = -range;x <= range;x++)
4536 if (!dir){xoffset = 0;yoffset = x;}
4537 else {xoffset = x;yoffset = 0;}
4538 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4539 yoffset /= (float)r_bloomstate.bloomtextureheight;
4540 // compute a texcoord array with the specified x and y offset
4541 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4542 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4543 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4544 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4545 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4546 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4547 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4548 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4549 // this r value looks like a 'dot' particle, fading sharply to
4550 // black at the edges
4551 // (probably not realistic but looks good enough)
4552 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4553 //r = brighten/(range*2+1);
4554 r = brighten / (range * 2 + 1);
4556 r *= (1 - x*x/(float)(range*range));
4557 GL_Color(r, r, r, 1);
4558 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4559 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4560 GL_BlendFunc(GL_ONE, GL_ONE);
4563 // copy the vertically blurred bloom view to a texture
4564 GL_ActiveTexture(0);
4566 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4567 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4570 // apply subtract last
4571 // (just like it would be in a GLSL shader)
4572 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
4574 GL_BlendFunc(GL_ONE, GL_ZERO);
4575 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4576 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4577 GL_Color(1, 1, 1, 1);
4578 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4579 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4581 GL_BlendFunc(GL_ONE, GL_ONE);
4582 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4583 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4584 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4585 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4586 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4587 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4588 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4590 // copy the darkened bloom view to a texture
4591 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4592 GL_ActiveTexture(0);
4594 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4595 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4599 void R_HDR_RenderBloomTexture(void)
4601 int oldwidth, oldheight;
4602 float oldcolorscale;
4604 oldcolorscale = r_refdef.view.colorscale;
4605 oldwidth = r_refdef.view.width;
4606 oldheight = r_refdef.view.height;
4607 r_refdef.view.width = r_bloomstate.bloomwidth;
4608 r_refdef.view.height = r_bloomstate.bloomheight;
4610 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4611 // TODO: add exposure compensation features
4612 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4614 r_refdef.view.showdebug = false;
4615 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4617 R_ResetViewRendering3D();
4619 R_ClearScreen(r_refdef.fogenabled);
4620 if (r_timereport_active)
4621 R_TimeReport("HDRclear");
4624 if (r_timereport_active)
4625 R_TimeReport("visibility");
4627 // only do secondary renders with HDR if r_hdr is 2 or higher
4628 r_waterstate.numwaterplanes = 0;
4629 if (r_waterstate.enabled && r_hdr.integer >= 2)
4630 R_RenderWaterPlanes();
4632 r_refdef.view.showdebug = true;
4634 r_waterstate.numwaterplanes = 0;
4636 R_ResetViewRendering2D();
4638 R_Bloom_CopyHDRTexture();
4639 R_Bloom_MakeTexture();
4641 // restore the view settings
4642 r_refdef.view.width = oldwidth;
4643 r_refdef.view.height = oldheight;
4644 r_refdef.view.colorscale = oldcolorscale;
4646 R_ResetViewRendering3D();
4648 R_ClearScreen(r_refdef.fogenabled);
4649 if (r_timereport_active)
4650 R_TimeReport("viewclear");
4653 static void R_BlendView(void)
4655 unsigned int permutation;
4657 switch (vid.renderpath)
4659 case RENDERPATH_GL20:
4661 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4662 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4663 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4664 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4665 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4667 if (r_bloomstate.texture_screen)
4669 // make sure the buffer is available
4670 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4672 R_ResetViewRendering2D();
4673 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4674 R_Mesh_ColorPointer(NULL, 0, 0);
4675 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4676 GL_ActiveTexture(0);CHECKGLERROR
4678 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4680 // declare variables
4682 static float avgspeed;
4684 speed = VectorLength(cl.movement_velocity);
4686 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4687 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4689 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4690 speed = bound(0, speed, 1);
4691 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4693 // calculate values into a standard alpha
4694 cl.motionbluralpha = 1 - exp(-
4696 (r_motionblur.value * speed / 80)
4698 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4701 max(0.0001, cl.time - cl.oldtime) // fps independent
4704 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4705 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4707 if (cl.motionbluralpha > 0)
4709 R_SetupGenericShader(true);
4710 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4711 GL_Color(1, 1, 1, cl.motionbluralpha);
4712 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4713 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4714 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4715 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4719 // copy view into the screen texture
4720 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4721 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4723 else if (!r_bloomstate.texture_bloom)
4724 break; // no screen processing, no bloom, skip it
4726 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4728 // render simple bloom effect
4729 // copy the screen and shrink it and darken it for the bloom process
4730 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4731 // make the bloom texture
4732 R_Bloom_MakeTexture();
4735 R_ResetViewRendering2D();
4736 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4737 R_Mesh_ColorPointer(NULL, 0, 0);
4738 GL_Color(1, 1, 1, 1);
4739 GL_BlendFunc(GL_ONE, GL_ZERO);
4740 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4741 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4742 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4743 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4744 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4745 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4746 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4747 if (r_glsl_permutation->loc_TintColor >= 0)
4748 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4749 if (r_glsl_permutation->loc_ClientTime >= 0)
4750 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4751 if (r_glsl_permutation->loc_PixelSize >= 0)
4752 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4753 if (r_glsl_permutation->loc_UserVec1 >= 0)
4755 float a=0, b=0, c=0, d=0;
4756 #if _MSC_VER >= 1400
4757 #define sscanf sscanf_s
4759 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4760 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4762 if (r_glsl_permutation->loc_UserVec2 >= 0)
4764 float a=0, b=0, c=0, d=0;
4765 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4766 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4768 if (r_glsl_permutation->loc_UserVec3 >= 0)
4770 float a=0, b=0, c=0, d=0;
4771 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4772 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4774 if (r_glsl_permutation->loc_UserVec4 >= 0)
4776 float a=0, b=0, c=0, d=0;
4777 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4778 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4780 if (r_glsl_permutation->loc_Saturation >= 0)
4781 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4782 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4783 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4785 case RENDERPATH_GL13:
4786 case RENDERPATH_GL11:
4787 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4789 // apply a color tint to the whole view
4790 R_ResetViewRendering2D();
4791 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4792 R_Mesh_ColorPointer(NULL, 0, 0);
4793 R_SetupGenericShader(false);
4794 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4795 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4796 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4802 matrix4x4_t r_waterscrollmatrix;
4804 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4806 if (r_refdef.fog_density)
4808 r_refdef.fogcolor[0] = r_refdef.fog_red;
4809 r_refdef.fogcolor[1] = r_refdef.fog_green;
4810 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4812 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
4813 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
4814 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
4815 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
4819 VectorCopy(r_refdef.fogcolor, fogvec);
4820 // color.rgb *= ContrastBoost * SceneBrightness;
4821 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4822 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4823 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4824 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4829 void R_UpdateVariables(void)
4833 r_refdef.scene.ambient = r_ambient.value;
4835 r_refdef.farclip = r_farclip_base.value;
4836 if (r_refdef.scene.worldmodel)
4837 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
4838 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4840 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4841 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4842 r_refdef.polygonfactor = 0;
4843 r_refdef.polygonoffset = 0;
4844 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4845 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4847 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4848 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
4849 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4850 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
4851 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4852 if (r_showsurfaces.integer)
4854 r_refdef.scene.rtworld = false;
4855 r_refdef.scene.rtworldshadows = false;
4856 r_refdef.scene.rtdlight = false;
4857 r_refdef.scene.rtdlightshadows = false;
4858 r_refdef.lightmapintensity = 0;
4861 if (gamemode == GAME_NEHAHRA)
4863 if (gl_fogenable.integer)
4865 r_refdef.oldgl_fogenable = true;
4866 r_refdef.fog_density = gl_fogdensity.value;
4867 r_refdef.fog_red = gl_fogred.value;
4868 r_refdef.fog_green = gl_foggreen.value;
4869 r_refdef.fog_blue = gl_fogblue.value;
4870 r_refdef.fog_alpha = 1;
4871 r_refdef.fog_start = 0;
4872 r_refdef.fog_end = gl_skyclip.value;
4873 r_refdef.fog_height = 1<<30;
4874 r_refdef.fog_fadedepth = 128;
4876 else if (r_refdef.oldgl_fogenable)
4878 r_refdef.oldgl_fogenable = false;
4879 r_refdef.fog_density = 0;
4880 r_refdef.fog_red = 0;
4881 r_refdef.fog_green = 0;
4882 r_refdef.fog_blue = 0;
4883 r_refdef.fog_alpha = 0;
4884 r_refdef.fog_start = 0;
4885 r_refdef.fog_end = 0;
4886 r_refdef.fog_height = 1<<30;
4887 r_refdef.fog_fadedepth = 128;
4891 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4892 r_refdef.fog_start = max(0, r_refdef.fog_start);
4893 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4895 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4897 if (r_refdef.fog_density && r_drawfog.integer)
4899 r_refdef.fogenabled = true;
4900 // this is the point where the fog reaches 0.9986 alpha, which we
4901 // consider a good enough cutoff point for the texture
4902 // (0.9986 * 256 == 255.6)
4903 if (r_fog_exp2.integer)
4904 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4906 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4907 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4908 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4909 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4910 // fog color was already set
4911 // update the fog texture
4912 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)
4913 R_BuildFogTexture();
4916 r_refdef.fogenabled = false;
4918 switch(vid.renderpath)
4920 case RENDERPATH_GL20:
4921 if(v_glslgamma.integer && !vid_gammatables_trivial)
4923 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4925 // build GLSL gamma texture
4926 #define RAMPWIDTH 256
4927 unsigned short ramp[RAMPWIDTH * 3];
4928 unsigned char rampbgr[RAMPWIDTH][4];
4931 r_texture_gammaramps_serial = vid_gammatables_serial;
4933 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4934 for(i = 0; i < RAMPWIDTH; ++i)
4936 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4937 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4938 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4941 if (r_texture_gammaramps)
4943 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4947 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4953 // remove GLSL gamma texture
4956 case RENDERPATH_GL13:
4957 case RENDERPATH_GL11:
4962 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4963 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4969 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4970 if( scenetype != r_currentscenetype ) {
4971 // store the old scenetype
4972 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4973 r_currentscenetype = scenetype;
4974 // move in the new scene
4975 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4984 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4986 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4987 if( scenetype == r_currentscenetype ) {
4988 return &r_refdef.scene;
4990 return &r_scenes_store[ scenetype ];
4999 void R_RenderView(void)
5001 if (r_timereport_active)
5002 R_TimeReport("start");
5003 r_frame++; // used only by R_GetCurrentTexture
5004 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
5006 R_AnimCache_ClearCache();
5007 R_FrameData_NewFrame();
5009 if (r_refdef.view.isoverlay)
5011 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5012 GL_Clear( GL_DEPTH_BUFFER_BIT );
5013 R_TimeReport("depthclear");
5015 r_refdef.view.showdebug = false;
5017 r_waterstate.enabled = false;
5018 r_waterstate.numwaterplanes = 0;
5026 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
5027 return; //Host_Error ("R_RenderView: NULL worldmodel");
5029 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
5031 // break apart the view matrix into vectors for various purposes
5032 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5033 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5034 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5035 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5036 // make an inverted copy of the view matrix for tracking sprites
5037 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5039 R_Shadow_UpdateWorldLightSelection();
5041 R_Bloom_StartFrame();
5042 R_Water_StartFrame();
5045 if (r_timereport_active)
5046 R_TimeReport("viewsetup");
5048 R_ResetViewRendering3D();
5050 if (r_refdef.view.clear || r_refdef.fogenabled)
5052 R_ClearScreen(r_refdef.fogenabled);
5053 if (r_timereport_active)
5054 R_TimeReport("viewclear");
5056 r_refdef.view.clear = true;
5058 // this produces a bloom texture to be used in R_BlendView() later
5059 if (r_hdr.integer && r_bloomstate.bloomwidth)
5060 R_HDR_RenderBloomTexture();
5062 r_refdef.view.showdebug = true;
5065 if (r_timereport_active)
5066 R_TimeReport("visibility");
5068 r_waterstate.numwaterplanes = 0;
5069 if (r_waterstate.enabled)
5070 R_RenderWaterPlanes();
5073 r_waterstate.numwaterplanes = 0;
5076 if (r_timereport_active)
5077 R_TimeReport("blendview");
5079 GL_Scissor(0, 0, vid.width, vid.height);
5080 GL_ScissorTest(false);
5084 void R_RenderWaterPlanes(void)
5086 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5088 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5089 if (r_timereport_active)
5090 R_TimeReport("waterworld");
5093 // don't let sound skip if going slow
5094 if (r_refdef.scene.extraupdate)
5097 R_DrawModelsAddWaterPlanes();
5098 if (r_timereport_active)
5099 R_TimeReport("watermodels");
5101 if (r_waterstate.numwaterplanes)
5103 R_Water_ProcessPlanes();
5104 if (r_timereport_active)
5105 R_TimeReport("waterscenes");
5109 extern void R_DrawLightningBeams (void);
5110 extern void VM_CL_AddPolygonsToMeshQueue (void);
5111 extern void R_DrawPortals (void);
5112 extern cvar_t cl_locs_show;
5113 static void R_DrawLocs(void);
5114 static void R_DrawEntityBBoxes(void);
5115 static void R_DrawModelDecals(void);
5116 extern cvar_t cl_decals_newsystem;
5117 void R_RenderScene(void)
5119 r_refdef.stats.renders++;
5123 // don't let sound skip if going slow
5124 if (r_refdef.scene.extraupdate)
5127 R_MeshQueue_BeginScene();
5131 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);
5133 if (cl.csqc_vidvars.drawworld)
5135 // don't let sound skip if going slow
5136 if (r_refdef.scene.extraupdate)
5139 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5141 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5142 if (r_timereport_active)
5143 R_TimeReport("worldsky");
5146 if (R_DrawBrushModelsSky() && r_timereport_active)
5147 R_TimeReport("bmodelsky");
5149 if (skyrendermasked && skyrenderlater)
5151 // we have to force off the water clipping plane while rendering sky
5158 R_AnimCache_CacheVisibleEntities();
5159 R_PrepareRTLights();
5161 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5163 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5164 if (r_timereport_active)
5165 R_TimeReport("worlddepth");
5167 if (r_depthfirst.integer >= 2)
5169 R_DrawModelsDepth();
5170 if (r_timereport_active)
5171 R_TimeReport("modeldepth");
5174 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5176 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5177 if (r_timereport_active)
5178 R_TimeReport("world");
5181 // don't let sound skip if going slow
5182 if (r_refdef.scene.extraupdate)
5186 if (r_timereport_active)
5187 R_TimeReport("models");
5189 // don't let sound skip if going slow
5190 if (r_refdef.scene.extraupdate)
5193 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5195 R_DrawModelShadows();
5196 R_ResetViewRendering3D();
5197 // don't let sound skip if going slow
5198 if (r_refdef.scene.extraupdate)
5202 R_ShadowVolumeLighting(false);
5203 if (r_timereport_active)
5204 R_TimeReport("rtlights");
5206 // don't let sound skip if going slow
5207 if (r_refdef.scene.extraupdate)
5210 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5212 R_DrawModelShadows();
5213 R_ResetViewRendering3D();
5214 // don't let sound skip if going slow
5215 if (r_refdef.scene.extraupdate)
5219 if (cl.csqc_vidvars.drawworld)
5221 if (cl_decals_newsystem.integer)
5223 R_DrawModelDecals();
5224 if (r_timereport_active)
5225 R_TimeReport("modeldecals");
5230 if (r_timereport_active)
5231 R_TimeReport("decals");
5235 if (r_timereport_active)
5236 R_TimeReport("particles");
5239 if (r_timereport_active)
5240 R_TimeReport("explosions");
5242 R_DrawLightningBeams();
5243 if (r_timereport_active)
5244 R_TimeReport("lightning");
5247 R_SetupGenericShader(true);
5248 VM_CL_AddPolygonsToMeshQueue();
5250 if (r_refdef.view.showdebug)
5252 if (cl_locs_show.integer)
5255 if (r_timereport_active)
5256 R_TimeReport("showlocs");
5259 if (r_drawportals.integer)
5262 if (r_timereport_active)
5263 R_TimeReport("portals");
5266 if (r_showbboxes.value > 0)
5268 R_DrawEntityBBoxes();
5269 if (r_timereport_active)
5270 R_TimeReport("bboxes");
5274 R_SetupGenericShader(true);
5275 R_MeshQueue_RenderTransparent();
5276 if (r_timereport_active)
5277 R_TimeReport("drawtrans");
5279 R_SetupGenericShader(true);
5281 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))
5283 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5284 if (r_timereport_active)
5285 R_TimeReport("worlddebug");
5286 R_DrawModelsDebug();
5287 if (r_timereport_active)
5288 R_TimeReport("modeldebug");
5291 R_SetupGenericShader(true);
5293 if (cl.csqc_vidvars.drawworld)
5296 if (r_timereport_active)
5297 R_TimeReport("coronas");
5300 // don't let sound skip if going slow
5301 if (r_refdef.scene.extraupdate)
5304 R_ResetViewRendering2D();
5307 static const unsigned short bboxelements[36] =
5317 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5320 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5322 RSurf_ActiveWorldEntity();
5324 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5325 GL_DepthMask(false);
5326 GL_DepthRange(0, 1);
5327 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5328 R_Mesh_ResetTextureState();
5330 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5331 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5332 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5333 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5334 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5335 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5336 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5337 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5338 R_FillColors(color4f, 8, cr, cg, cb, ca);
5339 if (r_refdef.fogenabled)
5341 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5343 f1 = RSurf_FogVertex(v);
5345 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5346 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5347 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5350 R_Mesh_VertexPointer(vertex3f, 0, 0);
5351 R_Mesh_ColorPointer(color4f, 0, 0);
5352 R_Mesh_ResetTextureState();
5353 R_SetupGenericShader(false);
5354 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5357 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5361 prvm_edict_t *edict;
5362 prvm_prog_t *prog_save = prog;
5364 // this function draws bounding boxes of server entities
5368 GL_CullFace(GL_NONE);
5369 R_SetupGenericShader(false);
5373 for (i = 0;i < numsurfaces;i++)
5375 edict = PRVM_EDICT_NUM(surfacelist[i]);
5376 switch ((int)edict->fields.server->solid)
5378 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
5379 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
5380 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
5381 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5382 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
5383 default: Vector4Set(color, 0, 0, 0, 0.50);break;
5385 color[3] *= r_showbboxes.value;
5386 color[3] = bound(0, color[3], 1);
5387 GL_DepthTest(!r_showdisabledepthtest.integer);
5388 GL_CullFace(r_refdef.view.cullface_front);
5389 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5395 static void R_DrawEntityBBoxes(void)
5398 prvm_edict_t *edict;
5400 prvm_prog_t *prog_save = prog;
5402 // this function draws bounding boxes of server entities
5408 for (i = 0;i < prog->num_edicts;i++)
5410 edict = PRVM_EDICT_NUM(i);
5411 if (edict->priv.server->free)
5413 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5414 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5416 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5418 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5419 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5425 static const int nomodelelement3i[24] =
5437 static const unsigned short nomodelelement3s[24] =
5449 static const float nomodelvertex3f[6*3] =
5459 static const float nomodelcolor4f[6*4] =
5461 0.0f, 0.0f, 0.5f, 1.0f,
5462 0.0f, 0.0f, 0.5f, 1.0f,
5463 0.0f, 0.5f, 0.0f, 1.0f,
5464 0.0f, 0.5f, 0.0f, 1.0f,
5465 0.5f, 0.0f, 0.0f, 1.0f,
5466 0.5f, 0.0f, 0.0f, 1.0f
5469 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5475 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
5477 // this is only called once per entity so numsurfaces is always 1, and
5478 // surfacelist is always {0}, so this code does not handle batches
5480 if (rsurface.ent_flags & RENDER_ADDITIVE)
5482 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5483 GL_DepthMask(false);
5485 else if (rsurface.ent_color[3] < 1)
5487 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5488 GL_DepthMask(false);
5492 GL_BlendFunc(GL_ONE, GL_ZERO);
5495 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5496 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5497 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5498 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5499 R_SetupGenericShader(false);
5500 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5501 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5502 R_Mesh_ColorPointer(color4f, 0, 0);
5503 for (i = 0, c = color4f;i < 6;i++, c += 4)
5505 c[0] *= rsurface.ent_color[0];
5506 c[1] *= rsurface.ent_color[1];
5507 c[2] *= rsurface.ent_color[2];
5508 c[3] *= rsurface.ent_color[3];
5510 if (r_refdef.fogenabled)
5512 for (i = 0, c = color4f;i < 6;i++, c += 4)
5514 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5516 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5517 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5518 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5521 R_Mesh_ResetTextureState();
5522 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5525 void R_DrawNoModel(entity_render_t *ent)
5528 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5529 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5530 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5532 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5535 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5537 vec3_t right1, right2, diff, normal;
5539 VectorSubtract (org2, org1, normal);
5541 // calculate 'right' vector for start
5542 VectorSubtract (r_refdef.view.origin, org1, diff);
5543 CrossProduct (normal, diff, right1);
5544 VectorNormalize (right1);
5546 // calculate 'right' vector for end
5547 VectorSubtract (r_refdef.view.origin, org2, diff);
5548 CrossProduct (normal, diff, right2);
5549 VectorNormalize (right2);
5551 vert[ 0] = org1[0] + width * right1[0];
5552 vert[ 1] = org1[1] + width * right1[1];
5553 vert[ 2] = org1[2] + width * right1[2];
5554 vert[ 3] = org1[0] - width * right1[0];
5555 vert[ 4] = org1[1] - width * right1[1];
5556 vert[ 5] = org1[2] - width * right1[2];
5557 vert[ 6] = org2[0] - width * right2[0];
5558 vert[ 7] = org2[1] - width * right2[1];
5559 vert[ 8] = org2[2] - width * right2[2];
5560 vert[ 9] = org2[0] + width * right2[0];
5561 vert[10] = org2[1] + width * right2[1];
5562 vert[11] = org2[2] + width * right2[2];
5565 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
5567 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5568 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5569 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5570 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5571 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5572 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5573 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5574 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5575 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5576 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5577 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5578 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5581 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5586 VectorSet(v, x, y, z);
5587 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5588 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5590 if (i == mesh->numvertices)
5592 if (mesh->numvertices < mesh->maxvertices)
5594 VectorCopy(v, vertex3f);
5595 mesh->numvertices++;
5597 return mesh->numvertices;
5603 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5607 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5608 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5609 e = mesh->element3i + mesh->numtriangles * 3;
5610 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5612 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5613 if (mesh->numtriangles < mesh->maxtriangles)
5618 mesh->numtriangles++;
5620 element[1] = element[2];
5624 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5628 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5629 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5630 e = mesh->element3i + mesh->numtriangles * 3;
5631 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5633 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5634 if (mesh->numtriangles < mesh->maxtriangles)
5639 mesh->numtriangles++;
5641 element[1] = element[2];
5645 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5646 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5648 int planenum, planenum2;
5651 mplane_t *plane, *plane2;
5653 double temppoints[2][256*3];
5654 // figure out how large a bounding box we need to properly compute this brush
5656 for (w = 0;w < numplanes;w++)
5657 maxdist = max(maxdist, fabs(planes[w].dist));
5658 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5659 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5660 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5664 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5665 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5667 if (planenum2 == planenum)
5669 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);
5672 if (tempnumpoints < 3)
5674 // generate elements forming a triangle fan for this polygon
5675 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5679 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)
5681 texturelayer_t *layer;
5682 layer = t->currentlayers + t->currentnumlayers++;
5684 layer->depthmask = depthmask;
5685 layer->blendfunc1 = blendfunc1;
5686 layer->blendfunc2 = blendfunc2;
5687 layer->texture = texture;
5688 layer->texmatrix = *matrix;
5689 layer->color[0] = r * r_refdef.view.colorscale;
5690 layer->color[1] = g * r_refdef.view.colorscale;
5691 layer->color[2] = b * r_refdef.view.colorscale;
5692 layer->color[3] = a;
5695 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5698 index = parms[2] + r_refdef.scene.time * parms[3];
5699 index -= floor(index);
5703 case Q3WAVEFUNC_NONE:
5704 case Q3WAVEFUNC_NOISE:
5705 case Q3WAVEFUNC_COUNT:
5708 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5709 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5710 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5711 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5712 case Q3WAVEFUNC_TRIANGLE:
5714 f = index - floor(index);
5725 return (float)(parms[0] + parms[1] * f);
5728 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5733 matrix4x4_t matrix, temp;
5734 switch(tcmod->tcmod)
5738 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5739 matrix = r_waterscrollmatrix;
5741 matrix = identitymatrix;
5743 case Q3TCMOD_ENTITYTRANSLATE:
5744 // this is used in Q3 to allow the gamecode to control texcoord
5745 // scrolling on the entity, which is not supported in darkplaces yet.
5746 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5748 case Q3TCMOD_ROTATE:
5749 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5750 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5751 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5754 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5756 case Q3TCMOD_SCROLL:
5757 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5759 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5760 w = (int) tcmod->parms[0];
5761 h = (int) tcmod->parms[1];
5762 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5764 idx = (int) floor(f * w * h);
5765 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5767 case Q3TCMOD_STRETCH:
5768 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5769 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5771 case Q3TCMOD_TRANSFORM:
5772 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5773 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5774 VectorSet(tcmat + 6, 0 , 0 , 1);
5775 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5776 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5778 case Q3TCMOD_TURBULENT:
5779 // this is handled in the RSurf_PrepareVertices function
5780 matrix = identitymatrix;
5784 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5787 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5789 int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5790 char name[MAX_QPATH];
5791 skinframe_t *skinframe;
5792 unsigned char pixels[296*194];
5793 strlcpy(cache->name, skinname, sizeof(cache->name));
5794 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5795 if (developer_loading.integer)
5796 Con_Printf("loading %s\n", name);
5797 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5798 if (!skinframe || !skinframe->base)
5801 fs_offset_t filesize;
5803 f = FS_LoadFile(name, tempmempool, true, &filesize);
5806 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5807 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5811 cache->skinframe = skinframe;
5814 texture_t *R_GetCurrentTexture(texture_t *t)
5817 const entity_render_t *ent = rsurface.entity;
5818 dp_model_t *model = ent->model;
5819 q3shaderinfo_layer_tcmod_t *tcmod;
5821 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5822 return t->currentframe;
5823 t->update_lastrenderframe = r_frame;
5824 t->update_lastrenderentity = (void *)ent;
5826 // switch to an alternate material if this is a q1bsp animated material
5828 texture_t *texture = t;
5829 int s = rsurface.ent_skinnum;
5830 if ((unsigned int)s >= (unsigned int)model->numskins)
5832 if (model->skinscenes)
5834 if (model->skinscenes[s].framecount > 1)
5835 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5837 s = model->skinscenes[s].firstframe;
5840 t = t + s * model->num_surfaces;
5843 // use an alternate animation if the entity's frame is not 0,
5844 // and only if the texture has an alternate animation
5845 if (rsurface.ent_alttextures && t->anim_total[1])
5846 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5848 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5850 texture->currentframe = t;
5853 // update currentskinframe to be a qw skin or animation frame
5854 if (rsurface.ent_qwskin >= 0)
5856 i = rsurface.ent_qwskin;
5857 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5859 r_qwskincache_size = cl.maxclients;
5861 Mem_Free(r_qwskincache);
5862 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5864 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5865 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5866 t->currentskinframe = r_qwskincache[i].skinframe;
5867 if (t->currentskinframe == NULL)
5868 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5870 else if (t->numskinframes >= 2)
5871 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5872 if (t->backgroundnumskinframes >= 2)
5873 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
5875 t->currentmaterialflags = t->basematerialflags;
5876 t->currentalpha = rsurface.ent_color[3];
5877 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5878 t->currentalpha *= r_wateralpha.value;
5879 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5880 t->currentalpha *= t->r_water_wateralpha;
5881 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5882 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5883 if (!(rsurface.ent_flags & RENDER_LIGHT))
5884 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5885 else if (rsurface.modeltexcoordlightmap2f == NULL)
5887 // pick a model lighting mode
5888 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
5889 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5891 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5893 if (rsurface.ent_flags & RENDER_ADDITIVE)
5894 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5895 else if (t->currentalpha < 1)
5896 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5897 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
5898 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5899 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
5900 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5901 if (t->backgroundnumskinframes)
5902 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5903 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5905 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5906 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5909 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5911 // there is no tcmod
5912 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5914 t->currenttexmatrix = r_waterscrollmatrix;
5915 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5917 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
5919 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5920 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5923 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5924 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5925 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5926 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5928 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
5929 if (t->currentskinframe->qpixels)
5930 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
5931 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5932 t->glosstexture = r_texture_black;
5933 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5934 t->backgroundglosstexture = r_texture_black;
5935 t->specularpower = r_shadow_glossexponent.value;
5936 // TODO: store reference values for these in the texture?
5937 t->specularscale = 0;
5938 if (r_shadow_gloss.integer > 0)
5940 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5942 if (r_shadow_glossintensity.value > 0)
5944 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5945 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5946 t->specularscale = r_shadow_glossintensity.value;
5949 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5951 t->glosstexture = r_texture_white;
5952 t->backgroundglosstexture = r_texture_white;
5953 t->specularscale = r_shadow_gloss2intensity.value;
5954 t->specularpower = r_shadow_gloss2exponent.value;
5957 t->specularscale *= t->specularscalemod;
5958 t->specularpower *= t->specularpowermod;
5960 // lightmaps mode looks bad with dlights using actual texturing, so turn
5961 // off the colormap and glossmap, but leave the normalmap on as it still
5962 // accurately represents the shading involved
5963 if (gl_lightmaps.integer)
5965 t->basetexture = r_texture_grey128;
5966 t->backgroundbasetexture = NULL;
5967 t->specularscale = 0;
5968 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5971 Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
5972 VectorClear(t->dlightcolor);
5973 t->currentnumlayers = 0;
5974 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5977 int blendfunc1, blendfunc2;
5979 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5981 blendfunc1 = GL_SRC_ALPHA;
5982 blendfunc2 = GL_ONE;
5984 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5986 blendfunc1 = GL_SRC_ALPHA;
5987 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5989 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5991 blendfunc1 = t->customblendfunc[0];
5992 blendfunc2 = t->customblendfunc[1];
5996 blendfunc1 = GL_ONE;
5997 blendfunc2 = GL_ZERO;
5999 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
6000 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
6001 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
6002 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6004 // fullbright is not affected by r_refdef.lightmapintensity
6005 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]);
6006 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6007 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6008 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6009 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6013 vec3_t ambientcolor;
6015 // set the color tint used for lights affecting this surface
6016 VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
6018 // q3bsp has no lightmap updates, so the lightstylevalue that
6019 // would normally be baked into the lightmap must be
6020 // applied to the color
6021 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
6022 if (model->type == mod_brushq3)
6023 colorscale *= r_refdef.scene.rtlightstylevalue[0];
6024 colorscale *= r_refdef.lightmapintensity;
6025 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
6026 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
6027 // basic lit geometry
6028 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]);
6029 // add pants/shirt if needed
6030 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6031 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6032 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6033 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
6034 // now add ambient passes if needed
6035 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
6037 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]);
6038 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
6039 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
6040 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
6041 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
6044 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
6045 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]);
6046 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
6048 // if this is opaque use alpha blend which will darken the earlier
6051 // if this is an alpha blended material, all the earlier passes
6052 // were darkened by fog already, so we only need to add the fog
6053 // color ontop through the fog mask texture
6055 // if this is an additive blended material, all the earlier passes
6056 // were darkened by fog already, and we should not add fog color
6057 // (because the background was not darkened, there is no fog color
6058 // that was lost behind it).
6059 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]);
6063 return t->currentframe;
6066 rsurfacestate_t rsurface;
6068 void R_Mesh_ResizeArrays(int newvertices)
6071 if (rsurface.array_size >= newvertices)
6073 if (rsurface.array_modelvertex3f)
6074 Mem_Free(rsurface.array_modelvertex3f);
6075 rsurface.array_size = (newvertices + 1023) & ~1023;
6076 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
6077 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
6078 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
6079 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
6080 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
6081 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
6082 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
6083 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
6084 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
6085 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
6086 rsurface.array_color4f = base + rsurface.array_size * 27;
6087 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
6090 void RSurf_ActiveWorldEntity(void)
6092 dp_model_t *model = r_refdef.scene.worldmodel;
6093 //if (rsurface.entity == r_refdef.scene.worldentity)
6095 rsurface.entity = r_refdef.scene.worldentity;
6096 rsurface.skeleton = NULL;
6097 rsurface.ent_skinnum = 0;
6098 rsurface.ent_qwskin = -1;
6099 rsurface.ent_shadertime = 0;
6100 Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
6101 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
6102 if (rsurface.array_size < model->surfmesh.num_vertices)
6103 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6104 rsurface.matrix = identitymatrix;
6105 rsurface.inversematrix = identitymatrix;
6106 rsurface.matrixscale = 1;
6107 rsurface.inversematrixscale = 1;
6108 R_Mesh_Matrix(&identitymatrix);
6109 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
6110 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
6111 rsurface.fograngerecip = r_refdef.fograngerecip;
6112 rsurface.fogheightfade = r_refdef.fogheightfade;
6113 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6114 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6115 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6116 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6117 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6118 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6119 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6120 VectorSet(rsurface.glowmod, 1, 1, 1);
6121 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6122 rsurface.frameblend[0].lerp = 1;
6123 rsurface.ent_alttextures = false;
6124 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6125 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6126 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
6127 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6128 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6129 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6130 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6131 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6132 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6133 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6134 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6135 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
6136 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6137 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6138 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
6139 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6140 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6141 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
6142 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6143 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6144 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
6145 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6146 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6147 rsurface.modelelement3i = model->surfmesh.data_element3i;
6148 rsurface.modelelement3s = model->surfmesh.data_element3s;
6149 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6150 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6151 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6152 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6153 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6154 rsurface.modelsurfaces = model->data_surfaces;
6155 rsurface.generatedvertex = false;
6156 rsurface.vertex3f = rsurface.modelvertex3f;
6157 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6158 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6159 rsurface.svector3f = rsurface.modelsvector3f;
6160 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6161 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6162 rsurface.tvector3f = rsurface.modeltvector3f;
6163 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6164 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6165 rsurface.normal3f = rsurface.modelnormal3f;
6166 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6167 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6168 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6171 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6173 dp_model_t *model = ent->model;
6174 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6176 rsurface.entity = (entity_render_t *)ent;
6177 rsurface.skeleton = ent->skeleton;
6178 rsurface.ent_skinnum = ent->skinnum;
6179 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6180 rsurface.ent_shadertime = ent->shadertime;
6181 Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6182 rsurface.ent_flags = ent->flags;
6183 if (rsurface.array_size < model->surfmesh.num_vertices)
6184 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6185 rsurface.matrix = ent->matrix;
6186 rsurface.inversematrix = ent->inversematrix;
6187 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6188 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6189 R_Mesh_Matrix(&rsurface.matrix);
6190 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6191 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6192 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6193 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6194 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6195 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6196 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6197 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6198 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6199 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6200 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6201 VectorCopy(ent->glowmod, rsurface.glowmod);
6202 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6203 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6204 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6205 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6206 if (ent->model->brush.submodel)
6208 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6209 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6211 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6213 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
6215 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
6216 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
6217 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
6218 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
6220 else if (wanttangents)
6222 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6223 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6224 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6225 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6226 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6228 else if (wantnormals)
6230 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6231 rsurface.modelsvector3f = NULL;
6232 rsurface.modeltvector3f = NULL;
6233 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6234 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6238 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6239 rsurface.modelsvector3f = NULL;
6240 rsurface.modeltvector3f = NULL;
6241 rsurface.modelnormal3f = NULL;
6242 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6244 rsurface.modelvertex3f_bufferobject = 0;
6245 rsurface.modelvertex3f_bufferoffset = 0;
6246 rsurface.modelsvector3f_bufferobject = 0;
6247 rsurface.modelsvector3f_bufferoffset = 0;
6248 rsurface.modeltvector3f_bufferobject = 0;
6249 rsurface.modeltvector3f_bufferoffset = 0;
6250 rsurface.modelnormal3f_bufferobject = 0;
6251 rsurface.modelnormal3f_bufferoffset = 0;
6252 rsurface.generatedvertex = true;
6256 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
6257 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6258 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6259 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6260 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6261 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6262 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6263 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6264 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6265 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
6266 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6267 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6268 rsurface.generatedvertex = false;
6270 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
6271 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6272 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6273 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
6274 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6275 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6276 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
6277 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6278 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6279 rsurface.modelelement3i = model->surfmesh.data_element3i;
6280 rsurface.modelelement3s = model->surfmesh.data_element3s;
6281 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6282 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6283 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6284 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6285 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6286 rsurface.modelsurfaces = model->data_surfaces;
6287 rsurface.vertex3f = rsurface.modelvertex3f;
6288 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6289 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6290 rsurface.svector3f = rsurface.modelsvector3f;
6291 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6292 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6293 rsurface.tvector3f = rsurface.modeltvector3f;
6294 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6295 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6296 rsurface.normal3f = rsurface.modelnormal3f;
6297 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6298 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6299 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6302 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
6304 rsurface.entity = r_refdef.scene.worldentity;
6305 rsurface.skeleton = NULL;
6306 rsurface.ent_skinnum = 0;
6307 rsurface.ent_qwskin = -1;
6308 rsurface.ent_shadertime = shadertime;
6309 Vector4Set(rsurface.ent_color, r, g, b, a);
6310 rsurface.ent_flags = entflags;
6311 rsurface.modelnum_vertices = numvertices;
6312 rsurface.modelnum_triangles = numtriangles;
6313 if (rsurface.array_size < rsurface.modelnum_vertices)
6314 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6315 rsurface.matrix = *matrix;
6316 rsurface.inversematrix = *inversematrix;
6317 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6318 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6319 R_Mesh_Matrix(&rsurface.matrix);
6320 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6321 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6322 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6323 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6324 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6325 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6326 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6327 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6328 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6329 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6330 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6331 VectorSet(rsurface.glowmod, 1, 1, 1);
6332 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6333 rsurface.frameblend[0].lerp = 1;
6334 rsurface.ent_alttextures = false;
6335 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6336 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6339 rsurface.modelvertex3f = vertex3f;
6340 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6341 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6342 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6344 else if (wantnormals)
6346 rsurface.modelvertex3f = vertex3f;
6347 rsurface.modelsvector3f = NULL;
6348 rsurface.modeltvector3f = NULL;
6349 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6353 rsurface.modelvertex3f = vertex3f;
6354 rsurface.modelsvector3f = NULL;
6355 rsurface.modeltvector3f = NULL;
6356 rsurface.modelnormal3f = NULL;
6358 rsurface.modelvertex3f_bufferobject = 0;
6359 rsurface.modelvertex3f_bufferoffset = 0;
6360 rsurface.modelsvector3f_bufferobject = 0;
6361 rsurface.modelsvector3f_bufferoffset = 0;
6362 rsurface.modeltvector3f_bufferobject = 0;
6363 rsurface.modeltvector3f_bufferoffset = 0;
6364 rsurface.modelnormal3f_bufferobject = 0;
6365 rsurface.modelnormal3f_bufferoffset = 0;
6366 rsurface.generatedvertex = true;
6367 rsurface.modellightmapcolor4f = color4f;
6368 rsurface.modellightmapcolor4f_bufferobject = 0;
6369 rsurface.modellightmapcolor4f_bufferoffset = 0;
6370 rsurface.modeltexcoordtexture2f = texcoord2f;
6371 rsurface.modeltexcoordtexture2f_bufferobject = 0;
6372 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6373 rsurface.modeltexcoordlightmap2f = NULL;
6374 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6375 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6376 rsurface.modelelement3i = element3i;
6377 rsurface.modelelement3s = element3s;
6378 rsurface.modelelement3i_bufferobject = 0;
6379 rsurface.modelelement3s_bufferobject = 0;
6380 rsurface.modellightmapoffsets = NULL;
6381 rsurface.modelsurfaces = NULL;
6382 rsurface.vertex3f = rsurface.modelvertex3f;
6383 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6384 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6385 rsurface.svector3f = rsurface.modelsvector3f;
6386 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6387 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6388 rsurface.tvector3f = rsurface.modeltvector3f;
6389 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6390 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6391 rsurface.normal3f = rsurface.modelnormal3f;
6392 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6393 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6394 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6396 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6398 if ((wantnormals || wanttangents) && !normal3f)
6399 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6400 if (wanttangents && !svector3f)
6401 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6405 float RSurf_FogPoint(const float *v)
6407 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6408 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6409 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6410 float FogHeightFade = r_refdef.fogheightfade;
6412 unsigned int fogmasktableindex;
6413 if (r_refdef.fogplaneviewabove)
6414 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6416 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6417 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6418 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6421 float RSurf_FogVertex(const float *v)
6423 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6424 float FogPlaneViewDist = rsurface.fogplaneviewdist;
6425 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6426 float FogHeightFade = rsurface.fogheightfade;
6428 unsigned int fogmasktableindex;
6429 if (r_refdef.fogplaneviewabove)
6430 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6432 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6433 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6434 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6437 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6438 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6441 int texturesurfaceindex;
6446 const float *v1, *in_tc;
6448 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6450 q3shaderinfo_deform_t *deform;
6451 // 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
6452 if (rsurface.generatedvertex)
6454 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6455 generatenormals = true;
6456 for (i = 0;i < Q3MAXDEFORMS;i++)
6458 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6460 generatetangents = true;
6461 generatenormals = true;
6463 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6464 generatenormals = true;
6466 if (generatenormals && !rsurface.modelnormal3f)
6468 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6469 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6470 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6471 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6473 if (generatetangents && !rsurface.modelsvector3f)
6475 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6476 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6477 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6478 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6479 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6480 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6481 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6484 rsurface.vertex3f = rsurface.modelvertex3f;
6485 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6486 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6487 rsurface.svector3f = rsurface.modelsvector3f;
6488 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6489 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6490 rsurface.tvector3f = rsurface.modeltvector3f;
6491 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6492 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6493 rsurface.normal3f = rsurface.modelnormal3f;
6494 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6495 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6496 // if vertices are deformed (sprite flares and things in maps, possibly
6497 // water waves, bulges and other deformations), generate them into
6498 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6499 // (may be static model data or generated data for an animated model, or
6500 // the previous deform pass)
6501 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6503 switch (deform->deform)
6506 case Q3DEFORM_PROJECTIONSHADOW:
6507 case Q3DEFORM_TEXT0:
6508 case Q3DEFORM_TEXT1:
6509 case Q3DEFORM_TEXT2:
6510 case Q3DEFORM_TEXT3:
6511 case Q3DEFORM_TEXT4:
6512 case Q3DEFORM_TEXT5:
6513 case Q3DEFORM_TEXT6:
6514 case Q3DEFORM_TEXT7:
6517 case Q3DEFORM_AUTOSPRITE:
6518 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6519 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6520 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6521 VectorNormalize(newforward);
6522 VectorNormalize(newright);
6523 VectorNormalize(newup);
6524 // make deformed versions of only the model vertices used by the specified surfaces
6525 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6527 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6528 // a single autosprite surface can contain multiple sprites...
6529 for (j = 0;j < surface->num_vertices - 3;j += 4)
6531 VectorClear(center);
6532 for (i = 0;i < 4;i++)
6533 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6534 VectorScale(center, 0.25f, center);
6535 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
6536 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6537 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6538 for (i = 0;i < 4;i++)
6540 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6541 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6544 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6545 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6547 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6548 rsurface.vertex3f_bufferobject = 0;
6549 rsurface.vertex3f_bufferoffset = 0;
6550 rsurface.svector3f = rsurface.array_deformedsvector3f;
6551 rsurface.svector3f_bufferobject = 0;
6552 rsurface.svector3f_bufferoffset = 0;
6553 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6554 rsurface.tvector3f_bufferobject = 0;
6555 rsurface.tvector3f_bufferoffset = 0;
6556 rsurface.normal3f = rsurface.array_deformednormal3f;
6557 rsurface.normal3f_bufferobject = 0;
6558 rsurface.normal3f_bufferoffset = 0;
6560 case Q3DEFORM_AUTOSPRITE2:
6561 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6562 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6563 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6564 VectorNormalize(newforward);
6565 VectorNormalize(newright);
6566 VectorNormalize(newup);
6567 // make deformed versions of only the model vertices used by the specified surfaces
6568 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6570 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6571 const float *v1, *v2;
6581 memset(shortest, 0, sizeof(shortest));
6582 // a single autosprite surface can contain multiple sprites...
6583 for (j = 0;j < surface->num_vertices - 3;j += 4)
6585 VectorClear(center);
6586 for (i = 0;i < 4;i++)
6587 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6588 VectorScale(center, 0.25f, center);
6589 // find the two shortest edges, then use them to define the
6590 // axis vectors for rotating around the central axis
6591 for (i = 0;i < 6;i++)
6593 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6594 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6596 Debug_PolygonBegin(NULL, 0);
6597 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6598 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);
6599 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6602 l = VectorDistance2(v1, v2);
6603 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6605 l += (1.0f / 1024.0f);
6606 if (shortest[0].length2 > l || i == 0)
6608 shortest[1] = shortest[0];
6609 shortest[0].length2 = l;
6610 shortest[0].v1 = v1;
6611 shortest[0].v2 = v2;
6613 else if (shortest[1].length2 > l || i == 1)
6615 shortest[1].length2 = l;
6616 shortest[1].v1 = v1;
6617 shortest[1].v2 = v2;
6620 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6621 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6623 Debug_PolygonBegin(NULL, 0);
6624 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6625 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);
6626 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6629 // this calculates the right vector from the shortest edge
6630 // and the up vector from the edge midpoints
6631 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6632 VectorNormalize(right);
6633 VectorSubtract(end, start, up);
6634 VectorNormalize(up);
6635 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6636 VectorSubtract(rsurface.localvieworigin, center, forward);
6637 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6638 VectorNegate(forward, forward);
6639 VectorReflect(forward, 0, up, forward);
6640 VectorNormalize(forward);
6641 CrossProduct(up, forward, newright);
6642 VectorNormalize(newright);
6644 Debug_PolygonBegin(NULL, 0);
6645 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);
6646 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6647 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6651 Debug_PolygonBegin(NULL, 0);
6652 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6653 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6654 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6657 // rotate the quad around the up axis vector, this is made
6658 // especially easy by the fact we know the quad is flat,
6659 // so we only have to subtract the center position and
6660 // measure distance along the right vector, and then
6661 // multiply that by the newright vector and add back the
6663 // we also need to subtract the old position to undo the
6664 // displacement from the center, which we do with a
6665 // DotProduct, the subtraction/addition of center is also
6666 // optimized into DotProducts here
6667 l = DotProduct(right, center);
6668 for (i = 0;i < 4;i++)
6670 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6671 f = DotProduct(right, v1) - l;
6672 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6675 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6676 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6678 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6679 rsurface.vertex3f_bufferobject = 0;
6680 rsurface.vertex3f_bufferoffset = 0;
6681 rsurface.svector3f = rsurface.array_deformedsvector3f;
6682 rsurface.svector3f_bufferobject = 0;
6683 rsurface.svector3f_bufferoffset = 0;
6684 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6685 rsurface.tvector3f_bufferobject = 0;
6686 rsurface.tvector3f_bufferoffset = 0;
6687 rsurface.normal3f = rsurface.array_deformednormal3f;
6688 rsurface.normal3f_bufferobject = 0;
6689 rsurface.normal3f_bufferoffset = 0;
6691 case Q3DEFORM_NORMAL:
6692 // deform the normals to make reflections wavey
6693 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6695 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6696 for (j = 0;j < surface->num_vertices;j++)
6699 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6700 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6701 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6702 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6703 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6704 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6705 VectorNormalize(normal);
6707 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6709 rsurface.svector3f = rsurface.array_deformedsvector3f;
6710 rsurface.svector3f_bufferobject = 0;
6711 rsurface.svector3f_bufferoffset = 0;
6712 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6713 rsurface.tvector3f_bufferobject = 0;
6714 rsurface.tvector3f_bufferoffset = 0;
6715 rsurface.normal3f = rsurface.array_deformednormal3f;
6716 rsurface.normal3f_bufferobject = 0;
6717 rsurface.normal3f_bufferoffset = 0;
6720 // deform vertex array to make wavey water and flags and such
6721 waveparms[0] = deform->waveparms[0];
6722 waveparms[1] = deform->waveparms[1];
6723 waveparms[2] = deform->waveparms[2];
6724 waveparms[3] = deform->waveparms[3];
6725 // this is how a divisor of vertex influence on deformation
6726 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6727 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6728 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6730 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6731 for (j = 0;j < surface->num_vertices;j++)
6733 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6734 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6735 // if the wavefunc depends on time, evaluate it per-vertex
6738 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6739 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6741 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6744 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6745 rsurface.vertex3f_bufferobject = 0;
6746 rsurface.vertex3f_bufferoffset = 0;
6748 case Q3DEFORM_BULGE:
6749 // deform vertex array to make the surface have moving bulges
6750 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6752 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6753 for (j = 0;j < surface->num_vertices;j++)
6755 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6756 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6759 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6760 rsurface.vertex3f_bufferobject = 0;
6761 rsurface.vertex3f_bufferoffset = 0;
6764 // deform vertex array
6765 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6766 VectorScale(deform->parms, scale, waveparms);
6767 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6769 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6770 for (j = 0;j < surface->num_vertices;j++)
6771 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6773 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6774 rsurface.vertex3f_bufferobject = 0;
6775 rsurface.vertex3f_bufferoffset = 0;
6779 // generate texcoords based on the chosen texcoord source
6780 switch(rsurface.texture->tcgen.tcgen)
6783 case Q3TCGEN_TEXTURE:
6784 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6785 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6786 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6788 case Q3TCGEN_LIGHTMAP:
6789 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6790 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6791 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6793 case Q3TCGEN_VECTOR:
6794 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6796 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6797 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)
6799 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6800 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6803 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6804 rsurface.texcoordtexture2f_bufferobject = 0;
6805 rsurface.texcoordtexture2f_bufferoffset = 0;
6807 case Q3TCGEN_ENVIRONMENT:
6808 // make environment reflections using a spheremap
6809 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6811 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6812 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6813 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6814 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6815 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6817 // identical to Q3A's method, but executed in worldspace so
6818 // carried models can be shiny too
6820 float viewer[3], d, reflected[3], worldreflected[3];
6822 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6823 // VectorNormalize(viewer);
6825 d = DotProduct(normal, viewer);
6827 reflected[0] = normal[0]*2*d - viewer[0];
6828 reflected[1] = normal[1]*2*d - viewer[1];
6829 reflected[2] = normal[2]*2*d - viewer[2];
6830 // note: this is proportinal to viewer, so we can normalize later
6832 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6833 VectorNormalize(worldreflected);
6835 // note: this sphere map only uses world x and z!
6836 // so positive and negative y will LOOK THE SAME.
6837 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6838 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6841 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6842 rsurface.texcoordtexture2f_bufferobject = 0;
6843 rsurface.texcoordtexture2f_bufferoffset = 0;
6846 // the only tcmod that needs software vertex processing is turbulent, so
6847 // check for it here and apply the changes if needed
6848 // and we only support that as the first one
6849 // (handling a mixture of turbulent and other tcmods would be problematic
6850 // without punting it entirely to a software path)
6851 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6853 amplitude = rsurface.texture->tcmods[0].parms[1];
6854 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6855 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6857 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6858 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)
6860 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6861 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6864 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6865 rsurface.texcoordtexture2f_bufferobject = 0;
6866 rsurface.texcoordtexture2f_bufferoffset = 0;
6868 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6869 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6870 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6871 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6874 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6877 const msurface_t *surface = texturesurfacelist[0];
6878 const msurface_t *surface2;
6883 // TODO: lock all array ranges before render, rather than on each surface
6884 if (texturenumsurfaces == 1)
6886 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6887 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6889 else if (r_batchmode.integer == 2)
6891 #define MAXBATCHTRIANGLES 4096
6892 int batchtriangles = 0;
6893 int batchelements[MAXBATCHTRIANGLES*3];
6894 for (i = 0;i < texturenumsurfaces;i = j)
6896 surface = texturesurfacelist[i];
6898 if (surface->num_triangles > MAXBATCHTRIANGLES)
6900 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6903 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6904 batchtriangles = surface->num_triangles;
6905 firstvertex = surface->num_firstvertex;
6906 endvertex = surface->num_firstvertex + surface->num_vertices;
6907 for (;j < texturenumsurfaces;j++)
6909 surface2 = texturesurfacelist[j];
6910 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6912 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6913 batchtriangles += surface2->num_triangles;
6914 firstvertex = min(firstvertex, surface2->num_firstvertex);
6915 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6917 surface2 = texturesurfacelist[j-1];
6918 numvertices = endvertex - firstvertex;
6919 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6922 else if (r_batchmode.integer == 1)
6924 for (i = 0;i < texturenumsurfaces;i = j)
6926 surface = texturesurfacelist[i];
6927 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6928 if (texturesurfacelist[j] != surface2)
6930 surface2 = texturesurfacelist[j-1];
6931 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6932 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6933 GL_LockArrays(surface->num_firstvertex, numvertices);
6934 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6939 for (i = 0;i < texturenumsurfaces;i++)
6941 surface = texturesurfacelist[i];
6942 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6943 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6948 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6950 int i, planeindex, vertexindex;
6954 r_waterstate_waterplane_t *p, *bestp;
6955 const msurface_t *surface;
6956 if (r_waterstate.renderingscene)
6958 for (i = 0;i < texturenumsurfaces;i++)
6960 surface = texturesurfacelist[i];
6961 if (lightmaptexunit >= 0)
6962 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6963 if (deluxemaptexunit >= 0)
6964 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6965 // pick the closest matching water plane
6968 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6971 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6973 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6974 d += fabs(PlaneDiff(vert, &p->plane));
6976 if (bestd > d || !bestp)
6984 if (refractiontexunit >= 0)
6985 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6986 if (reflectiontexunit >= 0)
6987 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6991 if (refractiontexunit >= 0)
6992 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6993 if (reflectiontexunit >= 0)
6994 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6996 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6997 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7001 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
7005 const msurface_t *surface = texturesurfacelist[0];
7006 const msurface_t *surface2;
7011 // TODO: lock all array ranges before render, rather than on each surface
7012 if (texturenumsurfaces == 1)
7014 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7015 if (deluxemaptexunit >= 0)
7016 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7017 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7018 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7020 else if (r_batchmode.integer == 2)
7022 #define MAXBATCHTRIANGLES 4096
7023 int batchtriangles = 0;
7024 int batchelements[MAXBATCHTRIANGLES*3];
7025 for (i = 0;i < texturenumsurfaces;i = j)
7027 surface = texturesurfacelist[i];
7028 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7029 if (deluxemaptexunit >= 0)
7030 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7032 if (surface->num_triangles > MAXBATCHTRIANGLES)
7034 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7037 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
7038 batchtriangles = surface->num_triangles;
7039 firstvertex = surface->num_firstvertex;
7040 endvertex = surface->num_firstvertex + surface->num_vertices;
7041 for (;j < texturenumsurfaces;j++)
7043 surface2 = texturesurfacelist[j];
7044 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
7046 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
7047 batchtriangles += surface2->num_triangles;
7048 firstvertex = min(firstvertex, surface2->num_firstvertex);
7049 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
7051 surface2 = texturesurfacelist[j-1];
7052 numvertices = endvertex - firstvertex;
7053 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
7056 else if (r_batchmode.integer == 1)
7059 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
7060 for (i = 0;i < texturenumsurfaces;i = j)
7062 surface = texturesurfacelist[i];
7063 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7064 if (texturesurfacelist[j] != surface2)
7066 Con_Printf(" %i", j - i);
7069 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
7071 for (i = 0;i < texturenumsurfaces;i = j)
7073 surface = texturesurfacelist[i];
7074 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7075 if (deluxemaptexunit >= 0)
7076 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7077 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7078 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
7081 Con_Printf(" %i", j - i);
7083 surface2 = texturesurfacelist[j-1];
7084 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
7085 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
7086 GL_LockArrays(surface->num_firstvertex, numvertices);
7087 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7095 for (i = 0;i < texturenumsurfaces;i++)
7097 surface = texturesurfacelist[i];
7098 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7099 if (deluxemaptexunit >= 0)
7100 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7101 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7102 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7107 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7110 int texturesurfaceindex;
7111 if (r_showsurfaces.integer == 2)
7113 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7115 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7116 for (j = 0;j < surface->num_triangles;j++)
7118 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7119 GL_Color(f, f, f, 1);
7120 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7126 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7128 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7129 int k = (int)(((size_t)surface) / sizeof(msurface_t));
7130 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);
7131 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7132 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7137 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7139 int texturesurfaceindex;
7143 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7145 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7146 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)
7154 rsurface.lightmapcolor4f = rsurface.array_color4f;
7155 rsurface.lightmapcolor4f_bufferobject = 0;
7156 rsurface.lightmapcolor4f_bufferoffset = 0;
7159 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7161 int texturesurfaceindex;
7167 if (rsurface.lightmapcolor4f)
7169 // generate color arrays for the surfaces in this list
7170 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7172 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7173 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)
7175 f = RSurf_FogVertex(v);
7185 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7187 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7188 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)
7190 f = RSurf_FogVertex(v);
7198 rsurface.lightmapcolor4f = rsurface.array_color4f;
7199 rsurface.lightmapcolor4f_bufferobject = 0;
7200 rsurface.lightmapcolor4f_bufferoffset = 0;
7203 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7205 int texturesurfaceindex;
7211 if (!rsurface.lightmapcolor4f)
7213 // generate color arrays for the surfaces in this list
7214 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7216 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7217 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)
7219 f = RSurf_FogVertex(v);
7220 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7221 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7222 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7226 rsurface.lightmapcolor4f = rsurface.array_color4f;
7227 rsurface.lightmapcolor4f_bufferobject = 0;
7228 rsurface.lightmapcolor4f_bufferoffset = 0;
7231 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7233 int texturesurfaceindex;
7237 if (!rsurface.lightmapcolor4f)
7239 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7241 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7242 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)
7250 rsurface.lightmapcolor4f = rsurface.array_color4f;
7251 rsurface.lightmapcolor4f_bufferobject = 0;
7252 rsurface.lightmapcolor4f_bufferoffset = 0;
7255 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7257 int texturesurfaceindex;
7261 if (!rsurface.lightmapcolor4f)
7263 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7265 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7266 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)
7268 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7269 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7270 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7274 rsurface.lightmapcolor4f = rsurface.array_color4f;
7275 rsurface.lightmapcolor4f_bufferobject = 0;
7276 rsurface.lightmapcolor4f_bufferoffset = 0;
7279 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7282 rsurface.lightmapcolor4f = NULL;
7283 rsurface.lightmapcolor4f_bufferobject = 0;
7284 rsurface.lightmapcolor4f_bufferoffset = 0;
7285 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7286 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7287 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7288 GL_Color(r, g, b, a);
7289 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7292 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7294 // TODO: optimize applyfog && applycolor case
7295 // just apply fog if necessary, and tint the fog color array if necessary
7296 rsurface.lightmapcolor4f = NULL;
7297 rsurface.lightmapcolor4f_bufferobject = 0;
7298 rsurface.lightmapcolor4f_bufferoffset = 0;
7299 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7300 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7301 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7302 GL_Color(r, g, b, a);
7303 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7306 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7308 int texturesurfaceindex;
7312 if (texturesurfacelist[0]->lightmapinfo)
7314 // generate color arrays for the surfaces in this list
7315 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7317 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7318 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7320 if (surface->lightmapinfo->samples)
7322 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7323 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7324 VectorScale(lm, scale, c);
7325 if (surface->lightmapinfo->styles[1] != 255)
7327 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7329 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7330 VectorMA(c, scale, lm, c);
7331 if (surface->lightmapinfo->styles[2] != 255)
7334 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7335 VectorMA(c, scale, lm, c);
7336 if (surface->lightmapinfo->styles[3] != 255)
7339 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7340 VectorMA(c, scale, lm, c);
7350 rsurface.lightmapcolor4f = rsurface.array_color4f;
7351 rsurface.lightmapcolor4f_bufferobject = 0;
7352 rsurface.lightmapcolor4f_bufferoffset = 0;
7356 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7357 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7358 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7360 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7361 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7362 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7363 GL_Color(r, g, b, a);
7364 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7367 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7369 int texturesurfaceindex;
7376 vec3_t ambientcolor;
7377 vec3_t diffusecolor;
7381 VectorCopy(rsurface.modellight_lightdir, lightdir);
7382 f = 0.5f * r_refdef.lightmapintensity;
7383 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7384 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7385 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7386 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7387 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7388 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7390 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7392 // generate color arrays for the surfaces in this list
7393 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7395 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7396 int numverts = surface->num_vertices;
7397 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7398 n = rsurface.normal3f + 3 * surface->num_firstvertex;
7399 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7400 // q3-style directional shading
7401 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7403 if ((f = DotProduct(n, lightdir)) > 0)
7404 VectorMA(ambientcolor, f, diffusecolor, c);
7406 VectorCopy(ambientcolor, c);
7414 rsurface.lightmapcolor4f = rsurface.array_color4f;
7415 rsurface.lightmapcolor4f_bufferobject = 0;
7416 rsurface.lightmapcolor4f_bufferoffset = 0;
7417 *applycolor = false;
7421 *r = ambientcolor[0];
7422 *g = ambientcolor[1];
7423 *b = ambientcolor[2];
7424 rsurface.lightmapcolor4f = NULL;
7425 rsurface.lightmapcolor4f_bufferobject = 0;
7426 rsurface.lightmapcolor4f_bufferoffset = 0;
7430 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7432 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7433 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7434 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7435 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7436 GL_Color(r, g, b, a);
7437 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7440 void RSurf_SetupDepthAndCulling(void)
7442 // submodels are biased to avoid z-fighting with world surfaces that they
7443 // may be exactly overlapping (avoids z-fighting artifacts on certain
7444 // doors and things in Quake maps)
7445 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7446 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7447 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7448 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7451 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7453 // transparent sky would be ridiculous
7454 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7456 R_SetupGenericShader(false);
7457 skyrenderlater = true;
7458 RSurf_SetupDepthAndCulling();
7460 // LordHavoc: HalfLife maps have freaky skypolys so don't use
7461 // skymasking on them, and Quake3 never did sky masking (unlike
7462 // software Quake and software Quake2), so disable the sky masking
7463 // in Quake3 maps as it causes problems with q3map2 sky tricks,
7464 // and skymasking also looks very bad when noclipping outside the
7465 // level, so don't use it then either.
7466 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7468 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7469 R_Mesh_ColorPointer(NULL, 0, 0);
7470 R_Mesh_ResetTextureState();
7471 if (skyrendermasked)
7473 R_SetupDepthOrShadowShader();
7474 // depth-only (masking)
7475 GL_ColorMask(0,0,0,0);
7476 // just to make sure that braindead drivers don't draw
7477 // anything despite that colormask...
7478 GL_BlendFunc(GL_ZERO, GL_ONE);
7482 R_SetupGenericShader(false);
7484 GL_BlendFunc(GL_ONE, GL_ZERO);
7486 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7487 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7488 if (skyrendermasked)
7489 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7491 R_Mesh_ResetTextureState();
7492 GL_Color(1, 1, 1, 1);
7495 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7497 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7500 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7501 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7502 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7503 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7504 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7505 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7506 if (rsurface.texture->backgroundcurrentskinframe)
7508 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7509 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7510 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7511 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7513 if(rsurface.texture->colormapping)
7515 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7516 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7518 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7519 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7520 R_Mesh_ColorPointer(NULL, 0, 0);
7522 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7524 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7526 // render background
7527 GL_BlendFunc(GL_ONE, GL_ZERO);
7529 GL_AlphaTest(false);
7531 GL_Color(1, 1, 1, 1);
7532 R_Mesh_ColorPointer(NULL, 0, 0);
7534 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7535 if (r_glsl_permutation)
7537 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7538 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7539 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7540 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7541 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7542 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7543 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);
7545 GL_LockArrays(0, 0);
7547 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7548 GL_DepthMask(false);
7549 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7550 R_Mesh_ColorPointer(NULL, 0, 0);
7552 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7553 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7554 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7557 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7558 if (!r_glsl_permutation)
7561 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7562 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7563 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7564 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7565 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7566 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7568 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7570 GL_BlendFunc(GL_ONE, GL_ZERO);
7572 GL_AlphaTest(false);
7576 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7577 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7578 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7581 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7583 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7584 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);
7586 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7590 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7591 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);
7593 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7595 GL_LockArrays(0, 0);
7598 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7600 // OpenGL 1.3 path - anything not completely ancient
7601 int texturesurfaceindex;
7602 qboolean applycolor;
7606 const texturelayer_t *layer;
7607 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7609 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7612 int layertexrgbscale;
7613 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7615 if (layerindex == 0)
7619 GL_AlphaTest(false);
7620 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7623 GL_DepthMask(layer->depthmask && writedepth);
7624 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7625 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7627 layertexrgbscale = 4;
7628 VectorScale(layer->color, 0.25f, layercolor);
7630 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7632 layertexrgbscale = 2;
7633 VectorScale(layer->color, 0.5f, layercolor);
7637 layertexrgbscale = 1;
7638 VectorScale(layer->color, 1.0f, layercolor);
7640 layercolor[3] = layer->color[3];
7641 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7642 R_Mesh_ColorPointer(NULL, 0, 0);
7643 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7644 switch (layer->type)
7646 case TEXTURELAYERTYPE_LITTEXTURE:
7647 memset(&m, 0, sizeof(m));
7648 m.tex[0] = R_GetTexture(r_texture_white);
7649 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7650 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7651 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7652 m.tex[1] = R_GetTexture(layer->texture);
7653 m.texmatrix[1] = layer->texmatrix;
7654 m.texrgbscale[1] = layertexrgbscale;
7655 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7656 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7657 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7658 R_Mesh_TextureState(&m);
7659 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7660 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7661 else if (rsurface.uselightmaptexture)
7662 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7664 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7666 case TEXTURELAYERTYPE_TEXTURE:
7667 memset(&m, 0, sizeof(m));
7668 m.tex[0] = R_GetTexture(layer->texture);
7669 m.texmatrix[0] = layer->texmatrix;
7670 m.texrgbscale[0] = layertexrgbscale;
7671 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7672 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7673 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7674 R_Mesh_TextureState(&m);
7675 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7677 case TEXTURELAYERTYPE_FOG:
7678 memset(&m, 0, sizeof(m));
7679 m.texrgbscale[0] = layertexrgbscale;
7682 m.tex[0] = R_GetTexture(layer->texture);
7683 m.texmatrix[0] = layer->texmatrix;
7684 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7685 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7686 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7688 R_Mesh_TextureState(&m);
7689 // generate a color array for the fog pass
7690 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7691 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7697 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7698 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)
7700 f = 1 - RSurf_FogVertex(v);
7701 c[0] = layercolor[0];
7702 c[1] = layercolor[1];
7703 c[2] = layercolor[2];
7704 c[3] = f * layercolor[3];
7707 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7710 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7712 GL_LockArrays(0, 0);
7715 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7717 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7718 GL_AlphaTest(false);
7722 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7724 // OpenGL 1.1 - crusty old voodoo path
7725 int texturesurfaceindex;
7729 const texturelayer_t *layer;
7730 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7732 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7734 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7736 if (layerindex == 0)
7740 GL_AlphaTest(false);
7741 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7744 GL_DepthMask(layer->depthmask && writedepth);
7745 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7746 R_Mesh_ColorPointer(NULL, 0, 0);
7747 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7748 switch (layer->type)
7750 case TEXTURELAYERTYPE_LITTEXTURE:
7751 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7753 // two-pass lit texture with 2x rgbscale
7754 // first the lightmap pass
7755 memset(&m, 0, sizeof(m));
7756 m.tex[0] = R_GetTexture(r_texture_white);
7757 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7758 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7759 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7760 R_Mesh_TextureState(&m);
7761 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7762 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7763 else if (rsurface.uselightmaptexture)
7764 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7766 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7767 GL_LockArrays(0, 0);
7768 // then apply the texture to it
7769 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7770 memset(&m, 0, sizeof(m));
7771 m.tex[0] = R_GetTexture(layer->texture);
7772 m.texmatrix[0] = layer->texmatrix;
7773 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7774 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7775 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7776 R_Mesh_TextureState(&m);
7777 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);
7781 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7782 memset(&m, 0, sizeof(m));
7783 m.tex[0] = R_GetTexture(layer->texture);
7784 m.texmatrix[0] = layer->texmatrix;
7785 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7786 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7787 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7788 R_Mesh_TextureState(&m);
7789 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7790 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);
7792 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);
7795 case TEXTURELAYERTYPE_TEXTURE:
7796 // singletexture unlit texture with transparency support
7797 memset(&m, 0, sizeof(m));
7798 m.tex[0] = R_GetTexture(layer->texture);
7799 m.texmatrix[0] = layer->texmatrix;
7800 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7801 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7802 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7803 R_Mesh_TextureState(&m);
7804 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);
7806 case TEXTURELAYERTYPE_FOG:
7807 // singletexture fogging
7808 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7811 memset(&m, 0, sizeof(m));
7812 m.tex[0] = R_GetTexture(layer->texture);
7813 m.texmatrix[0] = layer->texmatrix;
7814 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7815 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7816 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7817 R_Mesh_TextureState(&m);
7820 R_Mesh_ResetTextureState();
7821 // generate a color array for the fog pass
7822 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7828 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7829 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)
7831 f = 1 - RSurf_FogVertex(v);
7832 c[0] = layer->color[0];
7833 c[1] = layer->color[1];
7834 c[2] = layer->color[2];
7835 c[3] = f * layer->color[3];
7838 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7841 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7843 GL_LockArrays(0, 0);
7846 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7848 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7849 GL_AlphaTest(false);
7853 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7857 GL_AlphaTest(false);
7858 R_Mesh_ColorPointer(NULL, 0, 0);
7859 R_Mesh_ResetTextureState();
7860 R_SetupGenericShader(false);
7862 if(rsurface.texture && rsurface.texture->currentskinframe)
7864 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7865 c[3] *= rsurface.texture->currentalpha;
7875 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7877 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7878 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7879 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7882 // brighten it up (as texture value 127 means "unlit")
7883 c[0] *= 2 * r_refdef.view.colorscale;
7884 c[1] *= 2 * r_refdef.view.colorscale;
7885 c[2] *= 2 * r_refdef.view.colorscale;
7887 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7888 c[3] *= r_wateralpha.value;
7890 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7892 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7893 GL_DepthMask(false);
7895 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7897 GL_BlendFunc(GL_ONE, GL_ONE);
7898 GL_DepthMask(false);
7900 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7902 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7903 GL_DepthMask(false);
7905 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7907 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7908 GL_DepthMask(false);
7912 GL_BlendFunc(GL_ONE, GL_ZERO);
7913 GL_DepthMask(writedepth);
7916 rsurface.lightmapcolor4f = NULL;
7918 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7920 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7922 rsurface.lightmapcolor4f = NULL;
7923 rsurface.lightmapcolor4f_bufferobject = 0;
7924 rsurface.lightmapcolor4f_bufferoffset = 0;
7926 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7928 qboolean applycolor = true;
7931 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7933 r_refdef.lightmapintensity = 1;
7934 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7935 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7939 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7941 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7942 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7943 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7946 if(!rsurface.lightmapcolor4f)
7947 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7949 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7950 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7951 if(r_refdef.fogenabled)
7952 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7954 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7955 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7958 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7961 RSurf_SetupDepthAndCulling();
7962 if (r_showsurfaces.integer == 3)
7964 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7967 switch (vid.renderpath)
7969 case RENDERPATH_GL20:
7970 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7972 case RENDERPATH_GL13:
7973 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7975 case RENDERPATH_GL11:
7976 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7982 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7985 RSurf_SetupDepthAndCulling();
7986 if (r_showsurfaces.integer == 3)
7988 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7991 switch (vid.renderpath)
7993 case RENDERPATH_GL20:
7994 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7996 case RENDERPATH_GL13:
7997 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7999 case RENDERPATH_GL11:
8000 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
8006 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8009 int texturenumsurfaces, endsurface;
8011 const msurface_t *surface;
8012 const msurface_t *texturesurfacelist[1024];
8014 // if the model is static it doesn't matter what value we give for
8015 // wantnormals and wanttangents, so this logic uses only rules applicable
8016 // to a model, knowing that they are meaningless otherwise
8017 if (ent == r_refdef.scene.worldentity)
8018 RSurf_ActiveWorldEntity();
8019 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8020 RSurf_ActiveModelEntity(ent, false, false);
8023 switch (vid.renderpath)
8025 case RENDERPATH_GL20:
8026 RSurf_ActiveModelEntity(ent, true, true);
8028 case RENDERPATH_GL13:
8029 case RENDERPATH_GL11:
8030 RSurf_ActiveModelEntity(ent, true, false);
8035 for (i = 0;i < numsurfaces;i = j)
8038 surface = rsurface.modelsurfaces + surfacelist[i];
8039 texture = surface->texture;
8040 rsurface.texture = R_GetCurrentTexture(texture);
8041 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8042 // scan ahead until we find a different texture
8043 endsurface = min(i + 1024, numsurfaces);
8044 texturenumsurfaces = 0;
8045 texturesurfacelist[texturenumsurfaces++] = surface;
8046 for (;j < endsurface;j++)
8048 surface = rsurface.modelsurfaces + surfacelist[j];
8049 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
8051 texturesurfacelist[texturenumsurfaces++] = surface;
8053 // render the range of surfaces
8054 if (ent == r_refdef.scene.worldentity)
8055 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
8057 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
8059 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8060 GL_AlphaTest(false);
8063 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
8065 const entity_render_t *queueentity = r_refdef.scene.worldentity;
8069 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8071 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8073 RSurf_SetupDepthAndCulling();
8074 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8075 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8077 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8079 RSurf_SetupDepthAndCulling();
8080 GL_AlphaTest(false);
8081 R_Mesh_ColorPointer(NULL, 0, 0);
8082 R_Mesh_ResetTextureState();
8083 R_SetupGenericShader(false);
8084 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8086 GL_BlendFunc(GL_ONE, GL_ZERO);
8087 GL_Color(0, 0, 0, 1);
8088 GL_DepthTest(writedepth);
8089 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8091 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8093 RSurf_SetupDepthAndCulling();
8094 GL_AlphaTest(false);
8095 R_Mesh_ColorPointer(NULL, 0, 0);
8096 R_Mesh_ResetTextureState();
8097 R_SetupGenericShader(false);
8098 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8100 GL_BlendFunc(GL_ONE, GL_ZERO);
8102 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8104 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8105 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8106 else if (!rsurface.texture->currentnumlayers)
8108 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8110 // transparent surfaces get pushed off into the transparent queue
8111 int surfacelistindex;
8112 const msurface_t *surface;
8113 vec3_t tempcenter, center;
8114 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8116 surface = texturesurfacelist[surfacelistindex];
8117 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8118 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8119 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8120 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8121 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8126 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8127 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8132 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8136 // break the surface list down into batches by texture and use of lightmapping
8137 for (i = 0;i < numsurfaces;i = j)
8140 // texture is the base texture pointer, rsurface.texture is the
8141 // current frame/skin the texture is directing us to use (for example
8142 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8143 // use skin 1 instead)
8144 texture = surfacelist[i]->texture;
8145 rsurface.texture = R_GetCurrentTexture(texture);
8146 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8147 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8149 // if this texture is not the kind we want, skip ahead to the next one
8150 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8154 // simply scan ahead until we find a different texture or lightmap state
8155 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8157 // render the range of surfaces
8158 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
8162 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
8167 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8169 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8171 RSurf_SetupDepthAndCulling();
8172 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8173 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8175 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8177 RSurf_SetupDepthAndCulling();
8178 GL_AlphaTest(false);
8179 R_Mesh_ColorPointer(NULL, 0, 0);
8180 R_Mesh_ResetTextureState();
8181 R_SetupGenericShader(false);
8182 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8184 GL_BlendFunc(GL_ONE, GL_ZERO);
8185 GL_Color(0, 0, 0, 1);
8186 GL_DepthTest(writedepth);
8187 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8189 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8191 RSurf_SetupDepthAndCulling();
8192 GL_AlphaTest(false);
8193 R_Mesh_ColorPointer(NULL, 0, 0);
8194 R_Mesh_ResetTextureState();
8195 R_SetupGenericShader(false);
8196 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8198 GL_BlendFunc(GL_ONE, GL_ZERO);
8200 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8202 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8203 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8204 else if (!rsurface.texture->currentnumlayers)
8206 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8208 // transparent surfaces get pushed off into the transparent queue
8209 int surfacelistindex;
8210 const msurface_t *surface;
8211 vec3_t tempcenter, center;
8212 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8214 surface = texturesurfacelist[surfacelistindex];
8215 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8216 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8217 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8218 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8219 if (queueentity->transparent_offset) // transparent offset
8221 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8222 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8223 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8225 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8230 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8231 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8236 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8240 // break the surface list down into batches by texture and use of lightmapping
8241 for (i = 0;i < numsurfaces;i = j)
8244 // texture is the base texture pointer, rsurface.texture is the
8245 // current frame/skin the texture is directing us to use (for example
8246 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8247 // use skin 1 instead)
8248 texture = surfacelist[i]->texture;
8249 rsurface.texture = R_GetCurrentTexture(texture);
8250 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8251 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8253 // if this texture is not the kind we want, skip ahead to the next one
8254 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8258 // simply scan ahead until we find a different texture or lightmap state
8259 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8261 // render the range of surfaces
8262 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
8266 float locboxvertex3f[6*4*3] =
8268 1,0,1, 1,0,0, 1,1,0, 1,1,1,
8269 0,1,1, 0,1,0, 0,0,0, 0,0,1,
8270 1,1,1, 1,1,0, 0,1,0, 0,1,1,
8271 0,0,1, 0,0,0, 1,0,0, 1,0,1,
8272 0,0,1, 1,0,1, 1,1,1, 0,1,1,
8273 1,0,0, 0,0,0, 0,1,0, 1,1,0
8276 unsigned short locboxelements[6*2*3] =
8286 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8289 cl_locnode_t *loc = (cl_locnode_t *)ent;
8291 float vertex3f[6*4*3];
8293 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8294 GL_DepthMask(false);
8295 GL_DepthRange(0, 1);
8296 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8298 GL_CullFace(GL_NONE);
8299 R_Mesh_Matrix(&identitymatrix);
8301 R_Mesh_VertexPointer(vertex3f, 0, 0);
8302 R_Mesh_ColorPointer(NULL, 0, 0);
8303 R_Mesh_ResetTextureState();
8304 R_SetupGenericShader(false);
8307 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8308 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8309 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8310 surfacelist[0] < 0 ? 0.5f : 0.125f);
8312 if (VectorCompare(loc->mins, loc->maxs))
8314 VectorSet(size, 2, 2, 2);
8315 VectorMA(loc->mins, -0.5f, size, mins);
8319 VectorCopy(loc->mins, mins);
8320 VectorSubtract(loc->maxs, loc->mins, size);
8323 for (i = 0;i < 6*4*3;)
8324 for (j = 0;j < 3;j++, i++)
8325 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8327 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8330 void R_DrawLocs(void)
8333 cl_locnode_t *loc, *nearestloc;
8335 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8336 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8338 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8339 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8343 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8345 if (decalsystem->decals)
8346 Mem_Free(decalsystem->decals);
8347 memset(decalsystem, 0, sizeof(*decalsystem));
8350 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
8357 // expand or initialize the system
8358 if (decalsystem->maxdecals <= decalsystem->numdecals)
8360 decalsystem_t old = *decalsystem;
8361 qboolean useshortelements;
8362 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8363 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8364 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
8365 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8366 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8367 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8368 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8369 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8370 if (decalsystem->numdecals)
8371 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8373 Mem_Free(old.decals);
8374 for (i = 0;i < decalsystem->maxdecals*3;i++)
8375 decalsystem->element3i[i] = i;
8376 if (useshortelements)
8377 for (i = 0;i < decalsystem->maxdecals*3;i++)
8378 decalsystem->element3s[i] = i;
8381 // grab a decal and search for another free slot for the next one
8382 maxdecals = decalsystem->maxdecals;
8383 decals = decalsystem->decals;
8384 decal = decalsystem->decals + (i = decalsystem->freedecal++);
8385 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
8387 decalsystem->freedecal = i;
8388 if (decalsystem->numdecals <= i)
8389 decalsystem->numdecals = i + 1;
8391 // initialize the decal
8393 decal->triangleindex = triangleindex;
8394 decal->surfaceindex = surfaceindex;
8395 decal->decalsequence = decalsequence;
8396 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
8397 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
8398 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
8399 decal->color4ub[0][3] = 255;
8400 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
8401 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
8402 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
8403 decal->color4ub[1][3] = 255;
8404 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
8405 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
8406 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
8407 decal->color4ub[2][3] = 255;
8408 decal->vertex3f[0][0] = v0[0];
8409 decal->vertex3f[0][1] = v0[1];
8410 decal->vertex3f[0][2] = v0[2];
8411 decal->vertex3f[1][0] = v1[0];
8412 decal->vertex3f[1][1] = v1[1];
8413 decal->vertex3f[1][2] = v1[2];
8414 decal->vertex3f[2][0] = v2[0];
8415 decal->vertex3f[2][1] = v2[1];
8416 decal->vertex3f[2][2] = v2[2];
8417 decal->texcoord2f[0][0] = t0[0];
8418 decal->texcoord2f[0][1] = t0[1];
8419 decal->texcoord2f[1][0] = t1[0];
8420 decal->texcoord2f[1][1] = t1[1];
8421 decal->texcoord2f[2][0] = t2[0];
8422 decal->texcoord2f[2][1] = t2[1];
8425 extern cvar_t cl_decals_bias;
8426 extern cvar_t cl_decals_models;
8427 extern cvar_t cl_decals_newsystem_intensitymultiplier;
8428 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8430 matrix4x4_t projection;
8431 decalsystem_t *decalsystem;
8434 const float *vertex3f;
8435 const msurface_t *surface;
8436 const msurface_t *surfaces;
8437 const int *surfacelist;
8438 const texture_t *texture;
8442 int surfacelistindex;
8445 int decalsurfaceindex;
8450 float localorigin[3];
8451 float localnormal[3];
8462 float points[2][9][3];
8466 decalsystem = &ent->decalsystem;
8468 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8470 R_DecalSystem_Reset(&ent->decalsystem);
8474 if (!model->brush.data_nodes && !cl_decals_models.integer)
8476 if (decalsystem->model)
8477 R_DecalSystem_Reset(decalsystem);
8481 if (decalsystem->model != model)
8482 R_DecalSystem_Reset(decalsystem);
8483 decalsystem->model = model;
8485 RSurf_ActiveModelEntity(ent, false, false);
8487 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8488 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8489 VectorNormalize(localnormal);
8490 localsize = worldsize*rsurface.inversematrixscale;
8491 ilocalsize = 1.0f / localsize;
8492 localmins[0] = localorigin[0] - localsize;
8493 localmins[1] = localorigin[1] - localsize;
8494 localmins[2] = localorigin[2] - localsize;
8495 localmaxs[0] = localorigin[0] + localsize;
8496 localmaxs[1] = localorigin[1] + localsize;
8497 localmaxs[2] = localorigin[2] + localsize;
8499 //VectorCopy(localnormal, planes[4]);
8500 //VectorVectors(planes[4], planes[2], planes[0]);
8501 AnglesFromVectors(angles, localnormal, NULL, false);
8502 AngleVectors(angles, planes[0], planes[2], planes[4]);
8503 VectorNegate(planes[0], planes[1]);
8504 VectorNegate(planes[2], planes[3]);
8505 VectorNegate(planes[4], planes[5]);
8506 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8507 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8508 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8509 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8510 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8511 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8516 matrix4x4_t forwardprojection;
8517 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8518 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8523 float projectionvector[4][3];
8524 VectorScale(planes[0], ilocalsize, projectionvector[0]);
8525 VectorScale(planes[2], ilocalsize, projectionvector[1]);
8526 VectorScale(planes[4], ilocalsize, projectionvector[2]);
8527 projectionvector[0][0] = planes[0][0] * ilocalsize;
8528 projectionvector[0][1] = planes[1][0] * ilocalsize;
8529 projectionvector[0][2] = planes[2][0] * ilocalsize;
8530 projectionvector[1][0] = planes[0][1] * ilocalsize;
8531 projectionvector[1][1] = planes[1][1] * ilocalsize;
8532 projectionvector[1][2] = planes[2][1] * ilocalsize;
8533 projectionvector[2][0] = planes[0][2] * ilocalsize;
8534 projectionvector[2][1] = planes[1][2] * ilocalsize;
8535 projectionvector[2][2] = planes[2][2] * ilocalsize;
8536 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8537 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8538 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8539 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8543 dynamic = model->surfmesh.isanimated;
8544 vertex3f = rsurface.modelvertex3f;
8545 numsurfacelist = model->nummodelsurfaces;
8546 surfacelist = model->sortedmodelsurfaces;
8547 surfaces = model->data_surfaces;
8548 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8550 surfaceindex = surfacelist[surfacelistindex];
8551 surface = surfaces + surfaceindex;
8552 // skip transparent surfaces
8553 texture = surface->texture;
8554 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8556 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8558 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8560 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
8561 numvertices = surface->num_vertices;
8562 numtriangles = surface->num_triangles;
8563 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8565 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8567 index = 3*e[cornerindex];
8568 VectorCopy(vertex3f + index, v[cornerindex]);
8571 //TriangleNormal(v[0], v[1], v[2], normal);
8572 //if (DotProduct(normal, localnormal) < 0.0f)
8574 // clip by each of the box planes formed from the projection matrix
8575 // if anything survives, we emit the decal
8576 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8579 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8582 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8585 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8588 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8591 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
8594 // some part of the triangle survived, so we have to accept it...
8597 // dynamic always uses the original triangle
8599 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8601 index = 3*e[cornerindex];
8602 VectorCopy(vertex3f + index, v[cornerindex]);
8605 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8607 // convert vertex positions to texcoords
8608 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8609 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8610 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8611 // calculate distance fade from the projection origin
8612 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
8613 f = bound(0.0f, f, 1.0f);
8614 c[cornerindex][0] = r * f;
8615 c[cornerindex][1] = g * f;
8616 c[cornerindex][2] = b * f;
8617 c[cornerindex][3] = 1.0f;
8618 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8621 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
8623 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8624 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
8629 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
8630 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8632 int renderentityindex;
8635 entity_render_t *ent;
8637 if (!cl_decals_newsystem.integer)
8640 worldmins[0] = worldorigin[0] - worldsize;
8641 worldmins[1] = worldorigin[1] - worldsize;
8642 worldmins[2] = worldorigin[2] - worldsize;
8643 worldmaxs[0] = worldorigin[0] + worldsize;
8644 worldmaxs[1] = worldorigin[1] + worldsize;
8645 worldmaxs[2] = worldorigin[2] + worldsize;
8647 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8649 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8651 ent = r_refdef.scene.entities[renderentityindex];
8652 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8655 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8659 typedef struct r_decalsystem_splatqueue_s
8668 r_decalsystem_splatqueue_t;
8670 int r_decalsystem_numqueued = 0;
8671 #define MAX_DECALSYSTEM_QUEUE 1024
8672 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
8674 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8676 r_decalsystem_splatqueue_t *queue;
8678 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
8681 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
8682 VectorCopy(worldorigin, queue->worldorigin);
8683 VectorCopy(worldnormal, queue->worldnormal);
8684 Vector4Set(queue->color, r, g, b, a);
8685 Vector4Set(queue->tcrange, s1, t1, s2, t2);
8686 queue->worldsize = worldsize;
8687 queue->decalsequence = cl.decalsequence++;
8690 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
8693 r_decalsystem_splatqueue_t *queue;
8695 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
8696 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
8697 r_decalsystem_numqueued = 0;
8700 extern cvar_t cl_decals_max;
8701 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
8704 decalsystem_t *decalsystem = &ent->decalsystem;
8711 if (!decalsystem->numdecals)
8714 if (r_showsurfaces.integer)
8717 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8719 R_DecalSystem_Reset(decalsystem);
8723 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
8724 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
8726 if (decalsystem->lastupdatetime)
8727 frametime = (cl.time - decalsystem->lastupdatetime);
8730 decalsystem->lastupdatetime = cl.time;
8731 decal = decalsystem->decals;
8732 numdecals = decalsystem->numdecals;
8734 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8736 if (decal->color4ub[0][3])
8738 decal->lived += frametime;
8739 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
8741 memset(decal, 0, sizeof(*decal));
8742 if (decalsystem->freedecal > i)
8743 decalsystem->freedecal = i;
8747 decal = decalsystem->decals;
8748 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
8751 // collapse the array by shuffling the tail decals into the gaps
8754 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
8755 decalsystem->freedecal++;
8756 if (decalsystem->freedecal == numdecals)
8758 decal[decalsystem->freedecal] = decal[--numdecals];
8761 decalsystem->numdecals = numdecals;
8765 // if there are no decals left, reset decalsystem
8766 R_DecalSystem_Reset(decalsystem);
8770 extern skinframe_t *decalskinframe;
8771 static void R_DrawModelDecals_Entity(entity_render_t *ent)
8774 decalsystem_t *decalsystem = &ent->decalsystem;
8784 const unsigned char *surfacevisible = r_refdef.viewcache.world_surfacevisible;
8787 numdecals = decalsystem->numdecals;
8791 if (r_showsurfaces.integer)
8794 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8796 R_DecalSystem_Reset(decalsystem);
8800 // if the model is static it doesn't matter what value we give for
8801 // wantnormals and wanttangents, so this logic uses only rules applicable
8802 // to a model, knowing that they are meaningless otherwise
8803 if (ent == r_refdef.scene.worldentity)
8804 RSurf_ActiveWorldEntity();
8806 RSurf_ActiveModelEntity(ent, false, false);
8808 decalsystem->lastupdatetime = cl.time;
8809 decal = decalsystem->decals;
8811 fadedelay = cl_decals_time.value;
8812 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
8814 // update vertex positions for animated models
8815 v3f = decalsystem->vertex3f;
8816 c4f = decalsystem->color4f;
8817 t2f = decalsystem->texcoord2f;
8818 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8820 if (!decal->color4ub[0][3])
8823 if (decal->surfaceindex >= 0 && !surfacevisible[decal->surfaceindex])
8826 // update color values for fading decals
8827 if (decal->lived >= cl_decals_time.value)
8829 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
8830 alpha *= (1.0f/255.0f);
8833 alpha = 1.0f/255.0f;
8835 c4f[ 0] = decal->color4ub[0][0] * alpha;
8836 c4f[ 1] = decal->color4ub[0][1] * alpha;
8837 c4f[ 2] = decal->color4ub[0][2] * alpha;
8839 c4f[ 4] = decal->color4ub[1][0] * alpha;
8840 c4f[ 5] = decal->color4ub[1][1] * alpha;
8841 c4f[ 6] = decal->color4ub[1][2] * alpha;
8843 c4f[ 8] = decal->color4ub[2][0] * alpha;
8844 c4f[ 9] = decal->color4ub[2][1] * alpha;
8845 c4f[10] = decal->color4ub[2][2] * alpha;
8848 t2f[0] = decal->texcoord2f[0][0];
8849 t2f[1] = decal->texcoord2f[0][1];
8850 t2f[2] = decal->texcoord2f[1][0];
8851 t2f[3] = decal->texcoord2f[1][1];
8852 t2f[4] = decal->texcoord2f[2][0];
8853 t2f[5] = decal->texcoord2f[2][1];
8855 // update vertex positions for animated models
8856 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
8858 e = rsurface.modelelement3i + 3*decal->triangleindex;
8859 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
8860 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
8861 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
8865 VectorCopy(decal->vertex3f[0], v3f);
8866 VectorCopy(decal->vertex3f[1], v3f + 3);
8867 VectorCopy(decal->vertex3f[2], v3f + 6);
8878 r_refdef.stats.drawndecals += numtris;
8879 // now render the decals all at once
8880 // (this assumes they all use one particle font texture!)
8881 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
8882 R_Mesh_ResetTextureState();
8883 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
8884 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
8885 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
8886 R_SetupGenericShader(true);
8887 GL_DepthMask(false);
8888 GL_DepthRange(0, 1);
8889 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
8891 GL_CullFace(GL_NONE);
8892 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
8893 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
8894 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8895 GL_LockArrays(0, numtris * 3);
8896 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
8897 GL_LockArrays(0, 0);
8901 static void R_DrawModelDecals(void)
8905 // fade faster when there are too many decals
8906 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8907 for (i = 0;i < r_refdef.scene.numentities;i++)
8908 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8910 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
8911 for (i = 0;i < r_refdef.scene.numentities;i++)
8912 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8913 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
8915 R_DecalSystem_ApplySplatEntitiesQueue();
8917 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8918 for (i = 0;i < r_refdef.scene.numentities;i++)
8919 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8921 r_refdef.stats.totaldecals += numdecals;
8923 if (r_showsurfaces.integer)
8926 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
8928 if (!r_drawentities.integer)
8931 for (i = 0;i < r_refdef.scene.numentities;i++)
8933 if (!r_refdef.viewcache.entityvisible[i])
8935 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8936 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
8940 void R_DrawDebugModel(void)
8942 entity_render_t *ent = rsurface.entity;
8943 int i, j, k, l, flagsmask;
8944 const int *elements;
8946 const msurface_t *surface;
8947 dp_model_t *model = ent->model;
8950 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
8952 R_Mesh_ColorPointer(NULL, 0, 0);
8953 R_Mesh_ResetTextureState();
8954 R_SetupGenericShader(false);
8955 GL_DepthRange(0, 1);
8956 GL_DepthTest(!r_showdisabledepthtest.integer);
8957 GL_DepthMask(false);
8958 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8960 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
8962 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
8963 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
8965 if (brush->colbrushf && brush->colbrushf->numtriangles)
8967 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
8968 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);
8969 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
8972 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
8974 if (surface->num_collisiontriangles)
8976 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
8977 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);
8978 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
8983 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8985 if (r_showtris.integer || r_shownormals.integer)
8987 if (r_showdisabledepthtest.integer)
8989 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8990 GL_DepthMask(false);
8994 GL_BlendFunc(GL_ONE, GL_ZERO);
8997 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
8999 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9001 rsurface.texture = R_GetCurrentTexture(surface->texture);
9002 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9004 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
9005 if (r_showtris.value > 0)
9007 if (!rsurface.texture->currentlayers->depthmask)
9008 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9009 else if (ent == r_refdef.scene.worldentity)
9010 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9012 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9013 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
9014 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
9015 R_Mesh_ColorPointer(NULL, 0, 0);
9016 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
9017 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
9018 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
9019 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
9020 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
9023 if (r_shownormals.value < 0)
9026 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9028 VectorCopy(rsurface.vertex3f + l * 3, v);
9029 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9030 qglVertex3f(v[0], v[1], v[2]);
9031 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
9032 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9033 qglVertex3f(v[0], v[1], v[2]);
9038 if (r_shownormals.value > 0)
9041 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9043 VectorCopy(rsurface.vertex3f + l * 3, v);
9044 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9045 qglVertex3f(v[0], v[1], v[2]);
9046 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
9047 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9048 qglVertex3f(v[0], v[1], v[2]);
9053 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9055 VectorCopy(rsurface.vertex3f + l * 3, v);
9056 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9057 qglVertex3f(v[0], v[1], v[2]);
9058 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
9059 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9060 qglVertex3f(v[0], v[1], v[2]);
9065 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9067 VectorCopy(rsurface.vertex3f + l * 3, v);
9068 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9069 qglVertex3f(v[0], v[1], v[2]);
9070 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
9071 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9072 qglVertex3f(v[0], v[1], v[2]);
9079 rsurface.texture = NULL;
9083 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
9084 int r_maxsurfacelist = 0;
9085 const msurface_t **r_surfacelist = NULL;
9086 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9088 int i, j, endj, f, flagsmask;
9090 dp_model_t *model = r_refdef.scene.worldmodel;
9091 msurface_t *surfaces;
9092 unsigned char *update;
9093 int numsurfacelist = 0;
9097 if (r_maxsurfacelist < model->num_surfaces)
9099 r_maxsurfacelist = model->num_surfaces;
9101 Mem_Free((msurface_t**)r_surfacelist);
9102 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9105 RSurf_ActiveWorldEntity();
9107 surfaces = model->data_surfaces;
9108 update = model->brushq1.lightmapupdateflags;
9110 // update light styles on this submodel
9111 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9113 model_brush_lightstyleinfo_t *style;
9114 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9116 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9118 int *list = style->surfacelist;
9119 style->value = r_refdef.scene.lightstylevalue[style->style];
9120 for (j = 0;j < style->numsurfaces;j++)
9121 update[list[j]] = true;
9126 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9131 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9137 rsurface.uselightmaptexture = false;
9138 rsurface.texture = NULL;
9139 rsurface.rtlight = NULL;
9141 // add visible surfaces to draw list
9142 for (i = 0;i < model->nummodelsurfaces;i++)
9144 j = model->sortedmodelsurfaces[i];
9145 if (r_refdef.viewcache.world_surfacevisible[j])
9146 r_surfacelist[numsurfacelist++] = surfaces + j;
9148 // update lightmaps if needed
9150 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9151 if (r_refdef.viewcache.world_surfacevisible[j])
9153 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
9154 // don't do anything if there were no surfaces
9155 if (!numsurfacelist)
9157 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9160 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9161 GL_AlphaTest(false);
9163 // add to stats if desired
9164 if (r_speeds.integer && !skysurfaces && !depthonly)
9166 r_refdef.stats.world_surfaces += numsurfacelist;
9167 for (j = 0;j < numsurfacelist;j++)
9168 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
9171 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9174 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9176 int i, j, endj, f, flagsmask;
9178 dp_model_t *model = ent->model;
9179 msurface_t *surfaces;
9180 unsigned char *update;
9181 int numsurfacelist = 0;
9185 if (r_maxsurfacelist < model->num_surfaces)
9187 r_maxsurfacelist = model->num_surfaces;
9189 Mem_Free((msurface_t **)r_surfacelist);
9190 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9193 // if the model is static it doesn't matter what value we give for
9194 // wantnormals and wanttangents, so this logic uses only rules applicable
9195 // to a model, knowing that they are meaningless otherwise
9196 if (ent == r_refdef.scene.worldentity)
9197 RSurf_ActiveWorldEntity();
9198 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9199 RSurf_ActiveModelEntity(ent, false, false);
9201 RSurf_ActiveModelEntity(ent, false, false);
9204 switch (vid.renderpath)
9206 case RENDERPATH_GL20:
9207 RSurf_ActiveModelEntity(ent, true, true);
9209 case RENDERPATH_GL13:
9210 case RENDERPATH_GL11:
9211 RSurf_ActiveModelEntity(ent, true, false);
9216 surfaces = model->data_surfaces;
9217 update = model->brushq1.lightmapupdateflags;
9219 // update light styles
9220 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9222 model_brush_lightstyleinfo_t *style;
9223 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9225 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9227 int *list = style->surfacelist;
9228 style->value = r_refdef.scene.lightstylevalue[style->style];
9229 for (j = 0;j < style->numsurfaces;j++)
9230 update[list[j]] = true;
9235 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9240 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9246 rsurface.uselightmaptexture = false;
9247 rsurface.texture = NULL;
9248 rsurface.rtlight = NULL;
9250 // add visible surfaces to draw list
9251 for (i = 0;i < model->nummodelsurfaces;i++)
9252 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
9253 // don't do anything if there were no surfaces
9254 if (!numsurfacelist)
9256 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9259 // update lightmaps if needed
9261 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9263 R_BuildLightMap(ent, surfaces + j);
9264 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9265 GL_AlphaTest(false);
9267 // add to stats if desired
9268 if (r_speeds.integer && !skysurfaces && !depthonly)
9270 r_refdef.stats.entities_surfaces += numsurfacelist;
9271 for (j = 0;j < numsurfacelist;j++)
9272 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9275 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9278 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
9280 static texture_t texture;
9281 static msurface_t surface;
9282 const msurface_t *surfacelist = &surface;
9284 // fake enough texture and surface state to render this geometry
9286 texture.update_lastrenderframe = -1; // regenerate this texture
9287 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9288 texture.currentskinframe = skinframe;
9289 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9290 texture.specularscalemod = 1;
9291 texture.specularpowermod = 1;
9293 surface.texture = &texture;
9294 surface.num_triangles = numtriangles;
9295 surface.num_firsttriangle = firsttriangle;
9296 surface.num_vertices = numvertices;
9297 surface.num_firstvertex = firstvertex;
9300 rsurface.texture = R_GetCurrentTexture(surface.texture);
9301 rsurface.uselightmaptexture = false;
9302 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);