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.
27 mempool_t *r_main_mempool;
28 rtexturepool_t *r_main_texturepool;
35 r_viewcache_t r_viewcache;
37 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
65 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
66 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
67 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
68 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
69 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
70 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
71 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
73 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
75 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
76 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
77 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
78 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
79 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
81 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
82 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
83 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
85 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
86 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
87 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
88 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
89 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
90 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
91 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
93 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
94 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
95 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
96 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)"};
98 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"};
100 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"};
102 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
104 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
105 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
107 extern qboolean v_flipped_state;
109 typedef struct r_glsl_bloomshader_s
112 int loc_Texture_Bloom;
114 r_glsl_bloomshader_t;
116 static struct r_bloomstate_s
121 int bloomwidth, bloomheight;
123 int screentexturewidth, screentextureheight;
124 rtexture_t *texture_screen;
126 int bloomtexturewidth, bloomtextureheight;
127 rtexture_t *texture_bloom;
129 r_glsl_bloomshader_t *shader;
131 // arrays for rendering the screen passes
132 float screentexcoord2f[8];
133 float bloomtexcoord2f[8];
134 float offsettexcoord2f[8];
138 // shadow volume bsp struct with automatically growing nodes buffer
141 rtexture_t *r_texture_blanknormalmap;
142 rtexture_t *r_texture_white;
143 rtexture_t *r_texture_black;
144 rtexture_t *r_texture_notexture;
145 rtexture_t *r_texture_whitecube;
146 rtexture_t *r_texture_normalizationcube;
147 rtexture_t *r_texture_fogattenuation;
148 //rtexture_t *r_texture_fogintensity;
150 // information about each possible shader permutation
151 r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
152 // currently selected permutation
153 r_glsl_permutation_t *r_glsl_permutation;
155 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
156 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
158 // vertex coordinates for a quad that covers the screen exactly
159 const static float r_screenvertex3f[12] =
167 extern void R_DrawModelShadows(void);
169 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
172 for (i = 0;i < verts;i++)
183 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
186 for (i = 0;i < verts;i++)
196 // FIXME: move this to client?
199 if (gamemode == GAME_NEHAHRA)
201 Cvar_Set("gl_fogenable", "0");
202 Cvar_Set("gl_fogdensity", "0.2");
203 Cvar_Set("gl_fogred", "0.3");
204 Cvar_Set("gl_foggreen", "0.3");
205 Cvar_Set("gl_fogblue", "0.3");
207 r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f;
210 float FogPoint_World(const vec3_t p)
212 int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier);
213 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
216 float FogPoint_Model(const vec3_t p)
218 int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier);
219 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
222 static void R_BuildBlankTextures(void)
224 unsigned char data[4];
225 data[0] = 128; // normal X
226 data[1] = 128; // normal Y
227 data[2] = 255; // normal Z
228 data[3] = 128; // height
229 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
234 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
239 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
242 static void R_BuildNoTexture(void)
245 unsigned char pix[16][16][4];
246 // this makes a light grey/dark grey checkerboard texture
247 for (y = 0;y < 16;y++)
249 for (x = 0;x < 16;x++)
251 if ((y < 8) ^ (x < 8))
267 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
270 static void R_BuildWhiteCube(void)
272 unsigned char data[6*1*1*4];
273 data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
274 data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
275 data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
276 data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
277 data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
278 data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
279 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
282 static void R_BuildNormalizationCube(void)
286 vec_t s, t, intensity;
288 unsigned char data[6][NORMSIZE][NORMSIZE][4];
289 for (side = 0;side < 6;side++)
291 for (y = 0;y < NORMSIZE;y++)
293 for (x = 0;x < NORMSIZE;x++)
295 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
296 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
331 intensity = 127.0f / sqrt(DotProduct(v, v));
332 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]);
333 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
334 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]);
335 data[side][y][x][3] = 255;
339 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
342 static void R_BuildFogTexture(void)
346 unsigned char data1[FOGWIDTH][4];
347 //unsigned char data2[FOGWIDTH][4];
348 for (x = 0;x < FOGWIDTH;x++)
350 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
355 //data2[x][0] = 255 - b;
356 //data2[x][1] = 255 - b;
357 //data2[x][2] = 255 - b;
360 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
361 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
364 static const char *builtinshaderstring =
365 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
366 "// written by Forest 'LordHavoc' Hale\n"
368 "// common definitions between vertex shader and fragment shader:\n"
370 "#ifdef __GLSL_CG_DATA_TYPES\n"
371 "#define myhalf half\n"
372 "#define myhvec2 hvec2\n"
373 "#define myhvec3 hvec3\n"
374 "#define myhvec4 hvec4\n"
376 "#define myhalf float\n"
377 "#define myhvec2 vec2\n"
378 "#define myhvec3 vec3\n"
379 "#define myhvec4 vec4\n"
382 "varying vec2 TexCoord;\n"
383 "varying vec2 TexCoordLightmap;\n"
385 "varying vec3 CubeVector;\n"
386 "varying vec3 LightVector;\n"
387 "varying vec3 EyeVector;\n"
389 "varying vec3 EyeVectorModelSpace;\n"
392 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
393 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
394 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
399 "// vertex shader specific:\n"
400 "#ifdef VERTEX_SHADER\n"
402 "uniform vec3 LightPosition;\n"
403 "uniform vec3 EyePosition;\n"
404 "uniform vec3 LightDir;\n"
406 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
410 " gl_FrontColor = gl_Color;\n"
411 " // copy the surface texcoord\n"
412 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
413 "#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
414 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
417 "#ifdef MODE_LIGHTSOURCE\n"
418 " // transform vertex position into light attenuation/cubemap space\n"
419 " // (-1 to +1 across the light box)\n"
420 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
422 " // transform unnormalized light direction into tangent space\n"
423 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
424 " // normalize it per pixel)\n"
425 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
426 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
427 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
428 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
431 "#ifdef MODE_LIGHTDIRECTION\n"
432 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
433 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
434 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
437 " // transform unnormalized eye direction into tangent space\n"
439 " vec3 EyeVectorModelSpace;\n"
441 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
442 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
443 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
444 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
446 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
447 " VectorS = gl_MultiTexCoord1.xyz;\n"
448 " VectorT = gl_MultiTexCoord2.xyz;\n"
449 " VectorR = gl_MultiTexCoord3.xyz;\n"
452 " // transform vertex to camera space, using ftransform to match non-VS\n"
454 " gl_Position = ftransform();\n"
457 "#endif // VERTEX_SHADER\n"
462 "// fragment shader specific:\n"
463 "#ifdef FRAGMENT_SHADER\n"
465 "// 11 textures, we can only use up to 16 on DX9-class hardware\n"
466 "uniform sampler2D Texture_Normal;\n"
467 "uniform sampler2D Texture_Color;\n"
468 "uniform sampler2D Texture_Gloss;\n"
469 "uniform samplerCube Texture_Cube;\n"
470 "uniform sampler2D Texture_Attenuation;\n"
471 "uniform sampler2D Texture_FogMask;\n"
472 "uniform sampler2D Texture_Pants;\n"
473 "uniform sampler2D Texture_Shirt;\n"
474 "uniform sampler2D Texture_Lightmap;\n"
475 "uniform sampler2D Texture_Deluxemap;\n"
476 "uniform sampler2D Texture_Glow;\n"
478 "uniform myhvec3 LightColor;\n"
479 "uniform myhvec3 AmbientColor;\n"
480 "uniform myhvec3 DiffuseColor;\n"
481 "uniform myhvec3 SpecularColor;\n"
482 "uniform myhvec3 Color_Pants;\n"
483 "uniform myhvec3 Color_Shirt;\n"
484 "uniform myhvec3 FogColor;\n"
486 "uniform myhalf GlowScale;\n"
487 "uniform myhalf SceneBrightness;\n"
489 "uniform float OffsetMapping_Scale;\n"
490 "uniform float OffsetMapping_Bias;\n"
491 "uniform float FogRangeRecip;\n"
493 "uniform myhalf AmbientScale;\n"
494 "uniform myhalf DiffuseScale;\n"
495 "uniform myhalf SpecularScale;\n"
496 "uniform myhalf SpecularPower;\n"
498 "#ifdef USEOFFSETMAPPING\n"
499 "vec2 OffsetMapping(vec2 TexCoord)\n"
501 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
502 " // 14 sample relief mapping: linear search and then binary search\n"
503 " // this basically steps forward a small amount repeatedly until it finds\n"
504 " // itself inside solid, then jitters forward and back using decreasing\n"
505 " // amounts to find the impact\n"
506 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
507 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
508 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
509 " vec3 RT = vec3(TexCoord, 1);\n"
510 " OffsetVector *= 0.1;\n"
511 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
512 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
513 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
514 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
515 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
516 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
517 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
518 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
519 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
520 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
521 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
522 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
523 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
524 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
527 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
528 " // this basically moves forward the full distance, and then backs up based\n"
529 " // on height of samples\n"
530 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
531 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
532 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
533 " TexCoord += OffsetVector;\n"
534 " OffsetVector *= 0.333;\n"
535 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
536 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
537 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
538 " return TexCoord;\n"
545 "#ifdef USEOFFSETMAPPING\n"
546 " // apply offsetmapping\n"
547 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
548 "#define TexCoord TexCoordOffset\n"
551 " // combine the diffuse textures (base, pants, shirt)\n"
552 " myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
553 "#ifdef USECOLORMAPPING\n"
554 " color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
560 "#ifdef MODE_LIGHTSOURCE\n"
563 " // calculate surface normal, light normal, and specular normal\n"
564 " // compute color intensity for the two textures (colormap and glossmap)\n"
565 " // scale by light color and attenuation as efficiently as possible\n"
566 " // (do as much scalar math as possible rather than vector math)\n"
567 "#ifdef USESPECULAR\n"
568 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
569 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
570 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
572 " // calculate directional shading\n"
573 " color.rgb = LightColor * 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)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
575 "#ifdef USEDIFFUSE\n"
576 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
577 " myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
579 " // calculate directional shading\n"
580 " color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
582 " // calculate directionless shading\n"
583 " color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
587 "#ifdef USECUBEFILTER\n"
588 " // apply light cubemap filter\n"
589 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
590 " color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
596 "#elif defined(MODE_LIGHTDIRECTION)\n"
597 " // directional model lighting\n"
599 " // get the surface normal and light normal\n"
600 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
601 " myhvec3 diffusenormal = myhvec3(LightVector);\n"
603 " // calculate directional shading\n"
604 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
605 "#ifdef USESPECULAR\n"
606 " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
607 " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
613 "#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
614 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
616 " // get the surface normal and light normal\n"
617 " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
619 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
620 " myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
621 " myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
623 " myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
625 " // calculate directional shading\n"
626 " myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
627 "#ifdef USESPECULAR\n"
628 " myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
629 " tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
632 " // apply lightmap color\n"
633 " color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
636 "#else // MODE none (lightmap)\n"
637 " // apply lightmap color\n"
638 " color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
641 " color *= myhvec4(gl_Color);\n"
644 " color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
649 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
652 " color.rgb *= SceneBrightness;\n"
654 " gl_FragColor = vec4(color);\n"
657 "#endif // FRAGMENT_SHADER\n"
660 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
661 const char *permutationinfo[][2] =
663 {"#define MODE_LIGHTSOURCE\n", " lightsource"},
664 {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
665 {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
666 {"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
667 {"#define USEGLOW\n", " glow"},
668 {"#define USEFOG\n", " fog"},
669 {"#define USECOLORMAPPING\n", " colormapping"},
670 {"#define USEDIFFUSE\n", " diffuse"},
671 {"#define USESPECULAR\n", " specular"},
672 {"#define USECUBEFILTER\n", " cubefilter"},
673 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
674 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
678 void R_GLSL_CompilePermutation(const char *filename, int permutation)
681 qboolean shaderfound;
682 r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
683 int vertstrings_count;
684 int geomstrings_count;
685 int fragstrings_count;
687 const char *vertstrings_list[32+1];
688 const char *geomstrings_list[32+1];
689 const char *fragstrings_list[32+1];
690 char permutationname[256];
695 vertstrings_list[0] = "#define VERTEX_SHADER\n";
696 geomstrings_list[0] = "#define GEOMETRY_SHADER\n";
697 fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
698 vertstrings_count = 1;
699 geomstrings_count = 1;
700 fragstrings_count = 1;
701 permutationname[0] = 0;
702 for (i = 0;permutationinfo[i][0];i++)
704 if (permutation & (1<<i))
706 vertstrings_list[vertstrings_count++] = permutationinfo[i][0];
707 geomstrings_list[geomstrings_count++] = permutationinfo[i][0];
708 fragstrings_list[fragstrings_count++] = permutationinfo[i][0];
709 strlcat(permutationname, permutationinfo[i][1], sizeof(permutationname));
713 // keep line numbers correct
714 vertstrings_list[vertstrings_count++] = "\n";
715 geomstrings_list[geomstrings_count++] = "\n";
716 fragstrings_list[fragstrings_count++] = "\n";
719 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
723 Con_DPrintf("GLSL shader text for \"%s\" loaded from disk\n", filename);
724 vertstrings_list[vertstrings_count++] = shaderstring;
725 geomstrings_list[geomstrings_count++] = shaderstring;
726 fragstrings_list[fragstrings_count++] = shaderstring;
729 else if (!strcmp(filename, "glsl/default.glsl"))
731 Con_DPrintf("GLSL shader text for \"%s\" loaded from engine\n", filename);
732 vertstrings_list[vertstrings_count++] = builtinshaderstring;
733 geomstrings_list[geomstrings_count++] = builtinshaderstring;
734 fragstrings_list[fragstrings_count++] = builtinshaderstring;
737 // clear any lists that are not needed by this shader
738 if (!(permutation & SHADERPERMUTATION_USES_VERTEXSHADER))
739 vertstrings_count = 0;
740 if (!(permutation & SHADERPERMUTATION_USES_GEOMETRYSHADER))
741 geomstrings_count = 0;
742 if (!(permutation & SHADERPERMUTATION_USES_FRAGMENTSHADER))
743 fragstrings_count = 0;
744 // compile the shader program
745 if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count)
746 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
750 qglUseProgramObjectARB(p->program);CHECKGLERROR
751 // look up all the uniform variable names we care about, so we don't
752 // have to look them up every time we set them
753 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
754 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
755 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
756 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
757 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
758 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
759 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
760 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
761 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
762 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
763 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
764 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
765 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
766 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
767 p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
768 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
769 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
770 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
771 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
772 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
773 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
774 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
775 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
776 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
777 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
778 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
779 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
780 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
781 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
782 // initialize the samplers to refer to the texture units we use
783 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
784 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
785 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
786 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
787 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
788 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
789 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
790 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
791 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
792 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
793 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
795 qglUseProgramObjectARB(0);CHECKGLERROR
798 Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
800 Mem_Free(shaderstring);
803 void R_GLSL_Restart_f(void)
806 for (i = 0;i < SHADERPERMUTATION_MAX;i++)
807 if (r_glsl_permutations[i].program)
808 GL_Backend_FreeProgram(r_glsl_permutations[i].program);
809 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
812 extern rtexture_t *r_shadow_attenuationgradienttexture;
813 extern rtexture_t *r_shadow_attenuation2dtexture;
814 extern rtexture_t *r_shadow_attenuation3dtexture;
815 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
817 // select a permutation of the lighting shader appropriate to this
818 // combination of texture, entity, light source, and fogging, only use the
819 // minimum features necessary to avoid wasting rendering time in the
820 // fragment shader on features that are not being used
821 const char *shaderfilename = NULL;
822 unsigned int permutation = 0;
823 r_glsl_permutation = NULL;
824 // TODO: implement geometry-shader based shadow volumes someday
825 if (rsurface.rtlight)
828 shaderfilename = "glsl/default.glsl";
829 permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
830 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
831 permutation |= SHADERPERMUTATION_CUBEFILTER;
832 if (diffusescale > 0)
833 permutation |= SHADERPERMUTATION_DIFFUSE;
834 if (specularscale > 0)
835 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
836 if (r_refdef.fogenabled)
837 permutation |= SHADERPERMUTATION_FOG;
838 if (rsurface.texture->colormapping)
839 permutation |= SHADERPERMUTATION_COLORMAPPING;
840 if (r_glsl_offsetmapping.integer)
842 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
843 if (r_glsl_offsetmapping_reliefmapping.integer)
844 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
847 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
849 // bright unshaded geometry
850 shaderfilename = "glsl/default.glsl";
851 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
852 if (rsurface.texture->currentskinframe->glow)
853 permutation |= SHADERPERMUTATION_GLOW;
854 if (r_refdef.fogenabled)
855 permutation |= SHADERPERMUTATION_FOG;
856 if (rsurface.texture->colormapping)
857 permutation |= SHADERPERMUTATION_COLORMAPPING;
858 if (r_glsl_offsetmapping.integer)
860 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
861 if (r_glsl_offsetmapping_reliefmapping.integer)
862 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
865 else if (modellighting)
867 // directional model lighting
868 shaderfilename = "glsl/default.glsl";
869 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
870 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
871 if (rsurface.texture->currentskinframe->glow)
872 permutation |= SHADERPERMUTATION_GLOW;
873 if (specularscale > 0)
874 permutation |= SHADERPERMUTATION_SPECULAR;
875 if (r_refdef.fogenabled)
876 permutation |= SHADERPERMUTATION_FOG;
877 if (rsurface.texture->colormapping)
878 permutation |= SHADERPERMUTATION_COLORMAPPING;
879 if (r_glsl_offsetmapping.integer)
881 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
882 if (r_glsl_offsetmapping_reliefmapping.integer)
883 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
889 shaderfilename = "glsl/default.glsl";
890 permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
891 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
893 // deluxemapping (light direction texture)
894 if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
895 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
897 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
898 if (specularscale > 0)
899 permutation |= SHADERPERMUTATION_SPECULAR;
901 else if (r_glsl_deluxemapping.integer >= 2)
903 // fake deluxemapping (uniform light direction in tangentspace)
904 permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
905 if (specularscale > 0)
906 permutation |= SHADERPERMUTATION_SPECULAR;
910 // ordinary lightmapping
913 if (rsurface.texture->currentskinframe->glow)
914 permutation |= SHADERPERMUTATION_GLOW;
915 if (r_refdef.fogenabled)
916 permutation |= SHADERPERMUTATION_FOG;
917 if (rsurface.texture->colormapping)
918 permutation |= SHADERPERMUTATION_COLORMAPPING;
919 if (r_glsl_offsetmapping.integer)
921 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
922 if (r_glsl_offsetmapping_reliefmapping.integer)
923 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
926 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
928 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
929 R_GLSL_CompilePermutation(shaderfilename, permutation);
930 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
932 // remove features until we find a valid permutation
934 for (i = SHADERPERMUTATION_MASK;;i>>=1)
937 return 0; // utterly failed
938 // reduce i more quickly whenever it would not remove any bits
942 if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
943 R_GLSL_CompilePermutation(shaderfilename, permutation);
944 if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
949 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
951 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
952 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
953 if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
955 if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
956 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
957 if (permutation & SHADERPERMUTATION_DIFFUSE)
959 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
960 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
961 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
962 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
966 // ambient only is simpler
967 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
968 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
969 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
970 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
973 else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
975 if (r_glsl_permutation->loc_AmbientColor >= 0)
976 qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale);
977 if (r_glsl_permutation->loc_DiffuseColor >= 0)
978 qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.modellight_diffuse[2] * diffusescale);
979 if (r_glsl_permutation->loc_SpecularColor >= 0)
980 qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.modellight_diffuse[2] * specularscale);
981 if (r_glsl_permutation->loc_LightDir >= 0)
982 qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
986 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
987 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f);
988 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f);
990 if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap));
991 if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture));
992 if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture));
993 //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap));
994 if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
995 if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
996 if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants));
997 if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt));
998 //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
999 //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
1000 if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
1001 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1002 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale);
1003 if (r_glsl_permutation->loc_FogColor >= 0)
1005 // additive passes are only darkened by fog, not tinted
1006 if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
1007 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1009 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1011 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1012 if (r_glsl_permutation->loc_Color_Pants >= 0)
1014 if (rsurface.texture->currentskinframe->pants)
1015 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1017 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1019 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1021 if (rsurface.texture->currentskinframe->shirt)
1022 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1024 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1026 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1027 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1028 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1033 void R_SwitchSurfaceShader(int permutation)
1035 if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
1037 r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
1039 qglUseProgramObjectARB(r_glsl_permutation->program);
1044 #define SKINFRAME_HASH 1024
1048 int loadsequence; // incremented each level change
1049 memexpandablearray_t array;
1050 skinframe_t *hash[SKINFRAME_HASH];
1054 void R_SkinFrame_PrepareForPurge(void)
1056 r_skinframe.loadsequence++;
1057 // wrap it without hitting zero
1058 if (r_skinframe.loadsequence >= 200)
1059 r_skinframe.loadsequence = 1;
1062 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1066 // mark the skinframe as used for the purging code
1067 skinframe->loadsequence = r_skinframe.loadsequence;
1070 void R_SkinFrame_Purge(void)
1074 for (i = 0;i < SKINFRAME_HASH;i++)
1076 for (s = r_skinframe.hash[i];s;s = s->next)
1078 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1080 if (s->base == r_texture_notexture) s->base = NULL;
1081 if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL;
1082 if (s->merged == s->base) s->merged = NULL;
1083 if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL;
1084 if (s->merged) R_FreeTexture(s->merged);s->merged = NULL;
1085 if (s->base ) R_FreeTexture(s->base );s->base = NULL;
1086 if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL;
1087 if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL;
1088 if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL;
1089 if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL;
1090 if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL;
1091 if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL;
1092 s->loadsequence = 0;
1098 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1102 char basename[MAX_QPATH];
1104 Image_StripImageExtension(name, basename, sizeof(basename));
1106 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1107 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1108 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1114 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1115 memset(item, 0, sizeof(*item));
1116 strlcpy(item->basename, basename, sizeof(item->basename));
1117 item->textureflags = textureflags;
1118 item->comparewidth = comparewidth;
1119 item->compareheight = compareheight;
1120 item->comparecrc = comparecrc;
1121 item->next = r_skinframe.hash[hashindex];
1122 r_skinframe.hash[hashindex] = item;
1124 R_SkinFrame_MarkUsed(item);
1128 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1130 // FIXME: it should be possible to disable loading various layers using
1131 // cvars, to prevent wasted loading time and memory usage if the user does
1133 qboolean loadnormalmap = true;
1134 qboolean loadgloss = true;
1135 qboolean loadpantsandshirt = true;
1136 qboolean loadglow = true;
1138 unsigned char *pixels;
1139 unsigned char *bumppixels;
1140 unsigned char *basepixels = NULL;
1141 int basepixels_width;
1142 int basepixels_height;
1143 skinframe_t *skinframe;
1145 if (cls.state == ca_dedicated)
1148 // return an existing skinframe if already loaded
1149 // if loading of the first image fails, don't make a new skinframe as it
1150 // would cause all future lookups of this to be missing
1151 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1152 if (skinframe && skinframe->base)
1155 basepixels = loadimagepixels(name, complain, 0, 0);
1156 if (basepixels == NULL)
1159 // we've got some pixels to store, so really allocate this new texture now
1161 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1162 skinframe->stain = NULL;
1163 skinframe->merged = NULL;
1164 skinframe->base = r_texture_notexture;
1165 skinframe->pants = NULL;
1166 skinframe->shirt = NULL;
1167 skinframe->nmap = r_texture_blanknormalmap;
1168 skinframe->gloss = NULL;
1169 skinframe->glow = NULL;
1170 skinframe->fog = NULL;
1172 basepixels_width = image_width;
1173 basepixels_height = image_height;
1174 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1176 if (textureflags & TEXF_ALPHA)
1178 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1179 if (basepixels[j] < 255)
1181 if (j < basepixels_width * basepixels_height * 4)
1183 // has transparent pixels
1184 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1185 for (j = 0;j < image_width * image_height * 4;j += 4)
1190 pixels[j+3] = basepixels[j+3];
1192 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1197 // _norm is the name used by tenebrae and has been adopted as standard
1200 if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
1202 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1206 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
1208 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1209 Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1210 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1212 Mem_Free(bumppixels);
1214 else if (r_shadow_bumpscale_basetexture.value > 0)
1216 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1217 Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1218 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);
1222 // _luma is supported for tenebrae compatibility
1223 // (I think it's a very stupid name, but oh well)
1224 // _glow is the preferred name
1225 if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1226 if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1227 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1228 if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags, NULL);Mem_Free(pixels);pixels = NULL;}
1231 Mem_Free(basepixels);
1236 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1241 for (i = 0;i < width*height;i++)
1242 if (((unsigned char *)&palette[in[i]])[3] > 0)
1244 if (i == width*height)
1247 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1250 skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1253 unsigned char *temp1, *temp2;
1254 skinframe_t *skinframe;
1256 if (cls.state == ca_dedicated)
1259 // if already loaded just return it, otherwise make a new skinframe
1260 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true);
1261 if (skinframe && skinframe->base)
1264 skinframe->stain = NULL;
1265 skinframe->merged = NULL;
1266 skinframe->base = r_texture_notexture;
1267 skinframe->pants = NULL;
1268 skinframe->shirt = NULL;
1269 skinframe->nmap = r_texture_blanknormalmap;
1270 skinframe->gloss = NULL;
1271 skinframe->glow = NULL;
1272 skinframe->fog = NULL;
1274 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1278 if (bitsperpixel == 32)
1280 if (r_shadow_bumpscale_basetexture.value > 0)
1282 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1283 temp2 = temp1 + width * height * 4;
1284 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1285 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1288 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1289 if (textureflags & TEXF_ALPHA)
1291 for (i = 3;i < width * height * 4;i += 4)
1292 if (skindata[i] < 255)
1294 if (i < width * height * 4)
1296 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1297 memcpy(fogpixels, skindata, width * height * 4);
1298 for (i = 0;i < width * height * 4;i += 4)
1299 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1300 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1301 Mem_Free(fogpixels);
1305 else if (bitsperpixel == 8)
1307 if (r_shadow_bumpscale_basetexture.value > 0)
1309 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1310 temp2 = temp1 + width * height * 4;
1311 if (bitsperpixel == 32)
1312 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1315 // use either a custom palette or the quake palette
1316 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1317 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1319 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1322 // use either a custom palette, or the quake palette
1323 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1324 if (!palette && loadglowtexture)
1325 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, textureflags, false); // glow
1326 if (!palette && loadpantsandshirt)
1328 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, textureflags, false); // pants
1329 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, textureflags, false); // shirt
1331 if (skinframe->pants || skinframe->shirt)
1332 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1333 if (textureflags & TEXF_ALPHA)
1335 // if not using a custom alphapalette, use the quake one
1337 alphapalette = palette_alpha;
1338 for (i = 0;i < width * height;i++)
1339 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1341 if (i < width * height)
1342 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, textureflags, true); // fog mask
1349 skinframe_t *R_SkinFrame_LoadMissing(void)
1351 skinframe_t *skinframe;
1353 if (cls.state == ca_dedicated)
1356 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1357 skinframe->stain = NULL;
1358 skinframe->merged = NULL;
1359 skinframe->base = r_texture_notexture;
1360 skinframe->pants = NULL;
1361 skinframe->shirt = NULL;
1362 skinframe->nmap = r_texture_blanknormalmap;
1363 skinframe->gloss = NULL;
1364 skinframe->glow = NULL;
1365 skinframe->fog = NULL;
1370 void gl_main_start(void)
1375 r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH);
1376 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
1378 alpha = 1 - exp(r / ((double)x*(double)x));
1379 if (x == FOGMASKTABLEWIDTH - 1)
1381 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
1384 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1385 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1387 // set up r_skinframe loading system for textures
1388 memset(&r_skinframe, 0, sizeof(r_skinframe));
1389 r_skinframe.loadsequence = 1;
1390 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1392 r_main_texturepool = R_AllocTexturePool();
1393 R_BuildBlankTextures();
1395 if (gl_texturecubemap)
1398 R_BuildNormalizationCube();
1400 R_BuildFogTexture();
1401 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1402 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1403 memset(&r_svbsp, 0, sizeof (r_svbsp));
1406 void gl_main_shutdown(void)
1408 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1409 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1411 // clear out the r_skinframe state
1412 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1413 memset(&r_skinframe, 0, sizeof(r_skinframe));
1416 Mem_Free(r_svbsp.nodes);
1417 memset(&r_svbsp, 0, sizeof (r_svbsp));
1418 R_FreeTexturePool(&r_main_texturepool);
1419 r_texture_blanknormalmap = NULL;
1420 r_texture_white = NULL;
1421 r_texture_black = NULL;
1422 r_texture_whitecube = NULL;
1423 r_texture_normalizationcube = NULL;
1424 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1428 extern void CL_ParseEntityLump(char *entitystring);
1429 void gl_main_newmap(void)
1431 // FIXME: move this code to client
1433 char *entities, entname[MAX_QPATH];
1436 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
1437 l = (int)strlen(entname) - 4;
1438 if (l >= 0 && !strcmp(entname + l, ".bsp"))
1440 memcpy(entname + l, ".ent", 5);
1441 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
1443 CL_ParseEntityLump(entities);
1448 if (cl.worldmodel->brush.entities)
1449 CL_ParseEntityLump(cl.worldmodel->brush.entities);
1453 void GL_Main_Init(void)
1455 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
1457 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
1458 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
1459 if (gamemode == GAME_NEHAHRA)
1461 Cvar_RegisterVariable (&gl_fogenable);
1462 Cvar_RegisterVariable (&gl_fogdensity);
1463 Cvar_RegisterVariable (&gl_fogred);
1464 Cvar_RegisterVariable (&gl_foggreen);
1465 Cvar_RegisterVariable (&gl_fogblue);
1466 Cvar_RegisterVariable (&gl_fogstart);
1467 Cvar_RegisterVariable (&gl_fogend);
1469 Cvar_RegisterVariable(&r_depthfirst);
1470 Cvar_RegisterVariable(&r_nearclip);
1471 Cvar_RegisterVariable(&r_showbboxes);
1472 Cvar_RegisterVariable(&r_showsurfaces);
1473 Cvar_RegisterVariable(&r_showtris);
1474 Cvar_RegisterVariable(&r_shownormals);
1475 Cvar_RegisterVariable(&r_showlighting);
1476 Cvar_RegisterVariable(&r_showshadowvolumes);
1477 Cvar_RegisterVariable(&r_showcollisionbrushes);
1478 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
1479 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
1480 Cvar_RegisterVariable(&r_showdisabledepthtest);
1481 Cvar_RegisterVariable(&r_drawportals);
1482 Cvar_RegisterVariable(&r_drawentities);
1483 Cvar_RegisterVariable(&r_cullentities_trace);
1484 Cvar_RegisterVariable(&r_cullentities_trace_samples);
1485 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
1486 Cvar_RegisterVariable(&r_cullentities_trace_delay);
1487 Cvar_RegisterVariable(&r_drawviewmodel);
1488 Cvar_RegisterVariable(&r_speeds);
1489 Cvar_RegisterVariable(&r_fullbrights);
1490 Cvar_RegisterVariable(&r_wateralpha);
1491 Cvar_RegisterVariable(&r_dynamic);
1492 Cvar_RegisterVariable(&r_fullbright);
1493 Cvar_RegisterVariable(&r_shadows);
1494 Cvar_RegisterVariable(&r_shadows_throwdistance);
1495 Cvar_RegisterVariable(&r_q1bsp_skymasking);
1496 Cvar_RegisterVariable(&r_textureunits);
1497 Cvar_RegisterVariable(&r_glsl);
1498 Cvar_RegisterVariable(&r_glsl_offsetmapping);
1499 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
1500 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
1501 Cvar_RegisterVariable(&r_glsl_deluxemapping);
1502 Cvar_RegisterVariable(&r_lerpsprites);
1503 Cvar_RegisterVariable(&r_lerpmodels);
1504 Cvar_RegisterVariable(&r_waterscroll);
1505 Cvar_RegisterVariable(&r_bloom);
1506 Cvar_RegisterVariable(&r_bloom_colorscale);
1507 Cvar_RegisterVariable(&r_bloom_brighten);
1508 Cvar_RegisterVariable(&r_bloom_blur);
1509 Cvar_RegisterVariable(&r_bloom_resolution);
1510 Cvar_RegisterVariable(&r_bloom_colorexponent);
1511 Cvar_RegisterVariable(&r_bloom_colorsubtract);
1512 Cvar_RegisterVariable(&r_hdr);
1513 Cvar_RegisterVariable(&r_hdr_scenebrightness);
1514 Cvar_RegisterVariable(&r_hdr_glowintensity);
1515 Cvar_RegisterVariable(&r_hdr_range);
1516 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
1517 Cvar_RegisterVariable(&developer_texturelogging);
1518 Cvar_RegisterVariable(&gl_lightmaps);
1519 Cvar_RegisterVariable(&r_test);
1520 Cvar_RegisterVariable(&r_batchmode);
1521 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
1522 Cvar_SetValue("r_fullbrights", 0);
1523 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
1526 extern void R_Textures_Init(void);
1527 extern void GL_Draw_Init(void);
1528 extern void GL_Main_Init(void);
1529 extern void R_Shadow_Init(void);
1530 extern void R_Sky_Init(void);
1531 extern void GL_Surf_Init(void);
1532 extern void R_Light_Init(void);
1533 extern void R_Particles_Init(void);
1534 extern void R_Explosion_Init(void);
1535 extern void gl_backend_init(void);
1536 extern void Sbar_Init(void);
1537 extern void R_LightningBeams_Init(void);
1538 extern void Mod_RenderInit(void);
1540 void Render_Init(void)
1553 R_LightningBeams_Init();
1562 extern char *ENGINE_EXTENSIONS;
1565 VID_CheckExtensions();
1567 // LordHavoc: report supported extensions
1568 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
1570 // clear to black (loading plaque will be seen over this)
1572 qglClearColor(0,0,0,1);CHECKGLERROR
1573 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
1576 int R_CullBox(const vec3_t mins, const vec3_t maxs)
1580 for (i = 0;i < 4;i++)
1582 p = r_view.frustum + i;
1587 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1591 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1595 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1599 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1603 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1607 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1611 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1615 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1623 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
1627 for (i = 0;i < numplanes;i++)
1634 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1638 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
1642 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1646 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
1650 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1654 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
1658 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1662 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
1670 //==================================================================================
1672 static void R_UpdateEntityLighting(entity_render_t *ent)
1674 vec3_t tempdiffusenormal;
1676 // fetch the lighting from the worldmodel data
1677 VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
1678 VectorClear(ent->modellight_diffuse);
1679 VectorClear(tempdiffusenormal);
1680 if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
1683 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
1684 r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
1687 VectorSet(ent->modellight_ambient, 1, 1, 1);
1689 // move the light direction into modelspace coordinates for lighting code
1690 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
1691 if(VectorLength2(ent->modellight_lightdir) > 0)
1693 VectorNormalize(ent->modellight_lightdir);
1697 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
1700 // scale ambient and directional light contributions according to rendering variables
1701 ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1702 ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1703 ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1704 ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity;
1705 ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity;
1706 ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity;
1709 static void R_View_UpdateEntityVisible (void)
1712 entity_render_t *ent;
1714 if (!r_drawentities.integer)
1717 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
1718 if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
1720 // worldmodel can check visibility
1721 for (i = 0;i < r_refdef.numentities;i++)
1723 ent = r_refdef.entities[i];
1724 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
1726 if(r_cullentities_trace.integer)
1728 for (i = 0;i < r_refdef.numentities;i++)
1730 ent = r_refdef.entities[i];
1731 if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
1733 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
1734 ent->last_trace_visibility = realtime;
1735 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
1736 r_viewcache.entityvisible[i] = 0;
1743 // no worldmodel or it can't check visibility
1744 for (i = 0;i < r_refdef.numentities;i++)
1746 ent = r_refdef.entities[i];
1747 r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
1751 // update entity lighting (even on hidden entities for r_shadows)
1752 for (i = 0;i < r_refdef.numentities;i++)
1753 R_UpdateEntityLighting(r_refdef.entities[i]);
1756 // only used if skyrendermasked, and normally returns false
1757 int R_DrawBrushModelsSky (void)
1760 entity_render_t *ent;
1762 if (!r_drawentities.integer)
1766 for (i = 0;i < r_refdef.numentities;i++)
1768 if (!r_viewcache.entityvisible[i])
1770 ent = r_refdef.entities[i];
1771 if (!ent->model || !ent->model->DrawSky)
1773 ent->model->DrawSky(ent);
1779 void R_DrawNoModel(entity_render_t *ent);
1780 void R_DrawModels(void)
1783 entity_render_t *ent;
1785 if (!r_drawentities.integer)
1788 for (i = 0;i < r_refdef.numentities;i++)
1790 if (!r_viewcache.entityvisible[i])
1792 ent = r_refdef.entities[i];
1793 r_refdef.stats.entities++;
1794 if (ent->model && ent->model->Draw != NULL)
1795 ent->model->Draw(ent);
1801 void R_DrawModelsDepth(void)
1804 entity_render_t *ent;
1806 if (!r_drawentities.integer)
1809 for (i = 0;i < r_refdef.numentities;i++)
1811 if (!r_viewcache.entityvisible[i])
1813 ent = r_refdef.entities[i];
1814 r_refdef.stats.entities++;
1815 if (ent->model && ent->model->DrawDepth != NULL)
1816 ent->model->DrawDepth(ent);
1820 static void R_View_SetFrustum(void)
1822 double slopex, slopey;
1824 // break apart the view matrix into vectors for various purposes
1825 Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin);
1826 VectorNegate(r_view.left, r_view.right);
1829 r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x;
1830 r_view.frustum[0].normal[1] = 0 - 0;
1831 r_view.frustum[0].normal[2] = -1 - 0;
1832 r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x;
1833 r_view.frustum[1].normal[1] = 0 + 0;
1834 r_view.frustum[1].normal[2] = -1 + 0;
1835 r_view.frustum[2].normal[0] = 0 - 0;
1836 r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y;
1837 r_view.frustum[2].normal[2] = -1 - 0;
1838 r_view.frustum[3].normal[0] = 0 + 0;
1839 r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y;
1840 r_view.frustum[3].normal[2] = -1 + 0;
1844 zNear = r_refdef.nearclip;
1845 nudge = 1.0 - 1.0 / (1<<23);
1846 r_view.frustum[4].normal[0] = 0 - 0;
1847 r_view.frustum[4].normal[1] = 0 - 0;
1848 r_view.frustum[4].normal[2] = -1 - -nudge;
1849 r_view.frustum[4].dist = 0 - -2 * zNear * nudge;
1850 r_view.frustum[5].normal[0] = 0 + 0;
1851 r_view.frustum[5].normal[1] = 0 + 0;
1852 r_view.frustum[5].normal[2] = -1 + -nudge;
1853 r_view.frustum[5].dist = 0 + -2 * zNear * nudge;
1859 r_view.frustum[0].normal[0] = m[3] - m[0];
1860 r_view.frustum[0].normal[1] = m[7] - m[4];
1861 r_view.frustum[0].normal[2] = m[11] - m[8];
1862 r_view.frustum[0].dist = m[15] - m[12];
1864 r_view.frustum[1].normal[0] = m[3] + m[0];
1865 r_view.frustum[1].normal[1] = m[7] + m[4];
1866 r_view.frustum[1].normal[2] = m[11] + m[8];
1867 r_view.frustum[1].dist = m[15] + m[12];
1869 r_view.frustum[2].normal[0] = m[3] - m[1];
1870 r_view.frustum[2].normal[1] = m[7] - m[5];
1871 r_view.frustum[2].normal[2] = m[11] - m[9];
1872 r_view.frustum[2].dist = m[15] - m[13];
1874 r_view.frustum[3].normal[0] = m[3] + m[1];
1875 r_view.frustum[3].normal[1] = m[7] + m[5];
1876 r_view.frustum[3].normal[2] = m[11] + m[9];
1877 r_view.frustum[3].dist = m[15] + m[13];
1879 r_view.frustum[4].normal[0] = m[3] - m[2];
1880 r_view.frustum[4].normal[1] = m[7] - m[6];
1881 r_view.frustum[4].normal[2] = m[11] - m[10];
1882 r_view.frustum[4].dist = m[15] - m[14];
1884 r_view.frustum[5].normal[0] = m[3] + m[2];
1885 r_view.frustum[5].normal[1] = m[7] + m[6];
1886 r_view.frustum[5].normal[2] = m[11] + m[10];
1887 r_view.frustum[5].dist = m[15] + m[14];
1892 slopex = 1.0 / r_view.frustum_x;
1893 slopey = 1.0 / r_view.frustum_y;
1894 VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal);
1895 VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal);
1896 VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
1897 VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
1898 VectorCopy(r_view.forward, r_view.frustum[4].normal);
1899 VectorNormalize(r_view.frustum[0].normal);
1900 VectorNormalize(r_view.frustum[1].normal);
1901 VectorNormalize(r_view.frustum[2].normal);
1902 VectorNormalize(r_view.frustum[3].normal);
1903 r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal);
1904 r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal);
1905 r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal);
1906 r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal);
1907 r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
1908 PlaneClassify(&r_view.frustum[0]);
1909 PlaneClassify(&r_view.frustum[1]);
1910 PlaneClassify(&r_view.frustum[2]);
1911 PlaneClassify(&r_view.frustum[3]);
1912 PlaneClassify(&r_view.frustum[4]);
1914 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
1915 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
1916 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]);
1917 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]);
1918 VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]);
1920 // LordHavoc: note to all quake engine coders, Quake had a special case
1921 // for 90 degrees which assumed a square view (wrong), so I removed it,
1922 // Quake2 has it disabled as well.
1924 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
1925 //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2));
1926 //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal);
1927 //PlaneClassify(&frustum[0]);
1929 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
1930 //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2));
1931 //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal);
1932 //PlaneClassify(&frustum[1]);
1934 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
1935 //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2));
1936 //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal);
1937 //PlaneClassify(&frustum[2]);
1939 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
1940 //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2));
1941 //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal);
1942 //PlaneClassify(&frustum[3]);
1945 //VectorCopy(r_view.forward, r_view.frustum[4].normal);
1946 //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value;
1947 //PlaneClassify(&frustum[4]);
1950 void R_View_Update(void)
1952 R_View_SetFrustum();
1953 R_View_WorldVisibility();
1954 R_View_UpdateEntityVisible();
1957 void R_SetupView(const matrix4x4_t *matrix)
1959 if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
1960 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip);
1962 GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
1964 GL_SetupView_Orientation_FromEntity(matrix);
1967 void R_ResetViewRendering2D(void)
1969 if (gl_support_fragment_shader)
1971 qglUseProgramObjectARB(0);CHECKGLERROR
1976 // GL is weird because it's bottom to top, r_view.y is top to bottom
1977 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
1978 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
1979 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
1980 GL_Color(1, 1, 1, 1);
1981 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
1982 GL_BlendFunc(GL_ONE, GL_ZERO);
1983 GL_AlphaTest(false);
1984 GL_ScissorTest(false);
1985 GL_DepthMask(false);
1986 GL_DepthRange(0, 1);
1987 GL_DepthTest(false);
1988 R_Mesh_Matrix(&identitymatrix);
1989 R_Mesh_ResetTextureState();
1990 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
1991 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
1992 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
1993 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
1994 qglStencilMask(~0);CHECKGLERROR
1995 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
1996 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
1997 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2000 void R_ResetViewRendering3D(void)
2002 if (gl_support_fragment_shader)
2004 qglUseProgramObjectARB(0);CHECKGLERROR
2009 // GL is weird because it's bottom to top, r_view.y is top to bottom
2010 qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2011 R_SetupView(&r_view.matrix);
2012 GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
2013 GL_Color(1, 1, 1, 1);
2014 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
2015 GL_BlendFunc(GL_ONE, GL_ZERO);
2016 GL_AlphaTest(false);
2017 GL_ScissorTest(true);
2019 GL_DepthRange(0, 1);
2021 R_Mesh_Matrix(&identitymatrix);
2022 R_Mesh_ResetTextureState();
2023 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
2024 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2025 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2026 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2027 qglStencilMask(~0);CHECKGLERROR
2028 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2029 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2030 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2034 R_Bloom_SetupShader(
2036 "// written by Forest 'LordHavoc' Hale\n"
2038 "// common definitions between vertex shader and fragment shader:\n"
2040 "#ifdef __GLSL_CG_DATA_TYPES\n"
2041 "#define myhalf half\n"
2042 "#define myhvec2 hvec2\n"
2043 "#define myhvec3 hvec3\n"
2044 "#define myhvec4 hvec4\n"
2046 "#define myhalf float\n"
2047 "#define myhvec2 vec2\n"
2048 "#define myhvec3 vec3\n"
2049 "#define myhvec4 vec4\n"
2052 "varying vec2 ScreenTexCoord;\n"
2053 "varying vec2 BloomTexCoord;\n"
2058 "// vertex shader specific:\n"
2059 "#ifdef VERTEX_SHADER\n"
2063 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2064 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2065 " // transform vertex to camera space, using ftransform to match non-VS\n"
2067 " gl_Position = ftransform();\n"
2070 "#endif // VERTEX_SHADER\n"
2075 "// fragment shader specific:\n"
2076 "#ifdef FRAGMENT_SHADER\n"
2081 " myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2082 " for (x = -BLUR_X;x <= BLUR_X;x++)
2083 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2084 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2085 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2086 " color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2088 " gl_FragColor = vec4(color);\n"
2091 "#endif // FRAGMENT_SHADER\n"
2094 void R_RenderScene(void);
2096 void R_Bloom_StartFrame(void)
2098 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2100 // set bloomwidth and bloomheight to the bloom resolution that will be
2101 // used (often less than the screen resolution for faster rendering)
2102 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width);
2103 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width;
2104 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height);
2106 // calculate desired texture sizes
2107 if (gl_support_arb_texture_non_power_of_two)
2109 screentexturewidth = r_view.width;
2110 screentextureheight = r_view.height;
2111 bloomtexturewidth = r_bloomstate.bloomwidth;
2112 bloomtextureheight = r_bloomstate.bloomheight;
2116 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2117 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2118 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2119 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2124 screentexturewidth = screentextureheight = 0;
2126 else if (r_bloom.integer)
2131 screentexturewidth = screentextureheight = 0;
2132 bloomtexturewidth = bloomtextureheight = 0;
2135 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2137 // can't use bloom if the parameters are too weird
2138 // can't use bloom if the card does not support the texture size
2139 if (r_bloomstate.texture_screen)
2140 R_FreeTexture(r_bloomstate.texture_screen);
2141 if (r_bloomstate.texture_bloom)
2142 R_FreeTexture(r_bloomstate.texture_bloom);
2143 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2147 r_bloomstate.enabled = true;
2148 r_bloomstate.hdr = r_hdr.integer != 0;
2150 // allocate textures as needed
2151 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
2153 if (r_bloomstate.texture_screen)
2154 R_FreeTexture(r_bloomstate.texture_screen);
2155 r_bloomstate.texture_screen = NULL;
2156 r_bloomstate.screentexturewidth = screentexturewidth;
2157 r_bloomstate.screentextureheight = screentextureheight;
2158 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
2159 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2161 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
2163 if (r_bloomstate.texture_bloom)
2164 R_FreeTexture(r_bloomstate.texture_bloom);
2165 r_bloomstate.texture_bloom = NULL;
2166 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
2167 r_bloomstate.bloomtextureheight = bloomtextureheight;
2168 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
2169 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2172 // set up a texcoord array for the full resolution screen image
2173 // (we have to keep this around to copy back during final render)
2174 r_bloomstate.screentexcoord2f[0] = 0;
2175 r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2176 r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2177 r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight;
2178 r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth;
2179 r_bloomstate.screentexcoord2f[5] = 0;
2180 r_bloomstate.screentexcoord2f[6] = 0;
2181 r_bloomstate.screentexcoord2f[7] = 0;
2183 // set up a texcoord array for the reduced resolution bloom image
2184 // (which will be additive blended over the screen image)
2185 r_bloomstate.bloomtexcoord2f[0] = 0;
2186 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2187 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2188 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2189 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2190 r_bloomstate.bloomtexcoord2f[5] = 0;
2191 r_bloomstate.bloomtexcoord2f[6] = 0;
2192 r_bloomstate.bloomtexcoord2f[7] = 0;
2195 void R_Bloom_CopyScreenTexture(float colorscale)
2197 r_refdef.stats.bloom++;
2199 R_ResetViewRendering2D();
2200 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2201 R_Mesh_ColorPointer(NULL, 0, 0);
2202 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2203 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2205 // copy view into the screen texture
2206 GL_ActiveTexture(0);
2208 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2209 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2211 // now scale it down to the bloom texture size
2213 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2214 GL_BlendFunc(GL_ONE, GL_ZERO);
2215 GL_Color(colorscale, colorscale, colorscale, 1);
2216 // TODO: optimize with multitexture or GLSL
2217 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2218 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2220 // we now have a bloom image in the framebuffer
2221 // copy it into the bloom image texture for later processing
2222 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2223 GL_ActiveTexture(0);
2225 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2226 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2229 void R_Bloom_CopyHDRTexture(void)
2231 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2232 GL_ActiveTexture(0);
2234 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
2235 r_refdef.stats.bloom_copypixels += r_view.width * r_view.height;
2238 void R_Bloom_MakeTexture(void)
2241 float xoffset, yoffset, r, brighten;
2243 r_refdef.stats.bloom++;
2245 R_ResetViewRendering2D();
2246 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2247 R_Mesh_ColorPointer(NULL, 0, 0);
2249 // we have a bloom image in the framebuffer
2251 qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2253 for (x = 1;x < r_bloom_colorexponent.value;)
2256 r = bound(0, r_bloom_colorexponent.value / x, 1);
2257 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
2258 GL_Color(r, r, r, 1);
2259 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2260 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2261 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2262 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2264 // copy the vertically blurred bloom view to a texture
2265 GL_ActiveTexture(0);
2267 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2268 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2271 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
2272 brighten = r_bloom_brighten.value;
2274 brighten *= r_hdr_range.value;
2275 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2276 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
2278 for (dir = 0;dir < 2;dir++)
2280 // blend on at multiple vertical offsets to achieve a vertical blur
2281 // TODO: do offset blends using GLSL
2282 GL_BlendFunc(GL_ONE, GL_ZERO);
2283 for (x = -range;x <= range;x++)
2285 if (!dir){xoffset = 0;yoffset = x;}
2286 else {xoffset = x;yoffset = 0;}
2287 xoffset /= (float)r_bloomstate.bloomtexturewidth;
2288 yoffset /= (float)r_bloomstate.bloomtextureheight;
2289 // compute a texcoord array with the specified x and y offset
2290 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
2291 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2292 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2293 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
2294 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
2295 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
2296 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
2297 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
2298 // this r value looks like a 'dot' particle, fading sharply to
2299 // black at the edges
2300 // (probably not realistic but looks good enough)
2301 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
2302 //r = (dir ? 1.0f : brighten)/(range*2+1);
2303 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
2304 GL_Color(r, r, r, 1);
2305 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2306 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2307 GL_BlendFunc(GL_ONE, GL_ONE);
2310 // copy the vertically blurred bloom view to a texture
2311 GL_ActiveTexture(0);
2313 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2314 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2317 // apply subtract last
2318 // (just like it would be in a GLSL shader)
2319 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
2321 GL_BlendFunc(GL_ONE, GL_ZERO);
2322 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2323 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2324 GL_Color(1, 1, 1, 1);
2325 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2326 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2328 GL_BlendFunc(GL_ONE, GL_ONE);
2329 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
2330 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
2331 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2332 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
2333 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2334 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2335 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
2337 // copy the darkened bloom view to a texture
2338 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2339 GL_ActiveTexture(0);
2341 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
2342 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
2346 void R_HDR_RenderBloomTexture(void)
2348 int oldwidth, oldheight;
2350 oldwidth = r_view.width;
2351 oldheight = r_view.height;
2352 r_view.width = r_bloomstate.bloomwidth;
2353 r_view.height = r_bloomstate.bloomheight;
2355 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
2356 // TODO: add exposure compensation features
2357 // TODO: add fp16 framebuffer support
2359 r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
2361 r_view.colorscale /= r_hdr_range.value;
2364 R_ResetViewRendering2D();
2366 R_Bloom_CopyHDRTexture();
2367 R_Bloom_MakeTexture();
2369 R_ResetViewRendering3D();
2372 if (r_timereport_active)
2373 R_TimeReport("clear");
2376 // restore the view settings
2377 r_view.width = oldwidth;
2378 r_view.height = oldheight;
2381 static void R_BlendView(void)
2383 if (r_bloomstate.enabled && r_bloomstate.hdr)
2385 // render high dynamic range bloom effect
2386 // the bloom texture was made earlier this render, so we just need to
2387 // blend it onto the screen...
2388 R_ResetViewRendering2D();
2389 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2390 R_Mesh_ColorPointer(NULL, 0, 0);
2391 GL_Color(1, 1, 1, 1);
2392 GL_BlendFunc(GL_ONE, GL_ONE);
2393 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2394 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2395 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2396 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2398 else if (r_bloomstate.enabled)
2400 // render simple bloom effect
2401 // copy the screen and shrink it and darken it for the bloom process
2402 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
2403 // make the bloom texture
2404 R_Bloom_MakeTexture();
2405 // put the original screen image back in place and blend the bloom
2407 R_ResetViewRendering2D();
2408 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2409 R_Mesh_ColorPointer(NULL, 0, 0);
2410 GL_Color(1, 1, 1, 1);
2411 GL_BlendFunc(GL_ONE, GL_ZERO);
2412 // do both in one pass if possible
2413 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
2414 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
2415 if (r_textureunits.integer >= 2 && gl_combine.integer)
2417 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
2418 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
2419 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
2423 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2424 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2425 // now blend on the bloom texture
2426 GL_BlendFunc(GL_ONE, GL_ONE);
2427 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
2428 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
2430 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2431 r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
2433 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
2435 // apply a color tint to the whole view
2436 R_ResetViewRendering2D();
2437 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
2438 R_Mesh_ColorPointer(NULL, 0, 0);
2439 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2440 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
2441 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2445 void R_RenderScene(void);
2447 matrix4x4_t r_waterscrollmatrix;
2449 void R_UpdateVariables(void)
2453 r_refdef.farclip = 4096;
2454 if (r_refdef.worldmodel)
2455 r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs);
2456 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
2458 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
2459 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
2460 r_refdef.polygonfactor = 0;
2461 r_refdef.polygonoffset = 0;
2462 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2463 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
2465 r_refdef.rtworld = r_shadow_realtime_world.integer;
2466 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
2467 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
2468 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
2469 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
2470 if (r_showsurfaces.integer)
2472 r_refdef.rtworld = false;
2473 r_refdef.rtworldshadows = false;
2474 r_refdef.rtdlight = false;
2475 r_refdef.rtdlightshadows = false;
2476 r_refdef.lightmapintensity = 0;
2479 if (gamemode == GAME_NEHAHRA)
2481 if (gl_fogenable.integer)
2483 r_refdef.oldgl_fogenable = true;
2484 r_refdef.fog_density = gl_fogdensity.value;
2485 r_refdef.fog_red = gl_fogred.value;
2486 r_refdef.fog_green = gl_foggreen.value;
2487 r_refdef.fog_blue = gl_fogblue.value;
2489 else if (r_refdef.oldgl_fogenable)
2491 r_refdef.oldgl_fogenable = false;
2492 r_refdef.fog_density = 0;
2493 r_refdef.fog_red = 0;
2494 r_refdef.fog_green = 0;
2495 r_refdef.fog_blue = 0;
2498 if (r_refdef.fog_density)
2500 r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f);
2501 r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f);
2502 r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f);
2504 if (r_refdef.fog_density)
2506 r_refdef.fogenabled = true;
2507 // this is the point where the fog reaches 0.9986 alpha, which we
2508 // consider a good enough cutoff point for the texture
2509 // (0.9986 * 256 == 255.6)
2510 r_refdef.fogrange = 400 / r_refdef.fog_density;
2511 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
2512 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
2513 // fog color was already set
2516 r_refdef.fogenabled = false;
2524 void R_RenderView(void)
2526 if (!r_refdef.entities/* || !r_refdef.worldmodel*/)
2527 return; //Host_Error ("R_RenderView: NULL worldmodel");
2529 R_Shadow_UpdateWorldLightSelection();
2532 if (r_timereport_active)
2533 R_TimeReport("setup");
2536 if (r_timereport_active)
2537 R_TimeReport("visibility");
2539 R_ResetViewRendering3D();
2542 if (r_timereport_active)
2543 R_TimeReport("clear");
2545 R_Bloom_StartFrame();
2547 // this produces a bloom texture to be used in R_BlendView() later
2549 R_HDR_RenderBloomTexture();
2551 r_view.colorscale = r_hdr_scenebrightness.value;
2555 if (r_timereport_active)
2556 R_TimeReport("blendview");
2558 GL_Scissor(0, 0, vid.width, vid.height);
2559 GL_ScissorTest(false);
2563 extern void R_DrawLightningBeams (void);
2564 extern void VM_CL_AddPolygonsToMeshQueue (void);
2565 extern void R_DrawPortals (void);
2566 extern cvar_t cl_locs_show;
2567 static void R_DrawLocs(void);
2568 static void R_DrawEntityBBoxes(void);
2569 void R_RenderScene(void)
2571 // don't let sound skip if going slow
2572 if (r_refdef.extraupdate)
2575 R_ResetViewRendering3D();
2577 R_MeshQueue_BeginScene();
2581 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
2583 if (cl.csqc_vidvars.drawworld)
2585 // don't let sound skip if going slow
2586 if (r_refdef.extraupdate)
2589 if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
2591 r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
2592 if (r_timereport_active)
2593 R_TimeReport("worldsky");
2596 if (R_DrawBrushModelsSky() && r_timereport_active)
2597 R_TimeReport("bmodelsky");
2600 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth)
2602 r_refdef.worldmodel->DrawDepth(r_refdef.worldentity);
2603 if (r_timereport_active)
2604 R_TimeReport("worlddepth");
2606 if (r_depthfirst.integer >= 2)
2608 R_DrawModelsDepth();
2609 if (r_timereport_active)
2610 R_TimeReport("modeldepth");
2613 if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
2615 r_refdef.worldmodel->Draw(r_refdef.worldentity);
2616 if (r_timereport_active)
2617 R_TimeReport("world");
2620 // don't let sound skip if going slow
2621 if (r_refdef.extraupdate)
2625 if (r_timereport_active)
2626 R_TimeReport("models");
2628 // don't let sound skip if going slow
2629 if (r_refdef.extraupdate)
2632 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
2634 R_DrawModelShadows();
2636 R_ResetViewRendering3D();
2638 // don't let sound skip if going slow
2639 if (r_refdef.extraupdate)
2643 R_ShadowVolumeLighting(false);
2644 if (r_timereport_active)
2645 R_TimeReport("rtlights");
2647 // don't let sound skip if going slow
2648 if (r_refdef.extraupdate)
2651 if (cl.csqc_vidvars.drawworld)
2653 R_DrawLightningBeams();
2654 if (r_timereport_active)
2655 R_TimeReport("lightning");
2658 if (r_timereport_active)
2659 R_TimeReport("particles");
2662 if (r_timereport_active)
2663 R_TimeReport("explosions");
2666 if (gl_support_fragment_shader)
2668 qglUseProgramObjectARB(0);CHECKGLERROR
2670 VM_CL_AddPolygonsToMeshQueue();
2672 if (cl_locs_show.integer)
2675 if (r_timereport_active)
2676 R_TimeReport("showlocs");
2679 if (r_drawportals.integer)
2682 if (r_timereport_active)
2683 R_TimeReport("portals");
2686 if (r_showbboxes.value > 0)
2688 R_DrawEntityBBoxes();
2689 if (r_timereport_active)
2690 R_TimeReport("bboxes");
2693 if (gl_support_fragment_shader)
2695 qglUseProgramObjectARB(0);CHECKGLERROR
2697 R_MeshQueue_RenderTransparent();
2698 if (r_timereport_active)
2699 R_TimeReport("drawtrans");
2701 if (gl_support_fragment_shader)
2703 qglUseProgramObjectARB(0);CHECKGLERROR
2706 if (cl.csqc_vidvars.drawworld)
2709 if (r_timereport_active)
2710 R_TimeReport("coronas");
2713 // don't let sound skip if going slow
2714 if (r_refdef.extraupdate)
2717 R_ResetViewRendering2D();
2720 static const int bboxelements[36] =
2730 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
2733 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
2734 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2735 GL_DepthMask(false);
2736 GL_DepthRange(0, 1);
2737 R_Mesh_Matrix(&identitymatrix);
2738 R_Mesh_ResetTextureState();
2740 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
2741 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
2742 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
2743 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
2744 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
2745 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
2746 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
2747 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
2748 R_FillColors(color4f, 8, cr, cg, cb, ca);
2749 if (r_refdef.fogenabled)
2751 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
2753 f1 = FogPoint_World(v);
2755 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
2756 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
2757 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
2760 R_Mesh_VertexPointer(vertex3f, 0, 0);
2761 R_Mesh_ColorPointer(color4f, 0, 0);
2762 R_Mesh_ResetTextureState();
2763 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
2766 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2770 prvm_edict_t *edict;
2771 // this function draws bounding boxes of server entities
2775 for (i = 0;i < numsurfaces;i++)
2777 edict = PRVM_EDICT_NUM(surfacelist[i]);
2778 switch ((int)edict->fields.server->solid)
2780 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
2781 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
2782 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
2783 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
2784 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
2785 default: Vector4Set(color, 0, 0, 0, 0.50);break;
2787 color[3] *= r_showbboxes.value;
2788 color[3] = bound(0, color[3], 1);
2789 GL_DepthTest(!r_showdisabledepthtest.integer);
2790 GL_CullFace(GL_BACK);
2791 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
2796 static void R_DrawEntityBBoxes(void)
2799 prvm_edict_t *edict;
2801 // this function draws bounding boxes of server entities
2805 for (i = 0;i < prog->num_edicts;i++)
2807 edict = PRVM_EDICT_NUM(i);
2808 if (edict->priv.server->free)
2810 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
2811 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
2816 int nomodelelements[24] =
2828 float nomodelvertex3f[6*3] =
2838 float nomodelcolor4f[6*4] =
2840 0.0f, 0.0f, 0.5f, 1.0f,
2841 0.0f, 0.0f, 0.5f, 1.0f,
2842 0.0f, 0.5f, 0.0f, 1.0f,
2843 0.0f, 0.5f, 0.0f, 1.0f,
2844 0.5f, 0.0f, 0.0f, 1.0f,
2845 0.5f, 0.0f, 0.0f, 1.0f
2848 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
2853 // this is only called once per entity so numsurfaces is always 1, and
2854 // surfacelist is always {0}, so this code does not handle batches
2855 R_Mesh_Matrix(&ent->matrix);
2857 if (ent->flags & EF_ADDITIVE)
2859 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2860 GL_DepthMask(false);
2862 else if (ent->alpha < 1)
2864 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2865 GL_DepthMask(false);
2869 GL_BlendFunc(GL_ONE, GL_ZERO);
2872 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
2873 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
2874 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
2875 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
2876 if (r_refdef.fogenabled)
2879 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2880 R_Mesh_ColorPointer(color4f, 0, 0);
2881 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2882 f1 = FogPoint_World(org);
2884 for (i = 0, c = color4f;i < 6;i++, c += 4)
2886 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
2887 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
2888 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
2892 else if (ent->alpha != 1)
2894 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
2895 R_Mesh_ColorPointer(color4f, 0, 0);
2896 for (i = 0, c = color4f;i < 6;i++, c += 4)
2900 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
2901 R_Mesh_ResetTextureState();
2902 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
2905 void R_DrawNoModel(entity_render_t *ent)
2908 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2909 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
2910 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
2912 // R_DrawNoModelCallback(ent, 0);
2915 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
2917 vec3_t right1, right2, diff, normal;
2919 VectorSubtract (org2, org1, normal);
2921 // calculate 'right' vector for start
2922 VectorSubtract (r_view.origin, org1, diff);
2923 CrossProduct (normal, diff, right1);
2924 VectorNormalize (right1);
2926 // calculate 'right' vector for end
2927 VectorSubtract (r_view.origin, org2, diff);
2928 CrossProduct (normal, diff, right2);
2929 VectorNormalize (right2);
2931 vert[ 0] = org1[0] + width * right1[0];
2932 vert[ 1] = org1[1] + width * right1[1];
2933 vert[ 2] = org1[2] + width * right1[2];
2934 vert[ 3] = org1[0] - width * right1[0];
2935 vert[ 4] = org1[1] - width * right1[1];
2936 vert[ 5] = org1[2] - width * right1[2];
2937 vert[ 6] = org2[0] - width * right2[0];
2938 vert[ 7] = org2[1] - width * right2[1];
2939 vert[ 8] = org2[2] - width * right2[2];
2940 vert[ 9] = org2[0] + width * right2[0];
2941 vert[10] = org2[1] + width * right2[1];
2942 vert[11] = org2[2] + width * right2[2];
2945 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
2947 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
2952 if (r_refdef.fogenabled)
2953 fog = FogPoint_World(origin);
2955 R_Mesh_Matrix(&identitymatrix);
2956 GL_BlendFunc(blendfunc1, blendfunc2);
2962 GL_CullFace(GL_BACK);
2965 GL_CullFace(GL_FRONT);
2967 GL_DepthMask(false);
2968 GL_DepthRange(0, depthshort ? 0.0625 : 1);
2969 GL_DepthTest(!depthdisable);
2971 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
2972 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
2973 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
2974 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
2975 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
2976 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
2977 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
2978 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
2979 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
2980 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
2981 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
2982 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
2984 R_Mesh_VertexPointer(vertex3f, 0, 0);
2985 R_Mesh_ColorPointer(NULL, 0, 0);
2986 R_Mesh_ResetTextureState();
2987 R_Mesh_TexBind(0, R_GetTexture(texture));
2988 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
2989 // FIXME: fixed function path can't properly handle r_view.colorscale > 1
2990 GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca);
2991 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
2993 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
2995 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
2996 GL_BlendFunc(blendfunc1, GL_ONE);
2998 GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
2999 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3003 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3008 VectorSet(v, x, y, z);
3009 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3010 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3012 if (i == mesh->numvertices)
3014 if (mesh->numvertices < mesh->maxvertices)
3016 VectorCopy(v, vertex3f);
3017 mesh->numvertices++;
3019 return mesh->numvertices;
3025 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3029 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3030 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
3031 e = mesh->element3i + mesh->numtriangles * 3;
3032 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
3034 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
3035 if (mesh->numtriangles < mesh->maxtriangles)
3040 mesh->numtriangles++;
3042 element[1] = element[2];
3046 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
3050 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3051 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
3052 e = mesh->element3i + mesh->numtriangles * 3;
3053 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
3055 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
3056 if (mesh->numtriangles < mesh->maxtriangles)
3061 mesh->numtriangles++;
3063 element[1] = element[2];
3067 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
3068 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
3070 int planenum, planenum2;
3073 mplane_t *plane, *plane2;
3075 double temppoints[2][256*3];
3076 // figure out how large a bounding box we need to properly compute this brush
3078 for (w = 0;w < numplanes;w++)
3079 maxdist = max(maxdist, planes[w].dist);
3080 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
3081 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
3082 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
3086 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
3087 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
3089 if (planenum2 == planenum)
3091 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);
3094 if (tempnumpoints < 3)
3096 // generate elements forming a triangle fan for this polygon
3097 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
3101 static void R_DrawCollisionBrush(const colbrushf_t *brush)
3104 R_Mesh_VertexPointer(brush->points->v, 0, 0);
3105 i = (int)(((size_t)brush) / sizeof(colbrushf_t));
3106 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3107 GL_LockArrays(0, brush->numpoints);
3108 R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
3109 GL_LockArrays(0, 0);
3112 static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
3115 if (!surface->num_collisiontriangles)
3117 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
3118 i = (int)(((size_t)surface) / sizeof(msurface_t));
3119 GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
3120 GL_LockArrays(0, surface->num_collisionvertices);
3121 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
3122 GL_LockArrays(0, 0);
3125 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)
3127 texturelayer_t *layer;
3128 layer = t->currentlayers + t->currentnumlayers++;
3130 layer->depthmask = depthmask;
3131 layer->blendfunc1 = blendfunc1;
3132 layer->blendfunc2 = blendfunc2;
3133 layer->texture = texture;
3134 layer->texmatrix = *matrix;
3135 layer->color[0] = r * r_view.colorscale;
3136 layer->color[1] = g * r_view.colorscale;
3137 layer->color[2] = b * r_view.colorscale;
3138 layer->color[3] = a;
3141 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
3144 index = parms[2] + r_refdef.time * parms[3];
3145 index -= floor(index);
3149 case Q3WAVEFUNC_NONE:
3150 case Q3WAVEFUNC_NOISE:
3151 case Q3WAVEFUNC_COUNT:
3154 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
3155 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
3156 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
3157 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
3158 case Q3WAVEFUNC_TRIANGLE:
3160 f = index - floor(index);
3171 return (float)(parms[0] + parms[1] * f);
3174 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
3177 model_t *model = ent->model;
3181 // switch to an alternate material if this is a q1bsp animated material
3183 texture_t *texture = t;
3184 int s = ent->skinnum;
3185 if ((unsigned int)s >= (unsigned int)model->numskins)
3187 if (model->skinscenes)
3189 if (model->skinscenes[s].framecount > 1)
3190 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
3192 s = model->skinscenes[s].firstframe;
3195 t = t + s * model->num_surfaces;
3198 // use an alternate animation if the entity's frame is not 0,
3199 // and only if the texture has an alternate animation
3200 if (ent->frame != 0 && t->anim_total[1])
3201 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0];
3203 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0];
3205 texture->currentframe = t;
3208 // update currentskinframe to be a qw skin or animation frame
3209 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
3211 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
3213 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
3214 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
3215 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP, developer.integer > 0);
3217 t->currentskinframe = r_qwskincache_skinframe[i];
3218 if (t->currentskinframe == NULL)
3219 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3221 else if (t->numskinframes >= 2)
3222 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
3223 if (t->backgroundnumskinframes >= 2)
3224 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
3226 t->currentmaterialflags = t->basematerialflags;
3227 t->currentalpha = ent->alpha;
3228 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
3229 t->currentalpha *= r_wateralpha.value;
3230 if (!(ent->flags & RENDER_LIGHT))
3231 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
3232 if (ent->effects & EF_ADDITIVE)
3233 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3234 else if (t->currentalpha < 1)
3235 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
3236 if (ent->effects & EF_DOUBLESIDED)
3237 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
3238 if (ent->effects & EF_NODEPTHTEST)
3239 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3240 if (ent->flags & RENDER_VIEWMODEL)
3241 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
3242 if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
3243 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
3245 for (i = 0;i < Q3MAXTCMODS && (t->tcmod[i] || i < 1);i++)
3252 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
3253 matrix = r_waterscrollmatrix;
3255 matrix = identitymatrix;
3257 case Q3TCMOD_ENTITYTRANSLATE:
3258 // this is used in Q3 to allow the gamecode to control texcoord
3259 // scrolling on the entity, which is not supported in darkplaces yet.
3260 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
3262 case Q3TCMOD_ROTATE:
3263 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
3264 Matrix4x4_ConcatRotate(&matrix, t->tcmod_parms[i][0] * r_refdef.time, 0, 0, 1);
3265 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
3268 Matrix4x4_CreateScale3(&matrix, t->tcmod_parms[i][0], t->tcmod_parms[i][1], 1);
3270 case Q3TCMOD_SCROLL:
3271 Matrix4x4_CreateTranslate(&matrix, t->tcmod_parms[i][0] * r_refdef.time, t->tcmod_parms[i][1] * r_refdef.time, 0);
3273 case Q3TCMOD_STRETCH:
3274 f = 1.0f / R_EvaluateQ3WaveFunc(t->tcmod_wavefunc[i], t->tcmod_parms[i]);
3275 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
3277 case Q3TCMOD_TRANSFORM:
3278 VectorSet(tcmat + 0, t->tcmod_parms[i][0], t->tcmod_parms[i][1], 0);
3279 VectorSet(tcmat + 3, t->tcmod_parms[i][2], t->tcmod_parms[i][3], 0);
3280 VectorSet(tcmat + 6, 0 , 0 , 1);
3281 VectorSet(tcmat + 9, t->tcmod_parms[i][4], t->tcmod_parms[i][5], 0);
3282 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
3284 case Q3TCMOD_TURBULENT:
3285 // this is handled in the RSurf_PrepareVertices function
3286 matrix = identitymatrix;
3289 // either replace or concatenate the transformation
3291 t->currenttexmatrix = matrix;
3294 matrix4x4_t temp = t->currenttexmatrix;
3295 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
3299 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
3300 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3301 t->glosstexture = r_texture_white;
3302 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
3303 t->backgroundglosstexture = r_texture_white;
3304 t->specularpower = r_shadow_glossexponent.value;
3305 // TODO: store reference values for these in the texture?
3306 t->specularscale = 0;
3307 if (r_shadow_gloss.integer > 0)
3309 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
3311 if (r_shadow_glossintensity.value > 0)
3313 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
3314 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
3315 t->specularscale = r_shadow_glossintensity.value;
3318 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
3319 t->specularscale = r_shadow_gloss2intensity.value;
3322 t->currentnumlayers = 0;
3323 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
3325 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
3327 int blendfunc1, blendfunc2, depthmask;
3328 if (t->currentmaterialflags & MATERIALFLAG_ADD)
3330 blendfunc1 = GL_SRC_ALPHA;
3331 blendfunc2 = GL_ONE;
3333 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
3335 blendfunc1 = GL_SRC_ALPHA;
3336 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
3338 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
3340 blendfunc1 = t->customblendfunc[0];
3341 blendfunc2 = t->customblendfunc[1];
3345 blendfunc1 = GL_ONE;
3346 blendfunc2 = GL_ZERO;
3348 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
3349 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
3351 rtexture_t *currentbasetexture;
3353 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
3354 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
3355 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
3356 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
3358 // fullbright is not affected by r_refdef.lightmapintensity
3359 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
3360 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3361 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha);
3362 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3363 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha);
3369 // q3bsp has no lightmap updates, so the lightstylevalue that
3370 // would normally be baked into the lightmap must be
3371 // applied to the color
3372 if (ent->model->type == mod_brushq3)
3373 colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f);
3374 colorscale *= r_refdef.lightmapintensity;
3375 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha);
3376 if (r_ambient.value >= (1.0f/64.0f))
3377 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3378 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
3380 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3381 if (r_ambient.value >= (1.0f/64.0f))
3382 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3384 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
3386 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha);
3387 if (r_ambient.value >= (1.0f/64.0f))
3388 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha);
3391 if (t->currentskinframe->glow != NULL)
3392 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->currentalpha);
3393 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
3395 // if this is opaque use alpha blend which will darken the earlier
3398 // if this is an alpha blended material, all the earlier passes
3399 // were darkened by fog already, so we only need to add the fog
3400 // color ontop through the fog mask texture
3402 // if this is an additive blended material, all the earlier passes
3403 // were darkened by fog already, and we should not add fog color
3404 // (because the background was not darkened, there is no fog color
3405 // that was lost behind it).
3406 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.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
3413 void R_UpdateAllTextureInfo(entity_render_t *ent)
3417 for (i = 0;i < ent->model->num_texturesperskin;i++)
3418 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
3421 rsurfacestate_t rsurface;
3423 void R_Mesh_ResizeArrays(int newvertices)
3426 if (rsurface.array_size >= newvertices)
3428 if (rsurface.array_modelvertex3f)
3429 Mem_Free(rsurface.array_modelvertex3f);
3430 rsurface.array_size = (newvertices + 1023) & ~1023;
3431 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
3432 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
3433 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
3434 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
3435 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
3436 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
3437 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
3438 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
3439 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
3440 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
3441 rsurface.array_color4f = base + rsurface.array_size * 27;
3442 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
3445 void RSurf_CleanUp(void)
3448 if (rsurface.mode == RSURFMODE_GLSL)
3450 qglUseProgramObjectARB(0);CHECKGLERROR
3452 GL_AlphaTest(false);
3453 rsurface.mode = RSURFMODE_NONE;
3454 rsurface.uselightmaptexture = false;
3455 rsurface.texture = NULL;
3458 void RSurf_ActiveWorldEntity(void)
3460 model_t *model = r_refdef.worldmodel;
3462 if (rsurface.array_size < model->surfmesh.num_vertices)
3463 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3464 rsurface.matrix = identitymatrix;
3465 rsurface.inversematrix = identitymatrix;
3466 R_Mesh_Matrix(&identitymatrix);
3467 VectorCopy(r_view.origin, rsurface.modelorg);
3468 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
3469 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
3470 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
3471 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
3472 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
3473 rsurface.frameblend[0].frame = 0;
3474 rsurface.frameblend[0].lerp = 1;
3475 rsurface.frameblend[1].frame = 0;
3476 rsurface.frameblend[1].lerp = 0;
3477 rsurface.frameblend[2].frame = 0;
3478 rsurface.frameblend[2].lerp = 0;
3479 rsurface.frameblend[3].frame = 0;
3480 rsurface.frameblend[3].lerp = 0;
3481 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3482 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3483 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3484 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3485 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3486 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3487 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3488 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3489 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3490 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3491 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3492 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3493 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3494 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3495 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3496 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3497 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3498 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3499 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3500 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3501 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3502 rsurface.modelelement3i = model->surfmesh.data_element3i;
3503 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3504 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3505 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3506 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3507 rsurface.modelsurfaces = model->data_surfaces;
3508 rsurface.generatedvertex = false;
3509 rsurface.vertex3f = rsurface.modelvertex3f;
3510 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3511 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3512 rsurface.svector3f = rsurface.modelsvector3f;
3513 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3514 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3515 rsurface.tvector3f = rsurface.modeltvector3f;
3516 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3517 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3518 rsurface.normal3f = rsurface.modelnormal3f;
3519 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3520 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3521 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3524 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3526 model_t *model = ent->model;
3528 if (rsurface.array_size < model->surfmesh.num_vertices)
3529 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
3530 rsurface.matrix = ent->matrix;
3531 rsurface.inversematrix = ent->inversematrix;
3532 R_Mesh_Matrix(&rsurface.matrix);
3533 Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg);
3534 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
3535 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
3536 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
3537 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
3538 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
3539 rsurface.frameblend[0] = ent->frameblend[0];
3540 rsurface.frameblend[1] = ent->frameblend[1];
3541 rsurface.frameblend[2] = ent->frameblend[2];
3542 rsurface.frameblend[3] = ent->frameblend[3];
3543 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
3547 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3548 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3549 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3550 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3551 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
3553 else if (wantnormals)
3555 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3556 rsurface.modelsvector3f = NULL;
3557 rsurface.modeltvector3f = NULL;
3558 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3559 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
3563 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
3564 rsurface.modelsvector3f = NULL;
3565 rsurface.modeltvector3f = NULL;
3566 rsurface.modelnormal3f = NULL;
3567 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
3569 rsurface.modelvertex3f_bufferobject = 0;
3570 rsurface.modelvertex3f_bufferoffset = 0;
3571 rsurface.modelsvector3f_bufferobject = 0;
3572 rsurface.modelsvector3f_bufferoffset = 0;
3573 rsurface.modeltvector3f_bufferobject = 0;
3574 rsurface.modeltvector3f_bufferoffset = 0;
3575 rsurface.modelnormal3f_bufferobject = 0;
3576 rsurface.modelnormal3f_bufferoffset = 0;
3577 rsurface.generatedvertex = true;
3581 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
3582 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
3583 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
3584 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
3585 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
3586 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
3587 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
3588 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
3589 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
3590 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
3591 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
3592 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
3593 rsurface.generatedvertex = false;
3595 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
3596 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
3597 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
3598 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
3599 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
3600 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
3601 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
3602 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
3603 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
3604 rsurface.modelelement3i = model->surfmesh.data_element3i;
3605 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
3606 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
3607 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
3608 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
3609 rsurface.modelsurfaces = model->data_surfaces;
3610 rsurface.vertex3f = rsurface.modelvertex3f;
3611 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3612 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3613 rsurface.svector3f = rsurface.modelsvector3f;
3614 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3615 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3616 rsurface.tvector3f = rsurface.modeltvector3f;
3617 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3618 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3619 rsurface.normal3f = rsurface.modelnormal3f;
3620 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3621 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3622 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3625 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
3626 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
3629 int texturesurfaceindex;
3634 const float *v1, *in_tc;
3636 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
3638 q3shaderinfo_deform_t *deform;
3639 // 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
3640 if (rsurface.generatedvertex)
3642 if (rsurface.texture->tcgen == Q3TCGEN_ENVIRONMENT)
3643 generatenormals = true;
3644 for (i = 0;i < Q3MAXDEFORMS;i++)
3646 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
3648 generatetangents = true;
3649 generatenormals = true;
3651 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
3652 generatenormals = true;
3654 if (generatenormals && !rsurface.modelnormal3f)
3656 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
3657 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
3658 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
3659 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
3661 if (generatetangents && !rsurface.modelsvector3f)
3663 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
3664 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
3665 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
3666 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
3667 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
3668 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
3669 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);
3672 rsurface.vertex3f = rsurface.modelvertex3f;
3673 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
3674 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
3675 rsurface.svector3f = rsurface.modelsvector3f;
3676 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
3677 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
3678 rsurface.tvector3f = rsurface.modeltvector3f;
3679 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
3680 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
3681 rsurface.normal3f = rsurface.modelnormal3f;
3682 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
3683 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
3684 // if vertices are deformed (sprite flares and things in maps, possibly
3685 // water waves, bulges and other deformations), generate them into
3686 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
3687 // (may be static model data or generated data for an animated model, or
3688 // the previous deform pass)
3689 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
3691 switch (deform->deform)
3694 case Q3DEFORM_PROJECTIONSHADOW:
3695 case Q3DEFORM_TEXT0:
3696 case Q3DEFORM_TEXT1:
3697 case Q3DEFORM_TEXT2:
3698 case Q3DEFORM_TEXT3:
3699 case Q3DEFORM_TEXT4:
3700 case Q3DEFORM_TEXT5:
3701 case Q3DEFORM_TEXT6:
3702 case Q3DEFORM_TEXT7:
3705 case Q3DEFORM_AUTOSPRITE:
3706 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3707 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3708 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3709 VectorNormalize(newforward);
3710 VectorNormalize(newright);
3711 VectorNormalize(newup);
3712 // make deformed versions of only the model vertices used by the specified surfaces
3713 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3715 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3716 // a single autosprite surface can contain multiple sprites...
3717 for (j = 0;j < surface->num_vertices - 3;j += 4)
3719 VectorClear(center);
3720 for (i = 0;i < 4;i++)
3721 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3722 VectorScale(center, 0.25f, center);
3723 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
3724 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
3725 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
3726 for (i = 0;i < 4;i++)
3728 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
3729 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3732 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);
3733 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);
3735 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3736 rsurface.vertex3f_bufferobject = 0;
3737 rsurface.vertex3f_bufferoffset = 0;
3738 rsurface.svector3f = rsurface.array_deformedsvector3f;
3739 rsurface.svector3f_bufferobject = 0;
3740 rsurface.svector3f_bufferoffset = 0;
3741 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3742 rsurface.tvector3f_bufferobject = 0;
3743 rsurface.tvector3f_bufferoffset = 0;
3744 rsurface.normal3f = rsurface.array_deformednormal3f;
3745 rsurface.normal3f_bufferobject = 0;
3746 rsurface.normal3f_bufferoffset = 0;
3748 case Q3DEFORM_AUTOSPRITE2:
3749 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward);
3750 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright);
3751 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup);
3752 VectorNormalize(newforward);
3753 VectorNormalize(newright);
3754 VectorNormalize(newup);
3755 // make deformed versions of only the model vertices used by the specified surfaces
3756 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3758 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3759 const float *v1, *v2;
3767 // a single autosprite surface can contain multiple sprites...
3768 for (j = 0;j < surface->num_vertices - 3;j += 4)
3770 VectorClear(center);
3771 for (i = 0;i < 4;i++)
3772 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
3773 VectorScale(center, 0.25f, center);
3774 shortest[0].quadedge = shortest[1].quadedge = 0;
3775 shortest[0].length2 = shortest[1].length2 = 0;
3776 // find the two shortest edges, then use them to define the
3777 // axis vectors for rotating around the central axis
3778 for (i = 0;i < 6;i++)
3780 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
3781 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
3782 l = VectorDistance2(v1, v2);
3783 if (shortest[0].length2 > l || i == 0)
3785 shortest[1] = shortest[0];
3786 shortest[0].length2 = l;
3787 shortest[0].quadedge = i;
3789 else if (shortest[1].length2 > l || i == 1)
3791 shortest[1].length2 = l;
3792 shortest[1].quadedge = i;
3795 // this calculates the midpoints *2 (not bothering to average) of the two shortest edges, and subtracts one from the other to get the up vector
3796 for (i = 0;i < 3;i++)
3798 right[i] = rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
3799 + rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i];
3800 up[i] = rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][0]) + i]
3801 + rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[1].quadedge][1]) + i]
3802 - rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][0]) + i]
3803 - rsurface.vertex3f[3 * (surface->num_firstvertex + quadedges[shortest[0].quadedge][1]) + i];
3805 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
3806 VectorSubtract(rsurface.modelorg, center, forward);
3807 CrossProduct(up, forward, newright);
3808 // normalize the vectors involved
3809 VectorNormalize(right);
3810 VectorNormalize(newright);
3811 // rotate the quad around the up axis vector, this is made
3812 // especially easy by the fact we know the quad is flat,
3813 // so we only have to subtract the center position and
3814 // measure distance along the right vector, and then
3815 // multiply that by the newright vector and add back the
3817 // we also need to subtract the old position to undo the
3818 // displacement from the center, which we do with a
3819 // DotProduct, the subtraction/addition of center is also
3820 // optimized into DotProducts here
3821 l = DotProduct(newright, center) - DotProduct(right, center);
3822 for (i = 0;i < 4;i++)
3824 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
3825 f = DotProduct(right, v1) - DotProduct(newright, v1) + l;
3826 VectorMA(v1, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
3829 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);
3830 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);
3832 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3833 rsurface.vertex3f_bufferobject = 0;
3834 rsurface.vertex3f_bufferoffset = 0;
3835 rsurface.svector3f = rsurface.array_deformedsvector3f;
3836 rsurface.svector3f_bufferobject = 0;
3837 rsurface.svector3f_bufferoffset = 0;
3838 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3839 rsurface.tvector3f_bufferobject = 0;
3840 rsurface.tvector3f_bufferoffset = 0;
3841 rsurface.normal3f = rsurface.array_deformednormal3f;
3842 rsurface.normal3f_bufferobject = 0;
3843 rsurface.normal3f_bufferoffset = 0;
3845 case Q3DEFORM_NORMAL:
3846 // deform the normals to make reflections wavey
3847 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3849 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3850 for (j = 0;j < surface->num_vertices;j++)
3853 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
3854 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
3855 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
3856 normal[0] += deform->deform_parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->deform_parms[1]);
3857 normal[1] += deform->deform_parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->deform_parms[1]);
3858 normal[2] += deform->deform_parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->deform_parms[1]);
3859 VectorNormalize(normal);
3861 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);
3863 rsurface.svector3f = rsurface.array_deformedsvector3f;
3864 rsurface.svector3f_bufferobject = 0;
3865 rsurface.svector3f_bufferoffset = 0;
3866 rsurface.tvector3f = rsurface.array_deformedtvector3f;
3867 rsurface.tvector3f_bufferobject = 0;
3868 rsurface.tvector3f_bufferoffset = 0;
3869 rsurface.normal3f = rsurface.array_deformednormal3f;
3870 rsurface.normal3f_bufferobject = 0;
3871 rsurface.normal3f_bufferoffset = 0;
3874 // deform vertex array to make wavey water and flags and such
3875 waveparms[0] = deform->deform_waveparms[0];
3876 waveparms[1] = deform->deform_waveparms[1];
3877 waveparms[2] = deform->deform_waveparms[2];
3878 waveparms[3] = deform->deform_waveparms[3];
3879 // this is how a divisor of vertex influence on deformation
3880 animpos = deform->deform_parms[0] ? 1.0f / deform->deform_parms[0] : 100.0f;
3881 scale = R_EvaluateQ3WaveFunc(deform->deform_wavefunc, waveparms);
3882 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3884 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3885 for (j = 0;j < surface->num_vertices;j++)
3887 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
3888 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
3889 // if the wavefunc depends on time, evaluate it per-vertex
3892 waveparms[2] = deform->deform_waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
3893 scale = R_EvaluateQ3WaveFunc(deform->deform_wavefunc, waveparms);
3895 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
3898 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3899 rsurface.vertex3f_bufferobject = 0;
3900 rsurface.vertex3f_bufferoffset = 0;
3902 case Q3DEFORM_BULGE:
3903 // deform vertex array to make the surface have moving bulges
3904 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3906 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3907 for (j = 0;j < surface->num_vertices;j++)
3909 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->deform_parms[0] + r_refdef.time * deform->deform_parms[2])) * deform->deform_parms[1];
3910 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
3913 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3914 rsurface.vertex3f_bufferobject = 0;
3915 rsurface.vertex3f_bufferoffset = 0;
3918 // deform vertex array
3919 scale = R_EvaluateQ3WaveFunc(deform->deform_wavefunc, deform->deform_waveparms);
3920 VectorScale(deform->deform_parms, scale, waveparms);
3921 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3923 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3924 for (j = 0;j < surface->num_vertices;j++)
3925 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
3927 rsurface.vertex3f = rsurface.array_deformedvertex3f;
3928 rsurface.vertex3f_bufferobject = 0;
3929 rsurface.vertex3f_bufferoffset = 0;
3933 // generate texcoords based on the chosen texcoord source
3934 switch(rsurface.texture->tcgen)
3937 case Q3TCGEN_TEXTURE:
3938 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
3939 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
3940 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
3942 case Q3TCGEN_LIGHTMAP:
3943 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
3944 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
3945 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
3947 case Q3TCGEN_VECTOR:
3948 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3950 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3951 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)
3953 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen_parms);
3954 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen_parms + 3);
3957 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
3958 rsurface.texcoordtexture2f_bufferobject = 0;
3959 rsurface.texcoordtexture2f_bufferoffset = 0;
3961 case Q3TCGEN_ENVIRONMENT:
3962 // make environment reflections using a spheremap
3963 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3965 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3966 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
3967 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
3968 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
3969 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
3971 float l, d, eyedir[3];
3972 VectorSubtract(rsurface.modelorg, vertex, eyedir);
3973 l = 0.5f / VectorLength(eyedir);
3974 d = DotProduct(normal, eyedir)*2;
3975 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
3976 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
3979 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
3980 rsurface.texcoordtexture2f_bufferobject = 0;
3981 rsurface.texcoordtexture2f_bufferoffset = 0;
3984 // the only tcmod that needs software vertex processing is turbulent, so
3985 // check for it here and apply the changes if needed
3986 // and we only support that as the first one
3987 // (handling a mixture of turbulent and other tcmods would be problematic
3988 // without punting it entirely to a software path)
3989 if (rsurface.texture->tcmod[0] == Q3TCMOD_TURBULENT)
3991 amplitude = rsurface.texture->tcmod_parms[0][1];
3992 animpos = rsurface.texture->tcmod_parms[0][2] + r_refdef.time * rsurface.texture->tcmod_parms[0][3];
3993 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
3995 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
3996 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)
3998 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
3999 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
4002 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
4003 rsurface.texcoordtexture2f_bufferobject = 0;
4004 rsurface.texcoordtexture2f_bufferoffset = 0;
4006 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
4007 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4008 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4009 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
4012 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
4015 const msurface_t *surface = texturesurfacelist[0];
4016 const msurface_t *surface2;
4021 // TODO: lock all array ranges before render, rather than on each surface
4022 if (texturenumsurfaces == 1)
4024 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4025 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4027 else if (r_batchmode.integer == 2)
4029 #define MAXBATCHTRIANGLES 4096
4030 int batchtriangles = 0;
4031 int batchelements[MAXBATCHTRIANGLES*3];
4032 for (i = 0;i < texturenumsurfaces;i = j)
4034 surface = texturesurfacelist[i];
4036 if (surface->num_triangles > MAXBATCHTRIANGLES)
4038 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4041 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4042 batchtriangles = surface->num_triangles;
4043 firstvertex = surface->num_firstvertex;
4044 endvertex = surface->num_firstvertex + surface->num_vertices;
4045 for (;j < texturenumsurfaces;j++)
4047 surface2 = texturesurfacelist[j];
4048 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4050 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4051 batchtriangles += surface2->num_triangles;
4052 firstvertex = min(firstvertex, surface2->num_firstvertex);
4053 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4055 surface2 = texturesurfacelist[j-1];
4056 numvertices = endvertex - firstvertex;
4057 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4060 else if (r_batchmode.integer == 1)
4062 for (i = 0;i < texturenumsurfaces;i = j)
4064 surface = texturesurfacelist[i];
4065 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4066 if (texturesurfacelist[j] != surface2)
4068 surface2 = texturesurfacelist[j-1];
4069 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4070 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4071 GL_LockArrays(surface->num_firstvertex, numvertices);
4072 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4077 for (i = 0;i < texturenumsurfaces;i++)
4079 surface = texturesurfacelist[i];
4080 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4081 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4086 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
4090 const msurface_t *surface = texturesurfacelist[0];
4091 const msurface_t *surface2;
4096 // TODO: lock all array ranges before render, rather than on each surface
4097 if (texturenumsurfaces == 1)
4099 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4100 if (deluxemaptexunit >= 0)
4101 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4102 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4103 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4105 else if (r_batchmode.integer == 2)
4107 #define MAXBATCHTRIANGLES 4096
4108 int batchtriangles = 0;
4109 int batchelements[MAXBATCHTRIANGLES*3];
4110 for (i = 0;i < texturenumsurfaces;i = j)
4112 surface = texturesurfacelist[i];
4113 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4114 if (deluxemaptexunit >= 0)
4115 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4117 if (surface->num_triangles > MAXBATCHTRIANGLES)
4119 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4122 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
4123 batchtriangles = surface->num_triangles;
4124 firstvertex = surface->num_firstvertex;
4125 endvertex = surface->num_firstvertex + surface->num_vertices;
4126 for (;j < texturenumsurfaces;j++)
4128 surface2 = texturesurfacelist[j];
4129 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
4131 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
4132 batchtriangles += surface2->num_triangles;
4133 firstvertex = min(firstvertex, surface2->num_firstvertex);
4134 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
4136 surface2 = texturesurfacelist[j-1];
4137 numvertices = endvertex - firstvertex;
4138 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
4141 else if (r_batchmode.integer == 1)
4144 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
4145 for (i = 0;i < texturenumsurfaces;i = j)
4147 surface = texturesurfacelist[i];
4148 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4149 if (texturesurfacelist[j] != surface2)
4151 Con_Printf(" %i", j - i);
4154 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
4156 for (i = 0;i < texturenumsurfaces;i = j)
4158 surface = texturesurfacelist[i];
4159 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4160 if (deluxemaptexunit >= 0)
4161 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4162 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
4163 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
4166 Con_Printf(" %i", j - i);
4168 surface2 = texturesurfacelist[j-1];
4169 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
4170 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
4171 GL_LockArrays(surface->num_firstvertex, numvertices);
4172 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4180 for (i = 0;i < texturenumsurfaces;i++)
4182 surface = texturesurfacelist[i];
4183 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
4184 if (deluxemaptexunit >= 0)
4185 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
4186 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4187 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4192 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4195 int texturesurfaceindex;
4196 if (r_showsurfaces.integer == 2)
4198 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4200 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4201 for (j = 0;j < surface->num_triangles;j++)
4203 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
4204 GL_Color(f, f, f, 1);
4205 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
4211 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4213 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4214 int k = (int)(((size_t)surface) / sizeof(msurface_t));
4215 GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
4216 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
4217 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
4222 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
4224 int texturesurfaceindex;
4228 if (rsurface.lightmapcolor4f)
4230 // generate color arrays for the surfaces in this list
4231 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4233 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4234 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)
4236 f = FogPoint_Model(v);
4246 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4248 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4249 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)
4251 f = FogPoint_Model(v);
4259 rsurface.lightmapcolor4f = rsurface.array_color4f;
4260 rsurface.lightmapcolor4f_bufferobject = 0;
4261 rsurface.lightmapcolor4f_bufferoffset = 0;
4264 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
4266 int texturesurfaceindex;
4269 if (!rsurface.lightmapcolor4f)
4271 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4273 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4274 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)
4282 rsurface.lightmapcolor4f = rsurface.array_color4f;
4283 rsurface.lightmapcolor4f_bufferobject = 0;
4284 rsurface.lightmapcolor4f_bufferoffset = 0;
4287 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4290 rsurface.lightmapcolor4f = NULL;
4291 rsurface.lightmapcolor4f_bufferobject = 0;
4292 rsurface.lightmapcolor4f_bufferoffset = 0;
4293 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4294 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4295 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4296 GL_Color(r, g, b, a);
4297 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
4300 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4302 // TODO: optimize applyfog && applycolor case
4303 // just apply fog if necessary, and tint the fog color array if necessary
4304 rsurface.lightmapcolor4f = NULL;
4305 rsurface.lightmapcolor4f_bufferobject = 0;
4306 rsurface.lightmapcolor4f_bufferoffset = 0;
4307 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4308 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4309 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4310 GL_Color(r, g, b, a);
4311 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4314 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4316 int texturesurfaceindex;
4320 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
4322 // generate color arrays for the surfaces in this list
4323 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4325 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4326 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
4328 if (surface->lightmapinfo->samples)
4330 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
4331 float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
4332 VectorScale(lm, scale, c);
4333 if (surface->lightmapinfo->styles[1] != 255)
4335 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
4337 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
4338 VectorMA(c, scale, lm, c);
4339 if (surface->lightmapinfo->styles[2] != 255)
4342 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
4343 VectorMA(c, scale, lm, c);
4344 if (surface->lightmapinfo->styles[3] != 255)
4347 scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
4348 VectorMA(c, scale, lm, c);
4358 rsurface.lightmapcolor4f = rsurface.array_color4f;
4359 rsurface.lightmapcolor4f_bufferobject = 0;
4360 rsurface.lightmapcolor4f_bufferoffset = 0;
4364 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
4365 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
4366 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
4368 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4369 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4370 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4371 GL_Color(r, g, b, a);
4372 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4375 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
4377 int texturesurfaceindex;
4381 vec3_t ambientcolor;
4382 vec3_t diffusecolor;
4386 VectorCopy(rsurface.modellight_lightdir, lightdir);
4387 ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f;
4388 ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f;
4389 ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f;
4390 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f;
4391 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f;
4392 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f;
4393 if (VectorLength2(diffusecolor) > 0)
4395 // generate color arrays for the surfaces in this list
4396 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4398 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4399 int numverts = surface->num_vertices;
4400 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
4401 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
4402 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
4403 // q3-style directional shading
4404 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
4406 if ((f = DotProduct(c2, lightdir)) > 0)
4407 VectorMA(ambientcolor, f, diffusecolor, c);
4409 VectorCopy(ambientcolor, c);
4418 rsurface.lightmapcolor4f = rsurface.array_color4f;
4419 rsurface.lightmapcolor4f_bufferobject = 0;
4420 rsurface.lightmapcolor4f_bufferoffset = 0;
4424 r = ambientcolor[0];
4425 g = ambientcolor[1];
4426 b = ambientcolor[2];
4427 rsurface.lightmapcolor4f = NULL;
4428 rsurface.lightmapcolor4f_bufferobject = 0;
4429 rsurface.lightmapcolor4f_bufferoffset = 0;
4431 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
4432 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
4433 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
4434 GL_Color(r, g, b, a);
4435 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4438 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
4440 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4441 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4442 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4443 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
4445 rsurface.mode = RSURFMODE_SHOWSURFACES;
4447 GL_BlendFunc(GL_ONE, GL_ZERO);
4448 R_Mesh_ColorPointer(NULL, 0, 0);
4449 R_Mesh_ResetTextureState();
4451 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4452 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4455 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
4457 // transparent sky would be ridiculous
4458 if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4460 if (rsurface.mode != RSURFMODE_SKY)
4462 if (rsurface.mode == RSURFMODE_GLSL)
4464 qglUseProgramObjectARB(0);CHECKGLERROR
4466 rsurface.mode = RSURFMODE_SKY;
4470 skyrendernow = false;
4472 // restore entity matrix
4473 R_Mesh_Matrix(&rsurface.matrix);
4475 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4476 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4477 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4479 // LordHavoc: HalfLife maps have freaky skypolys so don't use
4480 // skymasking on them, and Quake3 never did sky masking (unlike
4481 // software Quake and software Quake2), so disable the sky masking
4482 // in Quake3 maps as it causes problems with q3map2 sky tricks,
4483 // and skymasking also looks very bad when noclipping outside the
4484 // level, so don't use it then either.
4485 if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
4487 GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
4488 R_Mesh_ColorPointer(NULL, 0, 0);
4489 R_Mesh_ResetTextureState();
4490 if (skyrendermasked)
4492 // depth-only (masking)
4493 GL_ColorMask(0,0,0,0);
4494 // just to make sure that braindead drivers don't draw
4495 // anything despite that colormask...
4496 GL_BlendFunc(GL_ZERO, GL_ONE);
4501 GL_BlendFunc(GL_ONE, GL_ZERO);
4503 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4504 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4505 if (skyrendermasked)
4506 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4510 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
4512 if (rsurface.mode != RSURFMODE_GLSL)
4514 rsurface.mode = RSURFMODE_GLSL;
4515 R_Mesh_ResetTextureState();
4518 R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale);
4519 if (!r_glsl_permutation)
4522 if (rsurface.lightmode == 2)
4523 RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4525 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
4526 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
4527 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
4528 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
4529 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
4530 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
4532 GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
4533 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4535 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4536 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4537 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4538 R_Mesh_ColorPointer(NULL, 0, 0);
4540 else if (rsurface.uselightmaptexture)
4542 R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
4543 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4544 R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
4545 R_Mesh_ColorPointer(NULL, 0, 0);
4549 R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
4550 if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
4551 R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
4552 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
4555 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
4556 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
4558 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4559 if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
4564 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
4566 // OpenGL 1.3 path - anything not completely ancient
4567 int texturesurfaceindex;
4568 qboolean applycolor;
4572 const texturelayer_t *layer;
4573 if (rsurface.mode != RSURFMODE_MULTIPASS)
4574 rsurface.mode = RSURFMODE_MULTIPASS;
4575 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4576 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4579 int layertexrgbscale;
4580 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4582 if (layerindex == 0)
4586 GL_AlphaTest(false);
4587 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4590 GL_DepthMask(layer->depthmask);
4591 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4592 if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask))
4594 layertexrgbscale = 4;
4595 VectorScale(layer->color, 0.25f, layercolor);
4597 else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask))
4599 layertexrgbscale = 2;
4600 VectorScale(layer->color, 0.5f, layercolor);
4604 layertexrgbscale = 1;
4605 VectorScale(layer->color, 1.0f, layercolor);
4607 layercolor[3] = layer->color[3];
4608 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
4609 R_Mesh_ColorPointer(NULL, 0, 0);
4610 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4611 switch (layer->type)
4613 case TEXTURELAYERTYPE_LITTEXTURE:
4614 memset(&m, 0, sizeof(m));
4615 m.tex[0] = R_GetTexture(r_texture_white);
4616 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4617 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4618 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4619 m.tex[1] = R_GetTexture(layer->texture);
4620 m.texmatrix[1] = layer->texmatrix;
4621 m.texrgbscale[1] = layertexrgbscale;
4622 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
4623 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
4624 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
4625 R_Mesh_TextureState(&m);
4626 if (rsurface.lightmode == 2)
4627 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4628 else if (rsurface.uselightmaptexture)
4629 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4631 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4633 case TEXTURELAYERTYPE_TEXTURE:
4634 memset(&m, 0, sizeof(m));
4635 m.tex[0] = R_GetTexture(layer->texture);
4636 m.texmatrix[0] = layer->texmatrix;
4637 m.texrgbscale[0] = layertexrgbscale;
4638 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4639 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4640 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4641 R_Mesh_TextureState(&m);
4642 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
4644 case TEXTURELAYERTYPE_FOG:
4645 memset(&m, 0, sizeof(m));
4646 m.texrgbscale[0] = layertexrgbscale;
4649 m.tex[0] = R_GetTexture(layer->texture);
4650 m.texmatrix[0] = layer->texmatrix;
4651 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4652 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4653 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4655 R_Mesh_TextureState(&m);
4656 // generate a color array for the fog pass
4657 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4658 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4662 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4663 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)
4665 f = 1 - FogPoint_Model(v);
4666 c[0] = layercolor[0];
4667 c[1] = layercolor[1];
4668 c[2] = layercolor[2];
4669 c[3] = f * layercolor[3];
4672 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4675 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4677 GL_LockArrays(0, 0);
4680 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4682 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4683 GL_AlphaTest(false);
4687 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
4689 // OpenGL 1.1 - crusty old voodoo path
4690 int texturesurfaceindex;
4694 const texturelayer_t *layer;
4695 if (rsurface.mode != RSURFMODE_MULTIPASS)
4696 rsurface.mode = RSURFMODE_MULTIPASS;
4697 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
4698 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
4700 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4702 if (layerindex == 0)
4706 GL_AlphaTest(false);
4707 qglDepthFunc(GL_EQUAL);CHECKGLERROR
4710 GL_DepthMask(layer->depthmask);
4711 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
4712 R_Mesh_ColorPointer(NULL, 0, 0);
4713 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
4714 switch (layer->type)
4716 case TEXTURELAYERTYPE_LITTEXTURE:
4717 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
4719 // two-pass lit texture with 2x rgbscale
4720 // first the lightmap pass
4721 memset(&m, 0, sizeof(m));
4722 m.tex[0] = R_GetTexture(r_texture_white);
4723 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4724 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4725 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4726 R_Mesh_TextureState(&m);
4727 if (rsurface.lightmode == 2)
4728 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4729 else if (rsurface.uselightmaptexture)
4730 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4732 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4733 GL_LockArrays(0, 0);
4734 // then apply the texture to it
4735 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4736 memset(&m, 0, sizeof(m));
4737 m.tex[0] = R_GetTexture(layer->texture);
4738 m.texmatrix[0] = layer->texmatrix;
4739 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4740 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4741 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4742 R_Mesh_TextureState(&m);
4743 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);
4747 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
4748 memset(&m, 0, sizeof(m));
4749 m.tex[0] = R_GetTexture(layer->texture);
4750 m.texmatrix[0] = layer->texmatrix;
4751 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4752 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4753 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4754 R_Mesh_TextureState(&m);
4755 if (rsurface.lightmode == 2)
4756 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);
4758 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);
4761 case TEXTURELAYERTYPE_TEXTURE:
4762 // singletexture unlit texture with transparency support
4763 memset(&m, 0, sizeof(m));
4764 m.tex[0] = R_GetTexture(layer->texture);
4765 m.texmatrix[0] = layer->texmatrix;
4766 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4767 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4768 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4769 R_Mesh_TextureState(&m);
4770 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);
4772 case TEXTURELAYERTYPE_FOG:
4773 // singletexture fogging
4774 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
4777 memset(&m, 0, sizeof(m));
4778 m.tex[0] = R_GetTexture(layer->texture);
4779 m.texmatrix[0] = layer->texmatrix;
4780 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
4781 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
4782 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
4783 R_Mesh_TextureState(&m);
4786 R_Mesh_ResetTextureState();
4787 // generate a color array for the fog pass
4788 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4792 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4793 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)
4795 f = 1 - FogPoint_Model(v);
4796 c[0] = layer->color[0];
4797 c[1] = layer->color[1];
4798 c[2] = layer->color[2];
4799 c[3] = f * layer->color[3];
4802 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4805 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
4807 GL_LockArrays(0, 0);
4810 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
4812 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4813 GL_AlphaTest(false);
4817 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
4819 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
4821 rsurface.rtlight = NULL;
4825 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4827 if (rsurface.mode != RSURFMODE_MULTIPASS)
4828 rsurface.mode = RSURFMODE_MULTIPASS;
4829 if (r_depthfirst.integer == 3)
4831 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
4832 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
4836 GL_ColorMask(0,0,0,0);
4839 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4840 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4842 GL_BlendFunc(GL_ONE, GL_ZERO);
4844 GL_AlphaTest(false);
4845 R_Mesh_ColorPointer(NULL, 0, 0);
4846 R_Mesh_ResetTextureState();
4847 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4848 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
4849 GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
4850 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4852 else if (r_depthfirst.integer == 3)
4854 else if (r_showsurfaces.integer)
4856 if (rsurface.mode != RSURFMODE_MULTIPASS)
4857 rsurface.mode = RSURFMODE_MULTIPASS;
4858 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4860 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4861 GL_BlendFunc(GL_ONE, GL_ZERO);
4862 GL_DepthMask(writedepth);
4864 GL_AlphaTest(false);
4865 R_Mesh_ColorPointer(NULL, 0, 0);
4866 R_Mesh_ResetTextureState();
4867 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
4868 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
4869 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4871 else if (gl_lightmaps.integer)
4874 if (rsurface.mode != RSURFMODE_MULTIPASS)
4875 rsurface.mode = RSURFMODE_MULTIPASS;
4876 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4878 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4879 GL_BlendFunc(GL_ONE, GL_ZERO);
4880 GL_DepthMask(writedepth);
4882 GL_AlphaTest(false);
4883 R_Mesh_ColorPointer(NULL, 0, 0);
4884 memset(&m, 0, sizeof(m));
4885 m.tex[0] = R_GetTexture(r_texture_white);
4886 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
4887 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
4888 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
4889 R_Mesh_TextureState(&m);
4890 RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
4891 if (rsurface.lightmode == 2)
4892 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4893 else if (rsurface.uselightmaptexture)
4894 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4896 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
4897 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4899 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
4901 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
4902 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4904 else if (rsurface.texture->currentnumlayers)
4906 // write depth for anything we skipped on the depth-only pass earlier
4907 if (!writedepth && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
4909 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
4910 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
4911 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
4912 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
4913 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
4914 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
4915 // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
4916 rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
4917 if (r_glsl.integer && gl_support_fragment_shader)
4918 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
4919 else if (gl_combine.integer && r_textureunits.integer >= 2)
4920 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
4922 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
4923 r_refdef.stats.entities_surfaces += texturenumsurfaces;
4926 GL_LockArrays(0, 0);
4929 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4932 int texturenumsurfaces, endsurface;
4934 msurface_t *surface;
4935 msurface_t *texturesurfacelist[1024];
4937 // if the model is static it doesn't matter what value we give for
4938 // wantnormals and wanttangents, so this logic uses only rules applicable
4939 // to a model, knowing that they are meaningless otherwise
4940 if (ent == r_refdef.worldentity)
4941 RSurf_ActiveWorldEntity();
4942 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
4943 RSurf_ActiveModelEntity(ent, false, false);
4945 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
4947 for (i = 0;i < numsurfaces;i = j)
4950 surface = rsurface.modelsurfaces + surfacelist[i];
4951 texture = surface->texture;
4952 R_UpdateTextureInfo(ent, texture);
4953 rsurface.texture = texture->currentframe;
4954 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
4955 // scan ahead until we find a different texture
4956 endsurface = min(i + 1024, numsurfaces);
4957 texturenumsurfaces = 0;
4958 texturesurfacelist[texturenumsurfaces++] = surface;
4959 for (;j < endsurface;j++)
4961 surface = rsurface.modelsurfaces + surfacelist[j];
4962 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
4964 texturesurfacelist[texturenumsurfaces++] = surface;
4966 // render the range of surfaces
4967 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
4973 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
4976 vec3_t tempcenter, center;
4978 // break the surface list down into batches by texture and use of lightmapping
4979 for (i = 0;i < numsurfaces;i = j)
4982 // texture is the base texture pointer, rsurface.texture is the
4983 // current frame/skin the texture is directing us to use (for example
4984 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
4985 // use skin 1 instead)
4986 texture = surfacelist[i]->texture;
4987 rsurface.texture = texture->currentframe;
4988 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
4989 if (!(rsurface.texture->currentmaterialflags & flagsmask))
4991 // if this texture is not the kind we want, skip ahead to the next one
4992 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
4996 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
4998 // transparent surfaces get pushed off into the transparent queue
4999 const msurface_t *surface = surfacelist[i];
5002 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
5003 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
5004 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
5005 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
5006 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
5010 // simply scan ahead until we find a different texture or lightmap state
5011 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
5013 // render the range of surfaces
5014 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
5019 float locboxvertex3f[6*4*3] =
5021 1,0,1, 1,0,0, 1,1,0, 1,1,1,
5022 0,1,1, 0,1,0, 0,0,0, 0,0,1,
5023 1,1,1, 1,1,0, 0,1,0, 0,1,1,
5024 0,0,1, 0,0,0, 1,0,0, 1,0,1,
5025 0,0,1, 1,0,1, 1,1,1, 0,1,1,
5026 1,0,0, 0,0,0, 0,1,0, 1,1,0
5029 int locboxelement3i[6*2*3] =
5039 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5042 cl_locnode_t *loc = (cl_locnode_t *)ent;
5044 float vertex3f[6*4*3];
5046 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5047 GL_DepthMask(false);
5048 GL_DepthRange(0, 1);
5050 GL_CullFace(GL_NONE);
5051 R_Mesh_Matrix(&identitymatrix);
5053 R_Mesh_VertexPointer(vertex3f, 0, 0);
5054 R_Mesh_ColorPointer(NULL, 0, 0);
5055 R_Mesh_ResetTextureState();
5058 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale,
5059 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale,
5060 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale,
5061 surfacelist[0] < 0 ? 0.5f : 0.125f);
5063 if (VectorCompare(loc->mins, loc->maxs))
5065 VectorSet(size, 2, 2, 2);
5066 VectorMA(loc->mins, -0.5f, size, mins);
5070 VectorCopy(loc->mins, mins);
5071 VectorSubtract(loc->maxs, loc->mins, size);
5074 for (i = 0;i < 6*4*3;)
5075 for (j = 0;j < 3;j++, i++)
5076 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
5078 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
5081 void R_DrawLocs(void)
5084 cl_locnode_t *loc, *nearestloc;
5086 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
5087 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
5089 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
5090 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
5094 void R_DrawCollisionBrushes(entity_render_t *ent)
5098 msurface_t *surface;
5099 model_t *model = ent->model;
5100 if (!model->brush.num_brushes)
5103 R_Mesh_ColorPointer(NULL, 0, 0);
5104 R_Mesh_ResetTextureState();
5105 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5106 GL_DepthMask(false);
5107 GL_DepthRange(0, 1);
5108 GL_DepthTest(!r_showdisabledepthtest.integer);
5109 qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
5110 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
5111 if (brush->colbrushf && brush->colbrushf->numtriangles)
5112 R_DrawCollisionBrush(brush->colbrushf);
5113 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
5114 if (surface->num_collisiontriangles)
5115 R_DrawCollisionSurface(ent, surface);
5116 qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR
5119 void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
5122 const int *elements;
5123 msurface_t *surface;
5124 model_t *model = ent->model;
5127 GL_DepthRange(0, 1);
5128 GL_DepthTest(!r_showdisabledepthtest.integer);
5130 GL_BlendFunc(GL_ONE, GL_ZERO);
5131 R_Mesh_ColorPointer(NULL, 0, 0);
5132 R_Mesh_ResetTextureState();
5133 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
5135 if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
5137 rsurface.texture = surface->texture->currentframe;
5138 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
5140 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
5143 if (!rsurface.texture->currentlayers->depthmask)
5144 GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
5145 else if (ent == r_refdef.worldentity)
5146 GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
5148 GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
5149 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
5152 for (k = 0;k < surface->num_triangles;k++, elements += 3)
5154 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
5155 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
5156 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
5157 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
5164 GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
5166 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5168 VectorCopy(rsurface.vertex3f + l * 3, v);
5169 qglVertex3f(v[0], v[1], v[2]);
5170 VectorMA(v, 8, rsurface.svector3f + l * 3, v);
5171 qglVertex3f(v[0], v[1], v[2]);
5175 GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
5177 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5179 VectorCopy(rsurface.vertex3f + l * 3, v);
5180 qglVertex3f(v[0], v[1], v[2]);
5181 VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
5182 qglVertex3f(v[0], v[1], v[2]);
5186 GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
5188 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
5190 VectorCopy(rsurface.vertex3f + l * 3, v);
5191 qglVertex3f(v[0], v[1], v[2]);
5192 VectorMA(v, 8, rsurface.normal3f + l * 3, v);
5193 qglVertex3f(v[0], v[1], v[2]);
5200 rsurface.texture = NULL;
5203 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
5204 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5206 int i, j, endj, f, flagsmask;
5207 int counttriangles = 0;
5208 msurface_t *surface, **surfacechain;
5210 model_t *model = r_refdef.worldmodel;
5211 const int maxsurfacelist = 1024;
5212 int numsurfacelist = 0;
5213 msurface_t *surfacelist[1024];
5217 RSurf_ActiveWorldEntity();
5219 // update light styles
5220 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5222 for (i = 0;i < model->brushq1.light_styles;i++)
5224 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5226 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5227 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5228 for (;(surface = *surfacechain);surfacechain++)
5229 surface->cached_dlight = true;
5234 R_UpdateAllTextureInfo(r_refdef.worldentity);
5235 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5238 rsurface.uselightmaptexture = false;
5239 rsurface.texture = NULL;
5241 j = model->firstmodelsurface;
5242 endj = j + model->nummodelsurfaces;
5245 // quickly skip over non-visible surfaces
5246 for (;j < endj && !r_viewcache.world_surfacevisible[j];j++)
5248 // quickly iterate over visible surfaces
5249 for (;j < endj && r_viewcache.world_surfacevisible[j];j++)
5251 // process this surface
5252 surface = model->data_surfaces + j;
5253 // if this surface fits the criteria, add it to the list
5254 if (surface->num_triangles)
5256 // if lightmap parameters changed, rebuild lightmap texture
5257 if (surface->cached_dlight)
5258 R_BuildLightMap(r_refdef.worldentity, surface);
5259 // add face to draw list
5260 surfacelist[numsurfacelist++] = surface;
5261 counttriangles += surface->num_triangles;
5262 if (numsurfacelist >= maxsurfacelist)
5264 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5271 R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5272 r_refdef.stats.entities_triangles += counttriangles;
5275 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5276 R_DrawCollisionBrushes(r_refdef.worldentity);
5278 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5279 R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
5282 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
5284 int i, f, flagsmask;
5285 int counttriangles = 0;
5286 msurface_t *surface, *endsurface, **surfacechain;
5288 model_t *model = ent->model;
5289 const int maxsurfacelist = 1024;
5290 int numsurfacelist = 0;
5291 msurface_t *surfacelist[1024];
5295 // if the model is static it doesn't matter what value we give for
5296 // wantnormals and wanttangents, so this logic uses only rules applicable
5297 // to a model, knowing that they are meaningless otherwise
5298 if (ent == r_refdef.worldentity)
5299 RSurf_ActiveWorldEntity();
5300 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
5301 RSurf_ActiveModelEntity(ent, false, false);
5303 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
5305 // update light styles
5306 if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
5308 for (i = 0;i < model->brushq1.light_styles;i++)
5310 if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]])
5312 model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]];
5313 if ((surfacechain = model->brushq1.light_styleupdatechains[i]))
5314 for (;(surface = *surfacechain);surfacechain++)
5315 surface->cached_dlight = true;
5320 R_UpdateAllTextureInfo(ent);
5321 flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
5324 rsurface.uselightmaptexture = false;
5325 rsurface.texture = NULL;
5327 surface = model->data_surfaces + model->firstmodelsurface;
5328 endsurface = surface + model->nummodelsurfaces;
5329 for (;surface < endsurface;surface++)
5331 // if this surface fits the criteria, add it to the list
5332 if (surface->num_triangles)
5334 // if lightmap parameters changed, rebuild lightmap texture
5335 if (surface->cached_dlight)
5336 R_BuildLightMap(ent, surface);
5337 // add face to draw list
5338 surfacelist[numsurfacelist++] = surface;
5339 counttriangles += surface->num_triangles;
5340 if (numsurfacelist >= maxsurfacelist)
5342 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5348 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
5349 r_refdef.stats.entities_triangles += counttriangles;
5352 if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
5353 R_DrawCollisionBrushes(ent);
5355 if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
5356 R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);