2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
78 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)"};
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
82 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)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
90 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
93 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
117 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
119 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 r_waterstate_t r_waterstate;
156 // shadow volume bsp struct with automatically growing nodes buffer
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
183 extern void R_DrawModelShadows(void);
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
188 for (i = 0;i < verts;i++)
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
202 for (i = 0;i < verts;i++)
212 // FIXME: move this to client?
215 if (gamemode == GAME_NEHAHRA)
217 Cvar_Set("gl_fogenable", "0");
218 Cvar_Set("gl_fogdensity", "0.2");
219 Cvar_Set("gl_fogred", "0.3");
220 Cvar_Set("gl_foggreen", "0.3");
221 Cvar_Set("gl_fogblue", "0.3");
223 r_refdef.fog_density = 0;
224 r_refdef.fog_red = 0;
225 r_refdef.fog_green = 0;
226 r_refdef.fog_blue = 0;
227 r_refdef.fog_alpha = 1;
228 r_refdef.fog_start = 0;
229 r_refdef.fog_end = 0;
232 float FogForDistance(vec_t dist)
234 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
238 float FogPoint_World(const vec3_t p)
240 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
243 float FogPoint_Model(const vec3_t p)
245 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
248 static void R_BuildBlankTextures(void)
250 unsigned char data[4];
251 data[2] = 128; // normal X
252 data[1] = 128; // normal Y
253 data[0] = 255; // normal Z
254 data[3] = 128; // height
255 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
260 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
265 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
270 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273 static void R_BuildNoTexture(void)
276 unsigned char pix[16][16][4];
277 // this makes a light grey/dark grey checkerboard texture
278 for (y = 0;y < 16;y++)
280 for (x = 0;x < 16;x++)
282 if ((y < 8) ^ (x < 8))
298 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
301 static void R_BuildWhiteCube(void)
303 unsigned char data[6*1*1*4];
304 memset(data, 255, sizeof(data));
305 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
308 static void R_BuildNormalizationCube(void)
312 vec_t s, t, intensity;
314 unsigned char data[6][NORMSIZE][NORMSIZE][4];
315 for (side = 0;side < 6;side++)
317 for (y = 0;y < NORMSIZE;y++)
319 for (x = 0;x < NORMSIZE;x++)
321 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
357 intensity = 127.0f / sqrt(DotProduct(v, v));
358 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361 data[side][y][x][3] = 255;
365 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
368 static void R_BuildFogTexture(void)
372 unsigned char data1[FOGWIDTH][4];
373 //unsigned char data2[FOGWIDTH][4];
376 r_refdef.fogmasktable_start = r_refdef.fog_start;
377 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378 r_refdef.fogmasktable_range = r_refdef.fogrange;
379 r_refdef.fogmasktable_density = r_refdef.fog_density;
381 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
384 d = (x * r - r_refdef.fogmasktable_start);
385 if(developer.integer >= 100)
386 Con_Printf("%f ", d);
388 if (r_fog_exp2.integer)
389 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
391 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392 if(developer.integer >= 100)
393 Con_Printf(" : %f ", alpha);
394 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395 if(developer.integer >= 100)
396 Con_Printf(" = %f\n", alpha);
397 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
400 for (x = 0;x < FOGWIDTH;x++)
402 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
407 //data2[x][0] = 255 - b;
408 //data2[x][1] = 255 - b;
409 //data2[x][2] = 255 - b;
412 if (r_texture_fogattenuation)
414 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
419 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
428 "// common definitions between vertex shader and fragment shader:\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
444 "# ifdef VERTEX_SHADER\n"
447 " gl_Position = ftransform();\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
457 " gl_FrontColor = gl_Color;\n"
458 " gl_Position = ftransform();\n"
459 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
461 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
465 "# ifdef FRAGMENT_SHADER\n"
467 "uniform sampler2D Texture_First;\n"
469 "uniform sampler2D Texture_Second;\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
480 "//uncomment these if you want to use them:\n"
481 "// uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "// uniform vec2 PixelSize;\n"
489 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
491 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// add your own postprocessing here or make your own ifdef for it\n"
501 "#ifdef USEGAMMARAMPS\n"
502 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
503 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
504 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
511 "#ifdef MODE_GENERIC\n"
512 "# ifdef VERTEX_SHADER\n"
515 " gl_FrontColor = gl_Color;\n"
516 "# ifdef USEDIFFUSE\n"
517 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
519 "# ifdef USESPECULAR\n"
520 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
522 " gl_Position = ftransform();\n"
525 "# ifdef FRAGMENT_SHADER\n"
527 "# ifdef USEDIFFUSE\n"
528 "uniform sampler2D Texture_First;\n"
530 "# ifdef USESPECULAR\n"
531 "uniform sampler2D Texture_Second;\n"
536 " gl_FragColor = gl_Color;\n"
537 "# ifdef USEDIFFUSE\n"
538 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
541 "# ifdef USESPECULAR\n"
542 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
544 "# ifdef USECOLORMAPPING\n"
545 " gl_FragColor *= tex2;\n"
548 " gl_FragColor += tex2;\n"
550 "# ifdef USEVERTEXTEXTUREBLEND\n"
551 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
556 "#else // !MODE_GENERIC\n"
558 "varying vec2 TexCoord;\n"
559 "varying vec2 TexCoordLightmap;\n"
561 "#ifdef MODE_LIGHTSOURCE\n"
562 "varying vec3 CubeVector;\n"
565 "#ifdef MODE_LIGHTSOURCE\n"
566 "varying vec3 LightVector;\n"
568 "#ifdef MODE_LIGHTDIRECTION\n"
569 "varying vec3 LightVector;\n"
572 "varying vec3 EyeVector;\n"
574 "varying vec3 EyeVectorModelSpace;\n"
577 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
578 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
579 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
581 "#ifdef MODE_WATER\n"
582 "varying vec4 ModelViewProjectionPosition;\n"
584 "#ifdef MODE_REFRACTION\n"
585 "varying vec4 ModelViewProjectionPosition;\n"
587 "#ifdef USEREFLECTION\n"
588 "varying vec4 ModelViewProjectionPosition;\n"
595 "// vertex shader specific:\n"
596 "#ifdef VERTEX_SHADER\n"
598 "uniform vec3 LightPosition;\n"
599 "uniform vec3 EyePosition;\n"
600 "uniform vec3 LightDir;\n"
602 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
606 " gl_FrontColor = gl_Color;\n"
607 " // copy the surface texcoord\n"
608 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
609 "#ifndef MODE_LIGHTSOURCE\n"
610 "# ifndef MODE_LIGHTDIRECTION\n"
611 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 " // transform vertex position into light attenuation/cubemap space\n"
617 " // (-1 to +1 across the light box)\n"
618 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
620 " // transform unnormalized light direction into tangent space\n"
621 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
622 " // normalize it per pixel)\n"
623 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
624 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
625 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
626 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
629 "#ifdef MODE_LIGHTDIRECTION\n"
630 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
631 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
632 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
635 " // transform unnormalized eye direction into tangent space\n"
637 " vec3 EyeVectorModelSpace;\n"
639 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
640 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
641 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
642 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
644 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
645 " VectorS = gl_MultiTexCoord1.xyz;\n"
646 " VectorT = gl_MultiTexCoord2.xyz;\n"
647 " VectorR = gl_MultiTexCoord3.xyz;\n"
650 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
651 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
652 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
653 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
656 "// transform vertex to camera space, using ftransform to match non-VS\n"
658 " gl_Position = ftransform();\n"
660 "#ifdef MODE_WATER\n"
661 " ModelViewProjectionPosition = gl_Position;\n"
663 "#ifdef MODE_REFRACTION\n"
664 " ModelViewProjectionPosition = gl_Position;\n"
666 "#ifdef USEREFLECTION\n"
667 " ModelViewProjectionPosition = gl_Position;\n"
671 "#endif // VERTEX_SHADER\n"
676 "// fragment shader specific:\n"
677 "#ifdef FRAGMENT_SHADER\n"
679 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
680 "uniform sampler2D Texture_Normal;\n"
681 "uniform sampler2D Texture_Color;\n"
682 "uniform sampler2D Texture_Gloss;\n"
683 "uniform sampler2D Texture_Glow;\n"
684 "uniform sampler2D Texture_SecondaryNormal;\n"
685 "uniform sampler2D Texture_SecondaryColor;\n"
686 "uniform sampler2D Texture_SecondaryGloss;\n"
687 "uniform sampler2D Texture_SecondaryGlow;\n"
688 "uniform sampler2D Texture_Pants;\n"
689 "uniform sampler2D Texture_Shirt;\n"
690 "uniform sampler2D Texture_FogMask;\n"
691 "uniform sampler2D Texture_Lightmap;\n"
692 "uniform sampler2D Texture_Deluxemap;\n"
693 "uniform sampler2D Texture_Refraction;\n"
694 "uniform sampler2D Texture_Reflection;\n"
695 "uniform sampler2D Texture_Attenuation;\n"
696 "uniform samplerCube Texture_Cube;\n"
698 "uniform myhalf3 LightColor;\n"
699 "uniform myhalf3 AmbientColor;\n"
700 "uniform myhalf3 DiffuseColor;\n"
701 "uniform myhalf3 SpecularColor;\n"
702 "uniform myhalf3 Color_Pants;\n"
703 "uniform myhalf3 Color_Shirt;\n"
704 "uniform myhalf3 FogColor;\n"
706 "uniform myhalf4 TintColor;\n"
709 "//#ifdef MODE_WATER\n"
710 "uniform vec4 DistortScaleRefractReflect;\n"
711 "uniform vec4 ScreenScaleRefractReflect;\n"
712 "uniform vec4 ScreenCenterRefractReflect;\n"
713 "uniform myhalf4 RefractColor;\n"
714 "uniform myhalf4 ReflectColor;\n"
715 "uniform myhalf ReflectFactor;\n"
716 "uniform myhalf ReflectOffset;\n"
718 "//# ifdef MODE_REFRACTION\n"
719 "//uniform vec4 DistortScaleRefractReflect;\n"
720 "//uniform vec4 ScreenScaleRefractReflect;\n"
721 "//uniform vec4 ScreenCenterRefractReflect;\n"
722 "//uniform myhalf4 RefractColor;\n"
723 "//# ifdef USEREFLECTION\n"
724 "//uniform myhalf4 ReflectColor;\n"
727 "//# ifdef USEREFLECTION\n"
728 "//uniform vec4 DistortScaleRefractReflect;\n"
729 "//uniform vec4 ScreenScaleRefractReflect;\n"
730 "//uniform vec4 ScreenCenterRefractReflect;\n"
731 "//uniform myhalf4 ReflectColor;\n"
736 "uniform myhalf GlowScale;\n"
737 "uniform myhalf SceneBrightness;\n"
738 "#ifdef USECONTRASTBOOST\n"
739 "uniform myhalf ContrastBoostCoeff;\n"
742 "uniform float OffsetMapping_Scale;\n"
743 "uniform float OffsetMapping_Bias;\n"
744 "uniform float FogRangeRecip;\n"
746 "uniform myhalf AmbientScale;\n"
747 "uniform myhalf DiffuseScale;\n"
748 "uniform myhalf SpecularScale;\n"
749 "uniform myhalf SpecularPower;\n"
751 "#ifdef USEOFFSETMAPPING\n"
752 "vec2 OffsetMapping(vec2 TexCoord)\n"
754 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
755 " // 14 sample relief mapping: linear search and then binary search\n"
756 " // this basically steps forward a small amount repeatedly until it finds\n"
757 " // itself inside solid, then jitters forward and back using decreasing\n"
758 " // amounts to find the impact\n"
759 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
760 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 " vec3 RT = vec3(TexCoord, 1);\n"
763 " OffsetVector *= 0.1;\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
776 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
777 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
780 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
781 " // this basically moves forward the full distance, and then backs up based\n"
782 " // on height of samples\n"
783 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
784 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
785 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
786 " TexCoord += OffsetVector;\n"
787 " OffsetVector *= 0.333;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 " return TexCoord;\n"
794 "#endif // USEOFFSETMAPPING\n"
796 "#ifdef MODE_WATER\n"
801 "#ifdef USEOFFSETMAPPING\n"
802 " // apply offsetmapping\n"
803 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
804 "#define TexCoord TexCoordOffset\n"
807 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
808 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
809 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
810 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
811 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
814 "#else // !MODE_WATER\n"
815 "#ifdef MODE_REFRACTION\n"
817 "// refraction pass\n"
820 "#ifdef USEOFFSETMAPPING\n"
821 " // apply offsetmapping\n"
822 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
823 "#define TexCoord TexCoordOffset\n"
826 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
827 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
828 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
829 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
832 "#else // !MODE_REFRACTION\n"
835 "#ifdef USEOFFSETMAPPING\n"
836 " // apply offsetmapping\n"
837 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
838 "#define TexCoord TexCoordOffset\n"
841 " // combine the diffuse textures (base, pants, shirt)\n"
842 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
843 "#ifdef USECOLORMAPPING\n"
844 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
846 "#ifdef USEVERTEXTEXTUREBLEND\n"
847 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
848 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
849 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
850 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
852 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
855 "#ifdef USEDIFFUSE\n"
856 " // get the surface normal and the gloss color\n"
857 "# ifdef USEVERTEXTEXTUREBLEND\n"
858 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
859 "# ifdef USESPECULAR\n"
860 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
863 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
864 "# ifdef USESPECULAR\n"
865 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
872 "#ifdef MODE_LIGHTSOURCE\n"
875 " // calculate surface normal, light normal, and specular normal\n"
876 " // compute color intensity for the two textures (colormap and glossmap)\n"
877 " // scale by light color and attenuation as efficiently as possible\n"
878 " // (do as much scalar math as possible rather than vector math)\n"
879 "# ifdef USEDIFFUSE\n"
880 " // get the light normal\n"
881 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
883 "# ifdef USESPECULAR\n"
884 "# ifndef USEEXACTSPECULARMATH\n"
885 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
888 " // calculate directional shading\n"
889 "# ifdef USEEXACTSPECULARMATH\n"
890 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
892 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
895 "# ifdef USEDIFFUSE\n"
896 " // calculate directional shading\n"
897 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
899 " // calculate directionless shading\n"
900 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
904 "# ifdef USECUBEFILTER\n"
905 " // apply light cubemap filter\n"
906 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
907 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
909 "#endif // MODE_LIGHTSOURCE\n"
914 "#ifdef MODE_LIGHTDIRECTION\n"
915 " // directional model lighting\n"
916 "# ifdef USEDIFFUSE\n"
917 " // get the light normal\n"
918 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
920 "# ifdef USESPECULAR\n"
921 " // calculate directional shading\n"
922 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
923 "# ifdef USEEXACTSPECULARMATH\n"
924 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
926 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
927 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
930 "# ifdef USEDIFFUSE\n"
932 " // calculate directional shading\n"
933 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
935 " color.rgb *= AmbientColor;\n"
938 "#endif // MODE_LIGHTDIRECTION\n"
943 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
944 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
946 " // get the light normal\n"
947 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
948 " myhalf3 diffusenormal;\n"
949 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
950 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
951 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
952 " // calculate directional shading\n"
953 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
954 "# ifdef USESPECULAR\n"
955 "# ifdef USEEXACTSPECULARMATH\n"
956 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
958 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
959 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
963 " // apply lightmap color\n"
964 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
965 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
970 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
971 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
973 " // get the light normal\n"
974 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
975 " // calculate directional shading\n"
976 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
977 "# ifdef USESPECULAR\n"
978 "# ifdef USEEXACTSPECULARMATH\n"
979 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
981 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
982 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
986 " // apply lightmap color\n"
987 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
988 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
993 "#ifdef MODE_LIGHTMAP\n"
994 " // apply lightmap color\n"
995 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
996 "#endif // MODE_LIGHTMAP\n"
1001 "#ifdef MODE_VERTEXCOLOR\n"
1002 " // apply lightmap color\n"
1003 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1004 "#endif // MODE_VERTEXCOLOR\n"
1009 "#ifdef MODE_FLATCOLOR\n"
1010 "#endif // MODE_FLATCOLOR\n"
1018 " color *= TintColor;\n"
1021 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1024 "#ifdef USECONTRASTBOOST\n"
1025 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1028 " color.rgb *= SceneBrightness;\n"
1030 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1032 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1035 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1036 "#ifdef USEREFLECTION\n"
1037 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1038 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1039 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1040 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1043 " gl_FragColor = vec4(color);\n"
1045 "#endif // !MODE_REFRACTION\n"
1046 "#endif // !MODE_WATER\n"
1048 "#endif // FRAGMENT_SHADER\n"
1050 "#endif // !MODE_GENERIC\n"
1051 "#endif // !MODE_POSTPROCESS\n"
1052 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1055 typedef struct shaderpermutationinfo_s
1057 const char *pretext;
1060 shaderpermutationinfo_t;
1062 typedef struct shadermodeinfo_s
1064 const char *vertexfilename;
1065 const char *geometryfilename;
1066 const char *fragmentfilename;
1067 const char *pretext;
1072 typedef enum shaderpermutation_e
1074 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1075 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1076 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1077 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1078 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1079 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1080 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1081 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1082 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1083 SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1084 SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1085 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1086 SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1087 SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1088 SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
1089 SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
1091 shaderpermutation_t;
1093 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1094 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1096 {"#define USEDIFFUSE\n", " diffuse"},
1097 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1098 {"#define USECOLORMAPPING\n", " colormapping"},
1099 {"#define USECONTRASTBOOST\n", " contrastboost"},
1100 {"#define USEFOG\n", " fog"},
1101 {"#define USECUBEFILTER\n", " cubefilter"},
1102 {"#define USEGLOW\n", " glow"},
1103 {"#define USESPECULAR\n", " specular"},
1104 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1105 {"#define USEREFLECTION\n", " reflection"},
1106 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1107 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1108 {"#define USEGAMMARAMPS\n", " gammaramps"},
1109 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1112 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1113 typedef enum shadermode_e
1115 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1116 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1117 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1118 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1119 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1120 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1121 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1122 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1123 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1124 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1125 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1126 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1131 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1132 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1134 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1135 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1136 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1137 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1138 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1139 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1140 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1141 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1142 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1143 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1144 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1145 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1148 typedef struct r_glsl_permutation_s
1150 // indicates if we have tried compiling this permutation already
1152 // 0 if compilation failed
1154 // locations of detected uniforms in program object, or -1 if not found
1155 int loc_Texture_First;
1156 int loc_Texture_Second;
1157 int loc_Texture_GammaRamps;
1158 int loc_Texture_Normal;
1159 int loc_Texture_Color;
1160 int loc_Texture_Gloss;
1161 int loc_Texture_Glow;
1162 int loc_Texture_SecondaryNormal;
1163 int loc_Texture_SecondaryColor;
1164 int loc_Texture_SecondaryGloss;
1165 int loc_Texture_SecondaryGlow;
1166 int loc_Texture_Pants;
1167 int loc_Texture_Shirt;
1168 int loc_Texture_FogMask;
1169 int loc_Texture_Lightmap;
1170 int loc_Texture_Deluxemap;
1171 int loc_Texture_Attenuation;
1172 int loc_Texture_Cube;
1173 int loc_Texture_Refraction;
1174 int loc_Texture_Reflection;
1176 int loc_LightPosition;
1177 int loc_EyePosition;
1178 int loc_Color_Pants;
1179 int loc_Color_Shirt;
1180 int loc_FogRangeRecip;
1181 int loc_AmbientScale;
1182 int loc_DiffuseScale;
1183 int loc_SpecularScale;
1184 int loc_SpecularPower;
1186 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1187 int loc_OffsetMapping_Scale;
1189 int loc_AmbientColor;
1190 int loc_DiffuseColor;
1191 int loc_SpecularColor;
1193 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1194 int loc_GammaCoeff; // 1 / gamma
1195 int loc_DistortScaleRefractReflect;
1196 int loc_ScreenScaleRefractReflect;
1197 int loc_ScreenCenterRefractReflect;
1198 int loc_RefractColor;
1199 int loc_ReflectColor;
1200 int loc_ReflectFactor;
1201 int loc_ReflectOffset;
1209 r_glsl_permutation_t;
1211 // information about each possible shader permutation
1212 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1213 // currently selected permutation
1214 r_glsl_permutation_t *r_glsl_permutation;
1216 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1219 if (!filename || !filename[0])
1221 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1224 if (printfromdisknotice)
1225 Con_DPrint("from disk... ");
1226 return shaderstring;
1228 else if (!strcmp(filename, "glsl/default.glsl"))
1230 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1231 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1233 return shaderstring;
1236 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1239 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1240 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1241 int vertstrings_count = 0;
1242 int geomstrings_count = 0;
1243 int fragstrings_count = 0;
1244 char *vertexstring, *geometrystring, *fragmentstring;
1245 const char *vertstrings_list[32+3];
1246 const char *geomstrings_list[32+3];
1247 const char *fragstrings_list[32+3];
1248 char permutationname[256];
1255 permutationname[0] = 0;
1256 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1257 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1258 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1260 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1262 // the first pretext is which type of shader to compile as
1263 // (later these will all be bound together as a program object)
1264 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1265 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1266 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1268 // the second pretext is the mode (for example a light source)
1269 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1270 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1271 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1272 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1274 // now add all the permutation pretexts
1275 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1277 if (permutation & (1<<i))
1279 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1280 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1281 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1282 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1286 // keep line numbers correct
1287 vertstrings_list[vertstrings_count++] = "\n";
1288 geomstrings_list[geomstrings_count++] = "\n";
1289 fragstrings_list[fragstrings_count++] = "\n";
1293 // now append the shader text itself
1294 vertstrings_list[vertstrings_count++] = vertexstring;
1295 geomstrings_list[geomstrings_count++] = geometrystring;
1296 fragstrings_list[fragstrings_count++] = fragmentstring;
1298 // if any sources were NULL, clear the respective list
1300 vertstrings_count = 0;
1301 if (!geometrystring)
1302 geomstrings_count = 0;
1303 if (!fragmentstring)
1304 fragstrings_count = 0;
1306 // compile the shader program
1307 if (vertstrings_count + geomstrings_count + fragstrings_count)
1308 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1312 qglUseProgramObjectARB(p->program);CHECKGLERROR
1313 // look up all the uniform variable names we care about, so we don't
1314 // have to look them up every time we set them
1315 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1316 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1317 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1318 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1319 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1320 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1321 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1322 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1323 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1324 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1325 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1326 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1327 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1328 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1329 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1330 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1331 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1332 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1333 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1334 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1335 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1336 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1337 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1338 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1339 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1340 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1341 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1342 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1343 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1344 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1345 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1346 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1347 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1348 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1349 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1350 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1351 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1352 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1353 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1354 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1355 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1356 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1357 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1358 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1359 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1360 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1361 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1362 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1363 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1364 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1365 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1366 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1367 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1368 // initialize the samplers to refer to the texture units we use
1369 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1370 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1371 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1372 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1373 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1374 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1375 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1376 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1377 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1378 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1379 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1380 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1381 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1382 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1383 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1384 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1385 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1386 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1387 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1388 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1390 if (developer.integer)
1391 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1394 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1398 Mem_Free(vertexstring);
1400 Mem_Free(geometrystring);
1402 Mem_Free(fragmentstring);
1405 void R_GLSL_Restart_f(void)
1408 shaderpermutation_t permutation;
1409 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1410 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1411 if (r_glsl_permutations[mode][permutation].program)
1412 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1413 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1416 void R_GLSL_DumpShader_f(void)
1420 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1423 Con_Printf("failed to write to glsl/default.glsl\n");
1427 FS_Print(file, "// The engine may define the following macros:\n");
1428 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1429 for (i = 0;i < SHADERMODE_COUNT;i++)
1430 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1431 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1432 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1433 FS_Print(file, "\n");
1434 FS_Print(file, builtinshaderstring);
1437 Con_Printf("glsl/default.glsl written\n");
1440 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1442 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1443 if (r_glsl_permutation != perm)
1445 r_glsl_permutation = perm;
1446 if (!r_glsl_permutation->program)
1448 if (!r_glsl_permutation->compiled)
1449 R_GLSL_CompilePermutation(mode, permutation);
1450 if (!r_glsl_permutation->program)
1452 // remove features until we find a valid permutation
1454 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1456 // reduce i more quickly whenever it would not remove any bits
1457 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1458 if (!(permutation & j))
1461 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1462 if (!r_glsl_permutation->compiled)
1463 R_GLSL_CompilePermutation(mode, permutation);
1464 if (r_glsl_permutation->program)
1467 if (i >= SHADERPERMUTATION_COUNT)
1469 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1470 Cvar_SetValueQuick(&r_glsl, 0);
1471 R_GLSL_Restart_f(); // unload shaders
1472 return; // no bit left to clear
1477 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1481 void R_SetupGenericShader(qboolean usetexture)
1483 if (gl_support_fragment_shader)
1485 if (r_glsl.integer && r_glsl_usegeneric.integer)
1486 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1487 else if (r_glsl_permutation)
1489 r_glsl_permutation = NULL;
1490 qglUseProgramObjectARB(0);CHECKGLERROR
1495 void R_SetupGenericTwoTextureShader(int texturemode)
1497 if (gl_support_fragment_shader)
1499 if (r_glsl.integer && r_glsl_usegeneric.integer)
1500 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1501 else if (r_glsl_permutation)
1503 r_glsl_permutation = NULL;
1504 qglUseProgramObjectARB(0);CHECKGLERROR
1507 if (!r_glsl_permutation)
1509 if (texturemode == GL_DECAL && gl_combine.integer)
1510 texturemode = GL_INTERPOLATE_ARB;
1511 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1515 void R_SetupDepthOrShadowShader(void)
1517 if (gl_support_fragment_shader)
1519 if (r_glsl.integer && r_glsl_usegeneric.integer)
1520 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1521 else if (r_glsl_permutation)
1523 r_glsl_permutation = NULL;
1524 qglUseProgramObjectARB(0);CHECKGLERROR
1529 extern rtexture_t *r_shadow_attenuationgradienttexture;
1530 extern rtexture_t *r_shadow_attenuation2dtexture;
1531 extern rtexture_t *r_shadow_attenuation3dtexture;
1532 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1534 // select a permutation of the lighting shader appropriate to this
1535 // combination of texture, entity, light source, and fogging, only use the
1536 // minimum features necessary to avoid wasting rendering time in the
1537 // fragment shader on features that are not being used
1538 unsigned int permutation = 0;
1539 shadermode_t mode = 0;
1540 // TODO: implement geometry-shader based shadow volumes someday
1541 if (r_glsl_offsetmapping.integer)
1543 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1544 if (r_glsl_offsetmapping_reliefmapping.integer)
1545 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1547 if (rsurfacepass == RSURFPASS_BACKGROUND)
1549 // distorted background
1550 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1551 mode = SHADERMODE_WATER;
1553 mode = SHADERMODE_REFRACTION;
1555 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1558 mode = SHADERMODE_LIGHTSOURCE;
1559 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1560 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1561 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1562 permutation |= SHADERPERMUTATION_CUBEFILTER;
1563 if (diffusescale > 0)
1564 permutation |= SHADERPERMUTATION_DIFFUSE;
1565 if (specularscale > 0)
1566 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1567 if (r_refdef.fogenabled)
1568 permutation |= SHADERPERMUTATION_FOG;
1569 if (rsurface.texture->colormapping)
1570 permutation |= SHADERPERMUTATION_COLORMAPPING;
1571 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1572 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1574 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1576 // unshaded geometry (fullbright or ambient model lighting)
1577 mode = SHADERMODE_FLATCOLOR;
1578 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1579 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1580 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1581 permutation |= SHADERPERMUTATION_GLOW;
1582 if (r_refdef.fogenabled)
1583 permutation |= SHADERPERMUTATION_FOG;
1584 if (rsurface.texture->colormapping)
1585 permutation |= SHADERPERMUTATION_COLORMAPPING;
1586 if (r_glsl_offsetmapping.integer)
1588 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1589 if (r_glsl_offsetmapping_reliefmapping.integer)
1590 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1592 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1593 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1594 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1595 permutation |= SHADERPERMUTATION_REFLECTION;
1597 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1599 // directional model lighting
1600 mode = SHADERMODE_LIGHTDIRECTION;
1601 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1602 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1603 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1604 permutation |= SHADERPERMUTATION_GLOW;
1605 permutation |= SHADERPERMUTATION_DIFFUSE;
1606 if (specularscale > 0)
1607 permutation |= SHADERPERMUTATION_SPECULAR;
1608 if (r_refdef.fogenabled)
1609 permutation |= SHADERPERMUTATION_FOG;
1610 if (rsurface.texture->colormapping)
1611 permutation |= SHADERPERMUTATION_COLORMAPPING;
1612 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1613 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1614 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1615 permutation |= SHADERPERMUTATION_REFLECTION;
1617 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1619 // ambient model lighting
1620 mode = SHADERMODE_LIGHTDIRECTION;
1621 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1622 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1623 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1624 permutation |= SHADERPERMUTATION_GLOW;
1625 if (r_refdef.fogenabled)
1626 permutation |= SHADERPERMUTATION_FOG;
1627 if (rsurface.texture->colormapping)
1628 permutation |= SHADERPERMUTATION_COLORMAPPING;
1629 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1630 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1631 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1632 permutation |= SHADERPERMUTATION_REFLECTION;
1637 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1639 // deluxemapping (light direction texture)
1640 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1641 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1643 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1644 permutation |= SHADERPERMUTATION_DIFFUSE;
1645 if (specularscale > 0)
1646 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1648 else if (r_glsl_deluxemapping.integer >= 2)
1650 // fake deluxemapping (uniform light direction in tangentspace)
1651 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1652 permutation |= SHADERPERMUTATION_DIFFUSE;
1653 if (specularscale > 0)
1654 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1656 else if (rsurface.uselightmaptexture)
1658 // ordinary lightmapping (q1bsp, q3bsp)
1659 mode = SHADERMODE_LIGHTMAP;
1663 // ordinary vertex coloring (q3bsp)
1664 mode = SHADERMODE_VERTEXCOLOR;
1666 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1667 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1668 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1669 permutation |= SHADERPERMUTATION_GLOW;
1670 if (r_refdef.fogenabled)
1671 permutation |= SHADERPERMUTATION_FOG;
1672 if (rsurface.texture->colormapping)
1673 permutation |= SHADERPERMUTATION_COLORMAPPING;
1674 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1675 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1676 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1677 permutation |= SHADERPERMUTATION_REFLECTION;
1679 if(permutation & SHADERPERMUTATION_SPECULAR)
1680 if(r_shadow_glossexact.integer)
1681 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1682 R_SetupShader_SetPermutation(mode, permutation);
1683 if (mode == SHADERMODE_LIGHTSOURCE)
1685 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1686 if (permutation & SHADERPERMUTATION_DIFFUSE)
1688 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1689 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1690 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1691 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1695 // ambient only is simpler
1696 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1697 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1698 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1699 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1701 // additive passes are only darkened by fog, not tinted
1702 if (r_glsl_permutation->loc_FogColor >= 0)
1703 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1707 if (mode == SHADERMODE_LIGHTDIRECTION)
1709 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1710 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1711 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1712 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1716 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1717 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1718 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1720 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1721 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1722 // additive passes are only darkened by fog, not tinted
1723 if (r_glsl_permutation->loc_FogColor >= 0)
1725 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1726 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1728 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1730 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1731 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1732 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1733 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1734 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1735 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1736 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1738 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1740 // The formula used is actually:
1741 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1742 // color.rgb *= SceneBrightness;
1744 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1745 // and do [[calculations]] here in the engine
1746 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1747 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1750 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1751 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1752 if (r_glsl_permutation->loc_Color_Pants >= 0)
1754 if (rsurface.texture->currentskinframe->pants)
1755 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1757 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1759 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1761 if (rsurface.texture->currentskinframe->shirt)
1762 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1764 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1766 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1767 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1769 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1773 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1775 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1779 #define SKINFRAME_HASH 1024
1783 int loadsequence; // incremented each level change
1784 memexpandablearray_t array;
1785 skinframe_t *hash[SKINFRAME_HASH];
1789 void R_SkinFrame_PrepareForPurge(void)
1791 r_skinframe.loadsequence++;
1792 // wrap it without hitting zero
1793 if (r_skinframe.loadsequence >= 200)
1794 r_skinframe.loadsequence = 1;
1797 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1801 // mark the skinframe as used for the purging code
1802 skinframe->loadsequence = r_skinframe.loadsequence;
1805 void R_SkinFrame_Purge(void)
1809 for (i = 0;i < SKINFRAME_HASH;i++)
1811 for (s = r_skinframe.hash[i];s;s = s->next)
1813 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1815 if (s->merged == s->base)
1817 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1818 R_PurgeTexture(s->stain );s->stain = NULL;
1819 R_PurgeTexture(s->merged);s->merged = NULL;
1820 R_PurgeTexture(s->base );s->base = NULL;
1821 R_PurgeTexture(s->pants );s->pants = NULL;
1822 R_PurgeTexture(s->shirt );s->shirt = NULL;
1823 R_PurgeTexture(s->nmap );s->nmap = NULL;
1824 R_PurgeTexture(s->gloss );s->gloss = NULL;
1825 R_PurgeTexture(s->glow );s->glow = NULL;
1826 R_PurgeTexture(s->fog );s->fog = NULL;
1827 s->loadsequence = 0;
1833 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1835 char basename[MAX_QPATH];
1837 Image_StripImageExtension(name, basename, sizeof(basename));
1839 if( last == NULL ) {
1841 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1842 item = r_skinframe.hash[hashindex];
1847 // linearly search through the hash bucket
1848 for( ; item ; item = item->next ) {
1849 if( !strcmp( item->basename, basename ) ) {
1856 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1860 char basename[MAX_QPATH];
1862 Image_StripImageExtension(name, basename, sizeof(basename));
1864 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1865 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1866 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1870 rtexture_t *dyntexture;
1871 // check whether its a dynamic texture
1872 dyntexture = CL_GetDynTexture( basename );
1873 if (!add && !dyntexture)
1875 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1876 memset(item, 0, sizeof(*item));
1877 strlcpy(item->basename, basename, sizeof(item->basename));
1878 item->base = dyntexture; // either NULL or dyntexture handle
1879 item->textureflags = textureflags;
1880 item->comparewidth = comparewidth;
1881 item->compareheight = compareheight;
1882 item->comparecrc = comparecrc;
1883 item->next = r_skinframe.hash[hashindex];
1884 r_skinframe.hash[hashindex] = item;
1886 else if( item->base == NULL )
1888 rtexture_t *dyntexture;
1889 // check whether its a dynamic texture
1890 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1891 dyntexture = CL_GetDynTexture( basename );
1892 item->base = dyntexture; // either NULL or dyntexture handle
1895 R_SkinFrame_MarkUsed(item);
1899 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1901 // FIXME: it should be possible to disable loading various layers using
1902 // cvars, to prevent wasted loading time and memory usage if the user does
1904 qboolean loadnormalmap = true;
1905 qboolean loadgloss = true;
1906 qboolean loadpantsandshirt = true;
1907 qboolean loadglow = true;
1909 unsigned char *pixels;
1910 unsigned char *bumppixels;
1911 unsigned char *basepixels = NULL;
1912 int basepixels_width;
1913 int basepixels_height;
1914 skinframe_t *skinframe;
1918 if (cls.state == ca_dedicated)
1921 // return an existing skinframe if already loaded
1922 // if loading of the first image fails, don't make a new skinframe as it
1923 // would cause all future lookups of this to be missing
1924 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1925 if (skinframe && skinframe->base)
1928 basepixels = loadimagepixelsbgra(name, complain, true);
1929 if (basepixels == NULL)
1932 if (developer_loading.integer)
1933 Con_Printf("loading skin \"%s\"\n", name);
1935 // we've got some pixels to store, so really allocate this new texture now
1937 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1938 skinframe->stain = NULL;
1939 skinframe->merged = NULL;
1940 skinframe->base = r_texture_notexture;
1941 skinframe->pants = NULL;
1942 skinframe->shirt = NULL;
1943 skinframe->nmap = r_texture_blanknormalmap;
1944 skinframe->gloss = NULL;
1945 skinframe->glow = NULL;
1946 skinframe->fog = NULL;
1948 basepixels_width = image_width;
1949 basepixels_height = image_height;
1950 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1952 if (textureflags & TEXF_ALPHA)
1954 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1955 if (basepixels[j] < 255)
1957 if (j < basepixels_width * basepixels_height * 4)
1959 // has transparent pixels
1961 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1962 for (j = 0;j < image_width * image_height * 4;j += 4)
1967 pixels[j+3] = basepixels[j+3];
1969 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1974 // _norm is the name used by tenebrae and has been adopted as standard
1977 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1979 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1983 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1985 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1986 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1987 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1989 Mem_Free(bumppixels);
1991 else if (r_shadow_bumpscale_basetexture.value > 0)
1993 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1994 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1995 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1999 // _luma is supported for tenebrae compatibility
2000 // (I think it's a very stupid name, but oh well)
2001 // _glow is the preferred name
2002 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2003 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2004 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2005 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2008 Mem_Free(basepixels);
2013 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2016 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2019 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)
2024 for (i = 0;i < width*height;i++)
2025 if (((unsigned char *)&palette[in[i]])[3] > 0)
2027 if (i == width*height)
2030 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2033 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2034 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2037 unsigned char *temp1, *temp2;
2038 skinframe_t *skinframe;
2040 if (cls.state == ca_dedicated)
2043 // if already loaded just return it, otherwise make a new skinframe
2044 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2045 if (skinframe && skinframe->base)
2048 skinframe->stain = NULL;
2049 skinframe->merged = NULL;
2050 skinframe->base = r_texture_notexture;
2051 skinframe->pants = NULL;
2052 skinframe->shirt = NULL;
2053 skinframe->nmap = r_texture_blanknormalmap;
2054 skinframe->gloss = NULL;
2055 skinframe->glow = NULL;
2056 skinframe->fog = NULL;
2058 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2062 if (developer_loading.integer)
2063 Con_Printf("loading 32bit skin \"%s\"\n", name);
2065 if (r_shadow_bumpscale_basetexture.value > 0)
2067 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2068 temp2 = temp1 + width * height * 4;
2069 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2070 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2073 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2074 if (textureflags & TEXF_ALPHA)
2076 for (i = 3;i < width * height * 4;i += 4)
2077 if (skindata[i] < 255)
2079 if (i < width * height * 4)
2081 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2082 memcpy(fogpixels, skindata, width * height * 4);
2083 for (i = 0;i < width * height * 4;i += 4)
2084 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2085 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2086 Mem_Free(fogpixels);
2093 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2096 unsigned char *temp1, *temp2;
2097 skinframe_t *skinframe;
2099 if (cls.state == ca_dedicated)
2102 // if already loaded just return it, otherwise make a new skinframe
2103 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2104 if (skinframe && skinframe->base)
2107 skinframe->stain = NULL;
2108 skinframe->merged = NULL;
2109 skinframe->base = r_texture_notexture;
2110 skinframe->pants = NULL;
2111 skinframe->shirt = NULL;
2112 skinframe->nmap = r_texture_blanknormalmap;
2113 skinframe->gloss = NULL;
2114 skinframe->glow = NULL;
2115 skinframe->fog = NULL;
2117 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2121 if (developer_loading.integer)
2122 Con_Printf("loading quake skin \"%s\"\n", name);
2124 if (r_shadow_bumpscale_basetexture.value > 0)
2126 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2127 temp2 = temp1 + width * height * 4;
2128 // use either a custom palette or the quake palette
2129 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2130 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2131 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2134 // use either a custom palette, or the quake palette
2135 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2136 if (loadglowtexture)
2137 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2138 if (loadpantsandshirt)
2140 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2141 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2143 if (skinframe->pants || skinframe->shirt)
2144 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2145 if (textureflags & TEXF_ALPHA)
2147 for (i = 0;i < width * height;i++)
2148 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2150 if (i < width * height)
2151 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2157 skinframe_t *R_SkinFrame_LoadMissing(void)
2159 skinframe_t *skinframe;
2161 if (cls.state == ca_dedicated)
2164 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2165 skinframe->stain = NULL;
2166 skinframe->merged = NULL;
2167 skinframe->base = r_texture_notexture;
2168 skinframe->pants = NULL;
2169 skinframe->shirt = NULL;
2170 skinframe->nmap = r_texture_blanknormalmap;
2171 skinframe->gloss = NULL;
2172 skinframe->glow = NULL;
2173 skinframe->fog = NULL;
2178 void gl_main_start(void)
2180 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2181 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2183 // set up r_skinframe loading system for textures
2184 memset(&r_skinframe, 0, sizeof(r_skinframe));
2185 r_skinframe.loadsequence = 1;
2186 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2188 r_main_texturepool = R_AllocTexturePool();
2189 R_BuildBlankTextures();
2191 if (gl_texturecubemap)
2194 R_BuildNormalizationCube();
2196 r_texture_fogattenuation = NULL;
2197 r_texture_gammaramps = NULL;
2198 //r_texture_fogintensity = NULL;
2199 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2200 memset(&r_waterstate, 0, sizeof(r_waterstate));
2201 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2202 memset(&r_svbsp, 0, sizeof (r_svbsp));
2204 r_refdef.fogmasktable_density = 0;
2207 void gl_main_shutdown(void)
2209 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2210 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2212 // clear out the r_skinframe state
2213 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2214 memset(&r_skinframe, 0, sizeof(r_skinframe));
2217 Mem_Free(r_svbsp.nodes);
2218 memset(&r_svbsp, 0, sizeof (r_svbsp));
2219 R_FreeTexturePool(&r_main_texturepool);
2220 r_texture_blanknormalmap = NULL;
2221 r_texture_white = NULL;
2222 r_texture_grey128 = NULL;
2223 r_texture_black = NULL;
2224 r_texture_whitecube = NULL;
2225 r_texture_normalizationcube = NULL;
2226 r_texture_fogattenuation = NULL;
2227 r_texture_gammaramps = NULL;
2228 //r_texture_fogintensity = NULL;
2229 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2230 memset(&r_waterstate, 0, sizeof(r_waterstate));
2234 extern void CL_ParseEntityLump(char *entitystring);
2235 void gl_main_newmap(void)
2237 // FIXME: move this code to client
2239 char *entities, entname[MAX_QPATH];
2242 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2243 l = (int)strlen(entname) - 4;
2244 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2246 memcpy(entname + l, ".ent", 5);
2247 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2249 CL_ParseEntityLump(entities);
2254 if (cl.worldmodel->brush.entities)
2255 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2259 void GL_Main_Init(void)
2261 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2263 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2264 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2265 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2266 if (gamemode == GAME_NEHAHRA)
2268 Cvar_RegisterVariable (&gl_fogenable);
2269 Cvar_RegisterVariable (&gl_fogdensity);
2270 Cvar_RegisterVariable (&gl_fogred);
2271 Cvar_RegisterVariable (&gl_foggreen);
2272 Cvar_RegisterVariable (&gl_fogblue);
2273 Cvar_RegisterVariable (&gl_fogstart);
2274 Cvar_RegisterVariable (&gl_fogend);
2275 Cvar_RegisterVariable (&gl_skyclip);
2277 Cvar_RegisterVariable(&r_depthfirst);
2278 Cvar_RegisterVariable(&r_useinfinitefarclip);
2279 Cvar_RegisterVariable(&r_nearclip);
2280 Cvar_RegisterVariable(&r_showbboxes);
2281 Cvar_RegisterVariable(&r_showsurfaces);
2282 Cvar_RegisterVariable(&r_showtris);
2283 Cvar_RegisterVariable(&r_shownormals);
2284 Cvar_RegisterVariable(&r_showlighting);
2285 Cvar_RegisterVariable(&r_showshadowvolumes);
2286 Cvar_RegisterVariable(&r_showcollisionbrushes);
2287 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2288 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2289 Cvar_RegisterVariable(&r_showdisabledepthtest);
2290 Cvar_RegisterVariable(&r_drawportals);
2291 Cvar_RegisterVariable(&r_drawentities);
2292 Cvar_RegisterVariable(&r_cullentities_trace);
2293 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2294 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2295 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2296 Cvar_RegisterVariable(&r_drawviewmodel);
2297 Cvar_RegisterVariable(&r_speeds);
2298 Cvar_RegisterVariable(&r_fullbrights);
2299 Cvar_RegisterVariable(&r_wateralpha);
2300 Cvar_RegisterVariable(&r_dynamic);
2301 Cvar_RegisterVariable(&r_fullbright);
2302 Cvar_RegisterVariable(&r_shadows);
2303 Cvar_RegisterVariable(&r_shadows_throwdistance);
2304 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2305 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2306 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2307 Cvar_RegisterVariable(&r_fog_exp2);
2308 Cvar_RegisterVariable(&r_drawfog);
2309 Cvar_RegisterVariable(&r_textureunits);
2310 Cvar_RegisterVariable(&r_glsl);
2311 Cvar_RegisterVariable(&r_glsl_contrastboost);
2312 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2313 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2314 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2315 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2316 Cvar_RegisterVariable(&r_glsl_postprocess);
2317 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2318 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2319 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2320 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2321 Cvar_RegisterVariable(&r_glsl_usegeneric);
2322 Cvar_RegisterVariable(&r_water);
2323 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2324 Cvar_RegisterVariable(&r_water_clippingplanebias);
2325 Cvar_RegisterVariable(&r_water_refractdistort);
2326 Cvar_RegisterVariable(&r_water_reflectdistort);
2327 Cvar_RegisterVariable(&r_lerpsprites);
2328 Cvar_RegisterVariable(&r_lerpmodels);
2329 Cvar_RegisterVariable(&r_lerplightstyles);
2330 Cvar_RegisterVariable(&r_waterscroll);
2331 Cvar_RegisterVariable(&r_bloom);
2332 Cvar_RegisterVariable(&r_bloom_colorscale);
2333 Cvar_RegisterVariable(&r_bloom_brighten);
2334 Cvar_RegisterVariable(&r_bloom_blur);
2335 Cvar_RegisterVariable(&r_bloom_resolution);
2336 Cvar_RegisterVariable(&r_bloom_colorexponent);
2337 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2338 Cvar_RegisterVariable(&r_hdr);
2339 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2340 Cvar_RegisterVariable(&r_hdr_glowintensity);
2341 Cvar_RegisterVariable(&r_hdr_range);
2342 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2343 Cvar_RegisterVariable(&developer_texturelogging);
2344 Cvar_RegisterVariable(&gl_lightmaps);
2345 Cvar_RegisterVariable(&r_test);
2346 Cvar_RegisterVariable(&r_batchmode);
2347 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2348 Cvar_SetValue("r_fullbrights", 0);
2349 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2351 Cvar_RegisterVariable(&r_track_sprites);
2352 Cvar_RegisterVariable(&r_track_sprites_flags);
2353 Cvar_RegisterVariable(&r_track_sprites_scalew);
2354 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2357 extern void R_Textures_Init(void);
2358 extern void GL_Draw_Init(void);
2359 extern void GL_Main_Init(void);
2360 extern void R_Shadow_Init(void);
2361 extern void R_Sky_Init(void);
2362 extern void GL_Surf_Init(void);
2363 extern void R_Particles_Init(void);
2364 extern void R_Explosion_Init(void);
2365 extern void gl_backend_init(void);
2366 extern void Sbar_Init(void);
2367 extern void R_LightningBeams_Init(void);
2368 extern void Mod_RenderInit(void);
2370 void Render_Init(void)
2382 R_LightningBeams_Init();
2391 extern char *ENGINE_EXTENSIONS;
2394 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2395 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2396 gl_version = (const char *)qglGetString(GL_VERSION);
2397 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2401 if (!gl_platformextensions)
2402 gl_platformextensions = "";
2404 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2405 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2406 Con_Printf("GL_VERSION: %s\n", gl_version);
2407 Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2408 Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2410 VID_CheckExtensions();
2412 // LordHavoc: report supported extensions
2413 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2415 // clear to black (loading plaque will be seen over this)
2417 qglClearColor(0,0,0,1);CHECKGLERROR
2418 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2421 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2425 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2427 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2430 p = r_refdef.view.frustum + i;
2435 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2439 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2443 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2447 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2451 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2455 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2459 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2463 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2471 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2475 for (i = 0;i < numplanes;i++)
2482 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2486 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2490 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2494 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2498 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2502 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2506 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2510 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2518 //==================================================================================
2520 static void R_View_UpdateEntityVisible (void)
2523 entity_render_t *ent;
2525 if (!r_drawentities.integer)
2528 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2529 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2531 // worldmodel can check visibility
2532 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2533 for (i = 0;i < r_refdef.scene.numentities;i++)
2535 ent = r_refdef.scene.entities[i];
2536 if (!(ent->flags & renderimask))
2537 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2538 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2539 r_refdef.viewcache.entityvisible[i] = true;
2541 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2543 for (i = 0;i < r_refdef.scene.numentities;i++)
2545 ent = r_refdef.scene.entities[i];
2546 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2548 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2549 ent->last_trace_visibility = realtime;
2550 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2551 r_refdef.viewcache.entityvisible[i] = 0;
2558 // no worldmodel or it can't check visibility
2559 for (i = 0;i < r_refdef.scene.numentities;i++)
2561 ent = r_refdef.scene.entities[i];
2562 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2567 // only used if skyrendermasked, and normally returns false
2568 int R_DrawBrushModelsSky (void)
2571 entity_render_t *ent;
2573 if (!r_drawentities.integer)
2577 for (i = 0;i < r_refdef.scene.numentities;i++)
2579 if (!r_refdef.viewcache.entityvisible[i])
2581 ent = r_refdef.scene.entities[i];
2582 if (!ent->model || !ent->model->DrawSky)
2584 ent->model->DrawSky(ent);
2590 static void R_DrawNoModel(entity_render_t *ent);
2591 static void R_DrawModels(void)
2594 entity_render_t *ent;
2596 if (!r_drawentities.integer)
2599 for (i = 0;i < r_refdef.scene.numentities;i++)
2601 if (!r_refdef.viewcache.entityvisible[i])
2603 ent = r_refdef.scene.entities[i];
2604 r_refdef.stats.entities++;
2605 if (ent->model && ent->model->Draw != NULL)
2606 ent->model->Draw(ent);
2612 static void R_DrawModelsDepth(void)
2615 entity_render_t *ent;
2617 if (!r_drawentities.integer)
2620 for (i = 0;i < r_refdef.scene.numentities;i++)
2622 if (!r_refdef.viewcache.entityvisible[i])
2624 ent = r_refdef.scene.entities[i];
2625 if (ent->model && ent->model->DrawDepth != NULL)
2626 ent->model->DrawDepth(ent);
2630 static void R_DrawModelsDebug(void)
2633 entity_render_t *ent;
2635 if (!r_drawentities.integer)
2638 for (i = 0;i < r_refdef.scene.numentities;i++)
2640 if (!r_refdef.viewcache.entityvisible[i])
2642 ent = r_refdef.scene.entities[i];
2643 if (ent->model && ent->model->DrawDebug != NULL)
2644 ent->model->DrawDebug(ent);
2648 static void R_DrawModelsAddWaterPlanes(void)
2651 entity_render_t *ent;
2653 if (!r_drawentities.integer)
2656 for (i = 0;i < r_refdef.scene.numentities;i++)
2658 if (!r_refdef.viewcache.entityvisible[i])
2660 ent = r_refdef.scene.entities[i];
2661 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2662 ent->model->DrawAddWaterPlanes(ent);
2666 static void R_View_SetFrustum(void)
2669 double slopex, slopey;
2670 vec3_t forward, left, up, origin;
2672 // we can't trust r_refdef.view.forward and friends in reflected scenes
2673 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2676 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2677 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2678 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2679 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2680 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2681 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2682 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2683 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2684 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2685 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2686 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2687 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2691 zNear = r_refdef.nearclip;
2692 nudge = 1.0 - 1.0 / (1<<23);
2693 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2694 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2695 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2696 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2697 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2698 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2699 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2700 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2706 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2707 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2708 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2709 r_refdef.view.frustum[0].dist = m[15] - m[12];
2711 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2712 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2713 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2714 r_refdef.view.frustum[1].dist = m[15] + m[12];
2716 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2717 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2718 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2719 r_refdef.view.frustum[2].dist = m[15] - m[13];
2721 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2722 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2723 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2724 r_refdef.view.frustum[3].dist = m[15] + m[13];
2726 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2727 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2728 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2729 r_refdef.view.frustum[4].dist = m[15] - m[14];
2731 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2732 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2733 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2734 r_refdef.view.frustum[5].dist = m[15] + m[14];
2737 if (r_refdef.view.useperspective)
2739 slopex = 1.0 / r_refdef.view.frustum_x;
2740 slopey = 1.0 / r_refdef.view.frustum_y;
2741 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2742 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2743 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2744 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2745 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2747 // Leaving those out was a mistake, those were in the old code, and they
2748 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2749 // I couldn't reproduce it after adding those normalizations. --blub
2750 VectorNormalize(r_refdef.view.frustum[0].normal);
2751 VectorNormalize(r_refdef.view.frustum[1].normal);
2752 VectorNormalize(r_refdef.view.frustum[2].normal);
2753 VectorNormalize(r_refdef.view.frustum[3].normal);
2755 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2756 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2757 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2758 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2759 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2761 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2762 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2763 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2764 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2765 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2769 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2770 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2771 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2772 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2773 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2774 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2775 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2776 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2777 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2778 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2780 r_refdef.view.numfrustumplanes = 5;
2782 if (r_refdef.view.useclipplane)
2784 r_refdef.view.numfrustumplanes = 6;
2785 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2788 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2789 PlaneClassify(r_refdef.view.frustum + i);
2791 // LordHavoc: note to all quake engine coders, Quake had a special case
2792 // for 90 degrees which assumed a square view (wrong), so I removed it,
2793 // Quake2 has it disabled as well.
2795 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2796 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2797 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2798 //PlaneClassify(&frustum[0]);
2800 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2801 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2802 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2803 //PlaneClassify(&frustum[1]);
2805 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2806 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2807 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2808 //PlaneClassify(&frustum[2]);
2810 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2811 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2812 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2813 //PlaneClassify(&frustum[3]);
2816 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2817 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2818 //PlaneClassify(&frustum[4]);
2821 void R_View_Update(void)
2823 R_View_SetFrustum();
2824 R_View_WorldVisibility(r_refdef.view.useclipplane);
2825 R_View_UpdateEntityVisible();
2828 void R_SetupView(qboolean allowwaterclippingplane)
2830 if (!r_refdef.view.useperspective)
2831 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2832 else if (gl_stencil && r_useinfinitefarclip.integer)
2833 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2835 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2837 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2839 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2841 // LordHavoc: couldn't figure out how to make this approach the
2842 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2843 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2844 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2845 dist = r_refdef.view.clipplane.dist;
2846 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2850 void R_ResetViewRendering2D(void)
2854 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2855 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2856 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2857 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2858 GL_Color(1, 1, 1, 1);
2859 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2860 GL_BlendFunc(GL_ONE, GL_ZERO);
2861 GL_AlphaTest(false);
2862 GL_ScissorTest(false);
2863 GL_DepthMask(false);
2864 GL_DepthRange(0, 1);
2865 GL_DepthTest(false);
2866 R_Mesh_Matrix(&identitymatrix);
2867 R_Mesh_ResetTextureState();
2868 GL_PolygonOffset(0, 0);
2869 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2870 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2871 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2872 qglStencilMask(~0);CHECKGLERROR
2873 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2874 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2875 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2876 R_SetupGenericShader(true);
2879 void R_ResetViewRendering3D(void)
2883 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2884 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2886 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2887 GL_Color(1, 1, 1, 1);
2888 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2889 GL_BlendFunc(GL_ONE, GL_ZERO);
2890 GL_AlphaTest(false);
2891 GL_ScissorTest(true);
2893 GL_DepthRange(0, 1);
2895 R_Mesh_Matrix(&identitymatrix);
2896 R_Mesh_ResetTextureState();
2897 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2898 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2899 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2900 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2901 qglStencilMask(~0);CHECKGLERROR
2902 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2903 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2904 GL_CullFace(r_refdef.view.cullface_back);
2905 R_SetupGenericShader(true);
2908 void R_RenderScene(qboolean addwaterplanes);
2910 static void R_Water_StartFrame(void)
2913 int waterwidth, waterheight, texturewidth, textureheight;
2914 r_waterstate_waterplane_t *p;
2916 // set waterwidth and waterheight to the water resolution that will be
2917 // used (often less than the screen resolution for faster rendering)
2918 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2919 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2921 // calculate desired texture sizes
2922 // can't use water if the card does not support the texture size
2923 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2924 texturewidth = textureheight = waterwidth = waterheight = 0;
2925 else if (gl_support_arb_texture_non_power_of_two)
2927 texturewidth = waterwidth;
2928 textureheight = waterheight;
2932 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2933 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2936 // allocate textures as needed
2937 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2939 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2940 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2942 if (p->texture_refraction)
2943 R_FreeTexture(p->texture_refraction);
2944 p->texture_refraction = NULL;
2945 if (p->texture_reflection)
2946 R_FreeTexture(p->texture_reflection);
2947 p->texture_reflection = NULL;
2949 memset(&r_waterstate, 0, sizeof(r_waterstate));
2950 r_waterstate.waterwidth = waterwidth;
2951 r_waterstate.waterheight = waterheight;
2952 r_waterstate.texturewidth = texturewidth;
2953 r_waterstate.textureheight = textureheight;
2956 if (r_waterstate.waterwidth)
2958 r_waterstate.enabled = true;
2960 // set up variables that will be used in shader setup
2961 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2962 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2963 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2964 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2967 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2968 r_waterstate.numwaterplanes = 0;
2971 static void R_Water_AddWaterPlane(msurface_t *surface)
2973 int triangleindex, planeindex;
2979 r_waterstate_waterplane_t *p;
2980 // just use the first triangle with a valid normal for any decisions
2981 VectorClear(normal);
2982 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2984 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2985 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2986 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2987 TriangleNormal(vert[0], vert[1], vert[2], normal);
2988 if (VectorLength2(normal) >= 0.001)
2992 VectorCopy(normal, plane.normal);
2993 VectorNormalize(plane.normal);
2994 plane.dist = DotProduct(vert[0], plane.normal);
2995 PlaneClassify(&plane);
2996 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2998 // skip backfaces (except if nocullface is set)
2999 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3001 VectorNegate(plane.normal, plane.normal);
3003 PlaneClassify(&plane);
3007 // find a matching plane if there is one
3008 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3009 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3011 if (planeindex >= r_waterstate.maxwaterplanes)
3012 return; // nothing we can do, out of planes
3014 // if this triangle does not fit any known plane rendered this frame, add one
3015 if (planeindex >= r_waterstate.numwaterplanes)
3017 // store the new plane
3018 r_waterstate.numwaterplanes++;
3020 // clear materialflags and pvs
3021 p->materialflags = 0;
3022 p->pvsvalid = false;
3024 // merge this surface's materialflags into the waterplane
3025 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
3026 // merge this surface's PVS into the waterplane
3027 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3028 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3029 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3031 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3036 static void R_Water_ProcessPlanes(void)
3038 r_refdef_view_t originalview;
3040 r_waterstate_waterplane_t *p;
3042 originalview = r_refdef.view;
3044 // make sure enough textures are allocated
3045 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3047 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3049 if (!p->texture_refraction)
3050 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3051 if (!p->texture_refraction)
3055 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3057 if (!p->texture_reflection)
3058 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3059 if (!p->texture_reflection)
3065 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3067 r_refdef.view.showdebug = false;
3068 r_refdef.view.width = r_waterstate.waterwidth;
3069 r_refdef.view.height = r_waterstate.waterheight;
3070 r_refdef.view.useclipplane = true;
3071 r_waterstate.renderingscene = true;
3073 // render the normal view scene and copy into texture
3074 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
3075 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3077 r_refdef.view.clipplane = p->plane;
3078 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3079 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3080 PlaneClassify(&r_refdef.view.clipplane);
3082 R_RenderScene(false);
3084 // copy view into the screen texture
3085 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3086 GL_ActiveTexture(0);
3088 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3091 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3093 // render reflected scene and copy into texture
3094 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3095 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3096 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3097 r_refdef.view.clipplane = p->plane;
3098 // reverse the cullface settings for this render
3099 r_refdef.view.cullface_front = GL_FRONT;
3100 r_refdef.view.cullface_back = GL_BACK;
3101 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3103 r_refdef.view.usecustompvs = true;
3105 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3107 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3110 R_ResetViewRendering3D();
3111 R_ClearScreen(r_refdef.fogenabled);
3112 if (r_timereport_active)
3113 R_TimeReport("viewclear");
3115 R_RenderScene(false);
3117 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3118 GL_ActiveTexture(0);
3120 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3122 R_ResetViewRendering3D();
3123 R_ClearScreen(r_refdef.fogenabled);
3124 if (r_timereport_active)
3125 R_TimeReport("viewclear");
3128 r_refdef.view = originalview;
3129 r_refdef.view.clear = true;
3130 r_waterstate.renderingscene = false;
3134 r_refdef.view = originalview;
3135 r_waterstate.renderingscene = false;
3136 Cvar_SetValueQuick(&r_water, 0);
3137 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3141 void R_Bloom_StartFrame(void)
3143 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3145 // set bloomwidth and bloomheight to the bloom resolution that will be
3146 // used (often less than the screen resolution for faster rendering)
3147 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3148 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3149 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3150 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3151 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3153 // calculate desired texture sizes
3154 if (gl_support_arb_texture_non_power_of_two)
3156 screentexturewidth = r_refdef.view.width;
3157 screentextureheight = r_refdef.view.height;
3158 bloomtexturewidth = r_bloomstate.bloomwidth;
3159 bloomtextureheight = r_bloomstate.bloomheight;
3163 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3164 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3165 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3166 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3169 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3171 Cvar_SetValueQuick(&r_hdr, 0);
3172 Cvar_SetValueQuick(&r_bloom, 0);
3175 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3176 screentexturewidth = screentextureheight = 0;
3177 if (!r_hdr.integer && !r_bloom.integer)
3178 bloomtexturewidth = bloomtextureheight = 0;
3180 // allocate textures as needed
3181 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3183 if (r_bloomstate.texture_screen)
3184 R_FreeTexture(r_bloomstate.texture_screen);
3185 r_bloomstate.texture_screen = NULL;
3186 r_bloomstate.screentexturewidth = screentexturewidth;
3187 r_bloomstate.screentextureheight = screentextureheight;
3188 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3189 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3191 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3193 if (r_bloomstate.texture_bloom)
3194 R_FreeTexture(r_bloomstate.texture_bloom);
3195 r_bloomstate.texture_bloom = NULL;
3196 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3197 r_bloomstate.bloomtextureheight = bloomtextureheight;
3198 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3199 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3202 // set up a texcoord array for the full resolution screen image
3203 // (we have to keep this around to copy back during final render)
3204 r_bloomstate.screentexcoord2f[0] = 0;
3205 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3206 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3207 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3208 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3209 r_bloomstate.screentexcoord2f[5] = 0;
3210 r_bloomstate.screentexcoord2f[6] = 0;
3211 r_bloomstate.screentexcoord2f[7] = 0;
3213 // set up a texcoord array for the reduced resolution bloom image
3214 // (which will be additive blended over the screen image)
3215 r_bloomstate.bloomtexcoord2f[0] = 0;
3216 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3217 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3218 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3219 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3220 r_bloomstate.bloomtexcoord2f[5] = 0;
3221 r_bloomstate.bloomtexcoord2f[6] = 0;
3222 r_bloomstate.bloomtexcoord2f[7] = 0;
3224 if (r_hdr.integer || r_bloom.integer)
3226 r_bloomstate.enabled = true;
3227 r_bloomstate.hdr = r_hdr.integer != 0;
3231 void R_Bloom_CopyBloomTexture(float colorscale)
3233 r_refdef.stats.bloom++;
3235 // scale down screen texture to the bloom texture size
3237 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3238 GL_BlendFunc(GL_ONE, GL_ZERO);
3239 GL_Color(colorscale, colorscale, colorscale, 1);
3240 // TODO: optimize with multitexture or GLSL
3241 R_SetupGenericShader(true);
3242 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3243 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3244 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3245 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3247 // we now have a bloom image in the framebuffer
3248 // copy it into the bloom image texture for later processing
3249 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3250 GL_ActiveTexture(0);
3252 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3253 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3256 void R_Bloom_CopyHDRTexture(void)
3258 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3259 GL_ActiveTexture(0);
3261 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3262 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3265 void R_Bloom_MakeTexture(void)
3268 float xoffset, yoffset, r, brighten;
3270 r_refdef.stats.bloom++;
3272 R_ResetViewRendering2D();
3273 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3274 R_Mesh_ColorPointer(NULL, 0, 0);
3275 R_SetupGenericShader(true);
3277 // we have a bloom image in the framebuffer
3279 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3281 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3284 r = bound(0, r_bloom_colorexponent.value / x, 1);
3285 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3286 GL_Color(r, r, r, 1);
3287 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3288 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3289 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3290 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3292 // copy the vertically blurred bloom view to a texture
3293 GL_ActiveTexture(0);
3295 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3296 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3299 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3300 brighten = r_bloom_brighten.value;
3302 brighten *= r_hdr_range.value;
3303 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3304 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3306 for (dir = 0;dir < 2;dir++)
3308 // blend on at multiple vertical offsets to achieve a vertical blur
3309 // TODO: do offset blends using GLSL
3310 GL_BlendFunc(GL_ONE, GL_ZERO);
3311 for (x = -range;x <= range;x++)
3313 if (!dir){xoffset = 0;yoffset = x;}
3314 else {xoffset = x;yoffset = 0;}
3315 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3316 yoffset /= (float)r_bloomstate.bloomtextureheight;
3317 // compute a texcoord array with the specified x and y offset
3318 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3319 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3320 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3321 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3322 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3323 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3324 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3325 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3326 // this r value looks like a 'dot' particle, fading sharply to
3327 // black at the edges
3328 // (probably not realistic but looks good enough)
3329 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3330 //r = (dir ? 1.0f : brighten)/(range*2+1);
3331 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3332 GL_Color(r, r, r, 1);
3333 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3334 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3335 GL_BlendFunc(GL_ONE, GL_ONE);
3338 // copy the vertically blurred bloom view to a texture
3339 GL_ActiveTexture(0);
3341 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3342 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3345 // apply subtract last
3346 // (just like it would be in a GLSL shader)
3347 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3349 GL_BlendFunc(GL_ONE, GL_ZERO);
3350 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3351 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3352 GL_Color(1, 1, 1, 1);
3353 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3354 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3356 GL_BlendFunc(GL_ONE, GL_ONE);
3357 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3358 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3359 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3360 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3361 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3362 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3363 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3365 // copy the darkened bloom view to a texture
3366 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3367 GL_ActiveTexture(0);
3369 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3370 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3374 void R_HDR_RenderBloomTexture(void)
3376 int oldwidth, oldheight;
3377 float oldcolorscale;
3379 oldcolorscale = r_refdef.view.colorscale;
3380 oldwidth = r_refdef.view.width;
3381 oldheight = r_refdef.view.height;
3382 r_refdef.view.width = r_bloomstate.bloomwidth;
3383 r_refdef.view.height = r_bloomstate.bloomheight;
3385 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3386 // TODO: add exposure compensation features
3387 // TODO: add fp16 framebuffer support
3389 r_refdef.view.showdebug = false;
3390 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3392 R_ClearScreen(r_refdef.fogenabled);
3393 if (r_timereport_active)
3394 R_TimeReport("HDRclear");
3396 r_waterstate.numwaterplanes = 0;
3397 R_RenderScene(r_waterstate.enabled);
3398 r_refdef.view.showdebug = true;
3400 R_ResetViewRendering2D();
3402 R_Bloom_CopyHDRTexture();
3403 R_Bloom_MakeTexture();
3405 // restore the view settings
3406 r_refdef.view.width = oldwidth;
3407 r_refdef.view.height = oldheight;
3408 r_refdef.view.colorscale = oldcolorscale;
3410 R_ResetViewRendering3D();
3412 R_ClearScreen(r_refdef.fogenabled);
3413 if (r_timereport_active)
3414 R_TimeReport("viewclear");
3417 static void R_BlendView(void)
3419 if (r_bloomstate.texture_screen)
3421 // copy view into the screen texture
3422 R_ResetViewRendering2D();
3423 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3424 R_Mesh_ColorPointer(NULL, 0, 0);
3425 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3426 GL_ActiveTexture(0);CHECKGLERROR
3427 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3428 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3431 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3433 unsigned int permutation =
3434 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3435 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3436 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3437 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3439 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3441 // render simple bloom effect
3442 // copy the screen and shrink it and darken it for the bloom process
3443 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3444 // make the bloom texture
3445 R_Bloom_MakeTexture();
3448 R_ResetViewRendering2D();
3449 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3450 R_Mesh_ColorPointer(NULL, 0, 0);
3451 GL_Color(1, 1, 1, 1);
3452 GL_BlendFunc(GL_ONE, GL_ZERO);
3453 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3454 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3455 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3456 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3457 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3458 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3459 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3460 if (r_glsl_permutation->loc_TintColor >= 0)
3461 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3462 if (r_glsl_permutation->loc_ClientTime >= 0)
3463 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3464 if (r_glsl_permutation->loc_PixelSize >= 0)
3465 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3466 if (r_glsl_permutation->loc_UserVec1 >= 0)
3468 float a=0, b=0, c=0, d=0;
3469 #if _MSC_VER >= 1400
3470 #define sscanf sscanf_s
3472 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3473 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3475 if (r_glsl_permutation->loc_UserVec2 >= 0)
3477 float a=0, b=0, c=0, d=0;
3478 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3479 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3481 if (r_glsl_permutation->loc_UserVec3 >= 0)
3483 float a=0, b=0, c=0, d=0;
3484 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3485 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3487 if (r_glsl_permutation->loc_UserVec4 >= 0)
3489 float a=0, b=0, c=0, d=0;
3490 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3491 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3493 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3494 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3500 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3502 // render high dynamic range bloom effect
3503 // the bloom texture was made earlier this render, so we just need to
3504 // blend it onto the screen...
3505 R_ResetViewRendering2D();
3506 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3507 R_Mesh_ColorPointer(NULL, 0, 0);
3508 R_SetupGenericShader(true);
3509 GL_Color(1, 1, 1, 1);
3510 GL_BlendFunc(GL_ONE, GL_ONE);
3511 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3512 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3513 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3514 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3516 else if (r_bloomstate.texture_bloom)
3518 // render simple bloom effect
3519 // copy the screen and shrink it and darken it for the bloom process
3520 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3521 // make the bloom texture
3522 R_Bloom_MakeTexture();
3523 // put the original screen image back in place and blend the bloom
3525 R_ResetViewRendering2D();
3526 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3527 R_Mesh_ColorPointer(NULL, 0, 0);
3528 GL_Color(1, 1, 1, 1);
3529 GL_BlendFunc(GL_ONE, GL_ZERO);
3530 // do both in one pass if possible
3531 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3532 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3533 if (r_textureunits.integer >= 2 && gl_combine.integer)
3535 R_SetupGenericTwoTextureShader(GL_ADD);
3536 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3537 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3541 R_SetupGenericShader(true);
3542 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3543 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3544 // now blend on the bloom texture
3545 GL_BlendFunc(GL_ONE, GL_ONE);
3546 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3547 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3549 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3550 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3552 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3554 // apply a color tint to the whole view
3555 R_ResetViewRendering2D();
3556 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3557 R_Mesh_ColorPointer(NULL, 0, 0);
3558 R_SetupGenericShader(false);
3559 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3560 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3561 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3565 void R_RenderScene(qboolean addwaterplanes);
3567 matrix4x4_t r_waterscrollmatrix;
3569 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3571 if (r_refdef.fog_density)
3573 r_refdef.fogcolor[0] = r_refdef.fog_red;
3574 r_refdef.fogcolor[1] = r_refdef.fog_green;
3575 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3579 VectorCopy(r_refdef.fogcolor, fogvec);
3580 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3582 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3583 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3584 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3585 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3587 // color.rgb *= ContrastBoost * SceneBrightness;
3588 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3589 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3590 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3591 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3596 void R_UpdateVariables(void)
3600 r_refdef.scene.ambient = r_ambient.value;
3602 r_refdef.farclip = 4096;
3603 if (r_refdef.scene.worldmodel)
3604 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3605 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3607 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3608 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3609 r_refdef.polygonfactor = 0;
3610 r_refdef.polygonoffset = 0;
3611 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3612 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3614 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3615 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3616 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3617 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3618 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3619 if (r_showsurfaces.integer)
3621 r_refdef.scene.rtworld = false;
3622 r_refdef.scene.rtworldshadows = false;
3623 r_refdef.scene.rtdlight = false;
3624 r_refdef.scene.rtdlightshadows = false;
3625 r_refdef.lightmapintensity = 0;
3628 if (gamemode == GAME_NEHAHRA)
3630 if (gl_fogenable.integer)
3632 r_refdef.oldgl_fogenable = true;
3633 r_refdef.fog_density = gl_fogdensity.value;
3634 r_refdef.fog_red = gl_fogred.value;
3635 r_refdef.fog_green = gl_foggreen.value;
3636 r_refdef.fog_blue = gl_fogblue.value;
3637 r_refdef.fog_alpha = 1;
3638 r_refdef.fog_start = 0;
3639 r_refdef.fog_end = gl_skyclip.value;
3641 else if (r_refdef.oldgl_fogenable)
3643 r_refdef.oldgl_fogenable = false;
3644 r_refdef.fog_density = 0;
3645 r_refdef.fog_red = 0;
3646 r_refdef.fog_green = 0;
3647 r_refdef.fog_blue = 0;
3648 r_refdef.fog_alpha = 0;
3649 r_refdef.fog_start = 0;
3650 r_refdef.fog_end = 0;
3654 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3655 r_refdef.fog_start = max(0, r_refdef.fog_start);
3656 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3658 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3660 if (r_refdef.fog_density && r_drawfog.integer)
3662 r_refdef.fogenabled = true;
3663 // this is the point where the fog reaches 0.9986 alpha, which we
3664 // consider a good enough cutoff point for the texture
3665 // (0.9986 * 256 == 255.6)
3666 if (r_fog_exp2.integer)
3667 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3669 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3670 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3671 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3672 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3673 // fog color was already set
3674 // update the fog texture
3675 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3676 R_BuildFogTexture();
3679 r_refdef.fogenabled = false;
3681 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3683 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3685 // build GLSL gamma texture
3686 #define RAMPWIDTH 256
3687 unsigned short ramp[RAMPWIDTH * 3];
3688 unsigned char ramprgb[RAMPWIDTH][4];
3691 r_texture_gammaramps_serial = vid_gammatables_serial;
3693 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3694 for(i = 0; i < RAMPWIDTH; ++i)
3696 ramprgb[i][0] = ramp[i] >> 8;
3697 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3698 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3701 if (r_texture_gammaramps)
3703 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3707 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3713 // remove GLSL gamma texture
3717 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3718 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3724 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3725 if( scenetype != r_currentscenetype ) {
3726 // store the old scenetype
3727 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3728 r_currentscenetype = scenetype;
3729 // move in the new scene
3730 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3739 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3741 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3742 if( scenetype == r_currentscenetype ) {
3743 return &r_refdef.scene;
3745 return &r_scenes_store[ scenetype ];
3754 void R_RenderView(void)
3756 if (r_refdef.view.isoverlay)
3758 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3759 GL_Clear( GL_DEPTH_BUFFER_BIT );
3760 R_TimeReport("depthclear");
3762 r_refdef.view.showdebug = false;
3764 r_waterstate.enabled = false;
3765 r_waterstate.numwaterplanes = 0;
3767 R_RenderScene(false);
3773 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3774 return; //Host_Error ("R_RenderView: NULL worldmodel");
3776 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3778 // break apart the view matrix into vectors for various purposes
3779 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3780 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3781 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3782 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3783 // make an inverted copy of the view matrix for tracking sprites
3784 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3786 R_Shadow_UpdateWorldLightSelection();
3788 R_Bloom_StartFrame();
3789 R_Water_StartFrame();
3792 if (r_timereport_active)
3793 R_TimeReport("viewsetup");
3795 R_ResetViewRendering3D();
3797 if (r_refdef.view.clear || r_refdef.fogenabled)
3799 R_ClearScreen(r_refdef.fogenabled);
3800 if (r_timereport_active)
3801 R_TimeReport("viewclear");
3803 r_refdef.view.clear = true;
3805 r_refdef.view.showdebug = true;
3807 // this produces a bloom texture to be used in R_BlendView() later
3809 R_HDR_RenderBloomTexture();
3811 r_waterstate.numwaterplanes = 0;
3812 R_RenderScene(r_waterstate.enabled);
3815 if (r_timereport_active)
3816 R_TimeReport("blendview");
3818 GL_Scissor(0, 0, vid.width, vid.height);
3819 GL_ScissorTest(false);
3823 extern void R_DrawLightningBeams (void);
3824 extern void VM_CL_AddPolygonsToMeshQueue (void);
3825 extern void R_DrawPortals (void);
3826 extern cvar_t cl_locs_show;
3827 static void R_DrawLocs(void);
3828 static void R_DrawEntityBBoxes(void);
3829 void R_RenderScene(qboolean addwaterplanes)
3831 r_refdef.stats.renders++;
3837 R_ResetViewRendering3D();
3840 if (r_timereport_active)
3841 R_TimeReport("watervis");
3843 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3845 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3846 if (r_timereport_active)
3847 R_TimeReport("waterworld");
3850 // don't let sound skip if going slow
3851 if (r_refdef.scene.extraupdate)
3854 R_DrawModelsAddWaterPlanes();
3855 if (r_timereport_active)
3856 R_TimeReport("watermodels");
3858 R_Water_ProcessPlanes();
3859 if (r_timereport_active)
3860 R_TimeReport("waterscenes");
3863 R_ResetViewRendering3D();
3865 // don't let sound skip if going slow
3866 if (r_refdef.scene.extraupdate)
3869 R_MeshQueue_BeginScene();
3874 if (r_timereport_active)
3875 R_TimeReport("visibility");
3877 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
3879 if (cl.csqc_vidvars.drawworld)
3881 // don't let sound skip if going slow
3882 if (r_refdef.scene.extraupdate)
3885 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3887 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3888 if (r_timereport_active)
3889 R_TimeReport("worldsky");
3892 if (R_DrawBrushModelsSky() && r_timereport_active)
3893 R_TimeReport("bmodelsky");
3896 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3898 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3899 if (r_timereport_active)
3900 R_TimeReport("worlddepth");
3902 if (r_depthfirst.integer >= 2)
3904 R_DrawModelsDepth();
3905 if (r_timereport_active)
3906 R_TimeReport("modeldepth");
3909 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3911 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3912 if (r_timereport_active)
3913 R_TimeReport("world");
3916 // don't let sound skip if going slow
3917 if (r_refdef.scene.extraupdate)
3921 if (r_timereport_active)
3922 R_TimeReport("models");
3924 // don't let sound skip if going slow
3925 if (r_refdef.scene.extraupdate)
3928 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3930 R_DrawModelShadows();
3932 R_ResetViewRendering3D();
3934 // don't let sound skip if going slow
3935 if (r_refdef.scene.extraupdate)
3939 R_ShadowVolumeLighting(false);
3940 if (r_timereport_active)
3941 R_TimeReport("rtlights");
3943 // don't let sound skip if going slow
3944 if (r_refdef.scene.extraupdate)
3947 if (cl.csqc_vidvars.drawworld)
3949 R_DrawLightningBeams();
3950 if (r_timereport_active)
3951 R_TimeReport("lightning");
3954 if (r_timereport_active)
3955 R_TimeReport("decals");
3958 if (r_timereport_active)
3959 R_TimeReport("particles");
3962 if (r_timereport_active)
3963 R_TimeReport("explosions");
3966 R_SetupGenericShader(true);
3967 VM_CL_AddPolygonsToMeshQueue();
3969 if (r_refdef.view.showdebug)
3971 if (cl_locs_show.integer)
3974 if (r_timereport_active)
3975 R_TimeReport("showlocs");
3978 if (r_drawportals.integer)
3981 if (r_timereport_active)
3982 R_TimeReport("portals");
3985 if (r_showbboxes.value > 0)
3987 R_DrawEntityBBoxes();
3988 if (r_timereport_active)
3989 R_TimeReport("bboxes");
3993 R_SetupGenericShader(true);
3994 R_MeshQueue_RenderTransparent();
3995 if (r_timereport_active)
3996 R_TimeReport("drawtrans");
3998 R_SetupGenericShader(true);
4000 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
4002 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4003 if (r_timereport_active)
4004 R_TimeReport("worlddebug");
4005 R_DrawModelsDebug();
4006 if (r_timereport_active)
4007 R_TimeReport("modeldebug");
4010 R_SetupGenericShader(true);
4012 if (cl.csqc_vidvars.drawworld)
4015 if (r_timereport_active)
4016 R_TimeReport("coronas");
4019 // don't let sound skip if going slow
4020 if (r_refdef.scene.extraupdate)
4023 R_ResetViewRendering2D();
4026 static const unsigned short bboxelements[36] =
4036 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4039 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4040 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4041 GL_DepthMask(false);
4042 GL_DepthRange(0, 1);
4043 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4044 R_Mesh_Matrix(&identitymatrix);
4045 R_Mesh_ResetTextureState();
4047 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4048 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4049 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4050 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4051 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4052 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4053 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4054 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4055 R_FillColors(color4f, 8, cr, cg, cb, ca);
4056 if (r_refdef.fogenabled)
4058 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4060 f1 = FogPoint_World(v);
4062 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4063 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4064 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4067 R_Mesh_VertexPointer(vertex3f, 0, 0);
4068 R_Mesh_ColorPointer(color4f, 0, 0);
4069 R_Mesh_ResetTextureState();
4070 R_SetupGenericShader(false);
4071 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4074 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4078 prvm_edict_t *edict;
4079 prvm_prog_t *prog_save = prog;
4081 // this function draws bounding boxes of server entities
4085 GL_CullFace(GL_NONE);
4086 R_SetupGenericShader(false);
4090 for (i = 0;i < numsurfaces;i++)
4092 edict = PRVM_EDICT_NUM(surfacelist[i]);
4093 switch ((int)edict->fields.server->solid)
4095 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4096 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4097 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4098 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4099 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4100 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4102 color[3] *= r_showbboxes.value;
4103 color[3] = bound(0, color[3], 1);
4104 GL_DepthTest(!r_showdisabledepthtest.integer);
4105 GL_CullFace(r_refdef.view.cullface_front);
4106 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4112 static void R_DrawEntityBBoxes(void)
4115 prvm_edict_t *edict;
4117 prvm_prog_t *prog_save = prog;
4119 // this function draws bounding boxes of server entities
4125 for (i = 0;i < prog->num_edicts;i++)
4127 edict = PRVM_EDICT_NUM(i);
4128 if (edict->priv.server->free)
4130 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4131 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4133 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4135 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4136 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4142 unsigned short nomodelelements[24] =
4154 float nomodelvertex3f[6*3] =
4164 float nomodelcolor4f[6*4] =
4166 0.0f, 0.0f, 0.5f, 1.0f,
4167 0.0f, 0.0f, 0.5f, 1.0f,
4168 0.0f, 0.5f, 0.0f, 1.0f,
4169 0.0f, 0.5f, 0.0f, 1.0f,
4170 0.5f, 0.0f, 0.0f, 1.0f,
4171 0.5f, 0.0f, 0.0f, 1.0f
4174 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4179 // this is only called once per entity so numsurfaces is always 1, and
4180 // surfacelist is always {0}, so this code does not handle batches
4181 R_Mesh_Matrix(&ent->matrix);
4183 if (ent->flags & EF_ADDITIVE)
4185 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4186 GL_DepthMask(false);
4188 else if (ent->alpha < 1)
4190 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4191 GL_DepthMask(false);
4195 GL_BlendFunc(GL_ONE, GL_ZERO);
4198 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4199 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4200 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4201 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4202 R_SetupGenericShader(false);
4203 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4204 if (r_refdef.fogenabled)
4207 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4208 R_Mesh_ColorPointer(color4f, 0, 0);
4209 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4210 f1 = FogPoint_World(org);
4212 for (i = 0, c = color4f;i < 6;i++, c += 4)
4214 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4215 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4216 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4220 else if (ent->alpha != 1)
4222 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4223 R_Mesh_ColorPointer(color4f, 0, 0);
4224 for (i = 0, c = color4f;i < 6;i++, c += 4)
4228 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4229 R_Mesh_ResetTextureState();
4230 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4233 void R_DrawNoModel(entity_render_t *ent)
4236 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4237 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4238 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4240 // R_DrawNoModelCallback(ent, 0);
4243 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4245 vec3_t right1, right2, diff, normal;
4247 VectorSubtract (org2, org1, normal);
4249 // calculate 'right' vector for start
4250 VectorSubtract (r_refdef.view.origin, org1, diff);
4251 CrossProduct (normal, diff, right1);
4252 VectorNormalize (right1);
4254 // calculate 'right' vector for end
4255 VectorSubtract (r_refdef.view.origin, org2, diff);
4256 CrossProduct (normal, diff, right2);
4257 VectorNormalize (right2);
4259 vert[ 0] = org1[0] + width * right1[0];
4260 vert[ 1] = org1[1] + width * right1[1];
4261 vert[ 2] = org1[2] + width * right1[2];
4262 vert[ 3] = org1[0] - width * right1[0];
4263 vert[ 4] = org1[1] - width * right1[1];
4264 vert[ 5] = org1[2] - width * right1[2];
4265 vert[ 6] = org2[0] - width * right2[0];
4266 vert[ 7] = org2[1] - width * right2[1];
4267 vert[ 8] = org2[2] - width * right2[2];
4268 vert[ 9] = org2[0] + width * right2[0];
4269 vert[10] = org2[1] + width * right2[1];
4270 vert[11] = org2[2] + width * right2[2];
4273 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4275 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)
4280 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4281 fog = FogPoint_World(origin);
4283 R_Mesh_Matrix(&identitymatrix);
4284 GL_BlendFunc(blendfunc1, blendfunc2);
4290 GL_CullFace(r_refdef.view.cullface_front);
4293 GL_CullFace(r_refdef.view.cullface_back);
4294 GL_CullFace(GL_NONE);
4296 GL_DepthMask(false);
4297 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4298 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4299 GL_DepthTest(!depthdisable);
4301 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4302 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4303 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4304 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4305 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4306 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4307 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4308 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4309 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4310 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4311 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4312 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4314 R_Mesh_VertexPointer(vertex3f, 0, 0);
4315 R_Mesh_ColorPointer(NULL, 0, 0);
4316 R_Mesh_ResetTextureState();
4317 R_SetupGenericShader(true);
4318 R_Mesh_TexBind(0, R_GetTexture(texture));
4319 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4320 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4321 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4322 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4324 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4326 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4327 GL_BlendFunc(blendfunc1, GL_ONE);
4329 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4330 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4334 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4339 VectorSet(v, x, y, z);
4340 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4341 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4343 if (i == mesh->numvertices)
4345 if (mesh->numvertices < mesh->maxvertices)
4347 VectorCopy(v, vertex3f);
4348 mesh->numvertices++;
4350 return mesh->numvertices;
4356 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4360 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4361 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4362 e = mesh->element3i + mesh->numtriangles * 3;
4363 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4365 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4366 if (mesh->numtriangles < mesh->maxtriangles)
4371 mesh->numtriangles++;
4373 element[1] = element[2];
4377 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4381 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4382 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4383 e = mesh->element3i + mesh->numtriangles * 3;
4384 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4386 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4387 if (mesh->numtriangles < mesh->maxtriangles)
4392 mesh->numtriangles++;
4394 element[1] = element[2];
4398 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4399 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4401 int planenum, planenum2;
4404 mplane_t *plane, *plane2;
4406 double temppoints[2][256*3];
4407 // figure out how large a bounding box we need to properly compute this brush
4409 for (w = 0;w < numplanes;w++)
4410 maxdist = max(maxdist, planes[w].dist);
4411 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4412 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4413 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4417 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4418 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4420 if (planenum2 == planenum)
4422 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);
4425 if (tempnumpoints < 3)
4427 // generate elements forming a triangle fan for this polygon
4428 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4432 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)
4434 texturelayer_t *layer;
4435 layer = t->currentlayers + t->currentnumlayers++;
4437 layer->depthmask = depthmask;
4438 layer->blendfunc1 = blendfunc1;
4439 layer->blendfunc2 = blendfunc2;
4440 layer->texture = texture;
4441 layer->texmatrix = *matrix;
4442 layer->color[0] = r * r_refdef.view.colorscale;
4443 layer->color[1] = g * r_refdef.view.colorscale;
4444 layer->color[2] = b * r_refdef.view.colorscale;
4445 layer->color[3] = a;
4448 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4451 index = parms[2] + r_refdef.scene.time * parms[3];
4452 index -= floor(index);
4456 case Q3WAVEFUNC_NONE:
4457 case Q3WAVEFUNC_NOISE:
4458 case Q3WAVEFUNC_COUNT:
4461 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4462 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4463 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4464 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4465 case Q3WAVEFUNC_TRIANGLE:
4467 f = index - floor(index);
4478 return (float)(parms[0] + parms[1] * f);
4481 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4485 dp_model_t *model = ent->model;
4488 q3shaderinfo_layer_tcmod_t *tcmod;
4490 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4492 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4496 // switch to an alternate material if this is a q1bsp animated material
4498 texture_t *texture = t;
4499 int s = ent->skinnum;
4500 if ((unsigned int)s >= (unsigned int)model->numskins)
4502 if (model->skinscenes)
4504 if (model->skinscenes[s].framecount > 1)
4505 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4507 s = model->skinscenes[s].firstframe;
4510 t = t + s * model->num_surfaces;
4513 // use an alternate animation if the entity's frame is not 0,
4514 // and only if the texture has an alternate animation
4515 if (ent->frame2 != 0 && t->anim_total[1])
4516 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4518 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4520 texture->currentframe = t;
4523 // update currentskinframe to be a qw skin or animation frame
4524 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4526 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4528 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4529 if (developer_loading.integer)
4530 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4531 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4533 t->currentskinframe = r_qwskincache_skinframe[i];
4534 if (t->currentskinframe == NULL)
4535 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4537 else if (t->numskinframes >= 2)
4538 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4539 if (t->backgroundnumskinframes >= 2)
4540 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4542 t->currentmaterialflags = t->basematerialflags;
4543 t->currentalpha = ent->alpha;
4544 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4545 t->currentalpha *= r_wateralpha.value;
4546 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4547 t->currentalpha *= t->r_water_wateralpha;
4548 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4549 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4550 if (!(ent->flags & RENDER_LIGHT))
4551 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4552 else if (rsurface.modeltexcoordlightmap2f == NULL)
4554 // pick a model lighting mode
4555 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4556 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4558 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4560 if (ent->effects & EF_ADDITIVE)
4561 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4562 else if (t->currentalpha < 1)
4563 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4564 if (ent->effects & EF_DOUBLESIDED)
4565 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4566 if (ent->effects & EF_NODEPTHTEST)
4567 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4568 if (ent->flags & RENDER_VIEWMODEL)
4569 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4570 if (t->backgroundnumskinframes)
4571 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4572 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4574 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4575 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4578 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4580 // there is no tcmod
4581 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4582 t->currenttexmatrix = r_waterscrollmatrix;
4584 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4587 switch(tcmod->tcmod)
4591 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4592 matrix = r_waterscrollmatrix;
4594 matrix = identitymatrix;
4596 case Q3TCMOD_ENTITYTRANSLATE:
4597 // this is used in Q3 to allow the gamecode to control texcoord
4598 // scrolling on the entity, which is not supported in darkplaces yet.
4599 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4601 case Q3TCMOD_ROTATE:
4602 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4603 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4604 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4607 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4609 case Q3TCMOD_SCROLL:
4610 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4612 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4613 w = tcmod->parms[0];
4614 h = tcmod->parms[1];
4615 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4617 idx = floor(f * w * h);
4618 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4620 case Q3TCMOD_STRETCH:
4621 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4622 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4624 case Q3TCMOD_TRANSFORM:
4625 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4626 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4627 VectorSet(tcmat + 6, 0 , 0 , 1);
4628 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4629 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4631 case Q3TCMOD_TURBULENT:
4632 // this is handled in the RSurf_PrepareVertices function
4633 matrix = identitymatrix;
4636 // either replace or concatenate the transformation
4638 t->currenttexmatrix = matrix;
4641 matrix4x4_t temp = t->currenttexmatrix;
4642 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4646 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4647 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4648 t->glosstexture = r_texture_black;
4649 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4650 t->backgroundglosstexture = r_texture_black;
4651 t->specularpower = r_shadow_glossexponent.value;
4652 // TODO: store reference values for these in the texture?
4653 t->specularscale = 0;
4654 if (r_shadow_gloss.integer > 0)
4656 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4658 if (r_shadow_glossintensity.value > 0)
4660 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4661 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4662 t->specularscale = r_shadow_glossintensity.value;
4665 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4667 t->glosstexture = r_texture_white;
4668 t->backgroundglosstexture = r_texture_white;
4669 t->specularscale = r_shadow_gloss2intensity.value;
4673 // lightmaps mode looks bad with dlights using actual texturing, so turn
4674 // off the colormap and glossmap, but leave the normalmap on as it still
4675 // accurately represents the shading involved
4676 if (gl_lightmaps.integer)
4678 t->basetexture = r_texture_grey128;
4679 t->backgroundbasetexture = NULL;
4680 t->specularscale = 0;
4681 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4684 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4685 VectorClear(t->dlightcolor);
4686 t->currentnumlayers = 0;
4687 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4690 int blendfunc1, blendfunc2, depthmask;
4691 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4693 blendfunc1 = GL_SRC_ALPHA;
4694 blendfunc2 = GL_ONE;
4696 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4698 blendfunc1 = GL_SRC_ALPHA;
4699 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4701 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4703 blendfunc1 = t->customblendfunc[0];
4704 blendfunc2 = t->customblendfunc[1];
4708 blendfunc1 = GL_ONE;
4709 blendfunc2 = GL_ZERO;
4711 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4712 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4713 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4714 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4716 // fullbright is not affected by r_refdef.lightmapintensity
4717 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4718 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4719 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4720 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4721 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4725 vec3_t ambientcolor;
4727 // set the color tint used for lights affecting this surface
4728 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4730 // q3bsp has no lightmap updates, so the lightstylevalue that
4731 // would normally be baked into the lightmap must be
4732 // applied to the color
4733 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4734 if (ent->model->type == mod_brushq3)
4735 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4736 colorscale *= r_refdef.lightmapintensity;
4737 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4738 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4739 // basic lit geometry
4740 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4741 // add pants/shirt if needed
4742 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4743 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4744 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4745 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4746 // now add ambient passes if needed
4747 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4749 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4750 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4751 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4752 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4753 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4756 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4757 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4758 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4760 // if this is opaque use alpha blend which will darken the earlier
4763 // if this is an alpha blended material, all the earlier passes
4764 // were darkened by fog already, so we only need to add the fog
4765 // color ontop through the fog mask texture
4767 // if this is an additive blended material, all the earlier passes
4768 // were darkened by fog already, and we should not add fog color
4769 // (because the background was not darkened, there is no fog color
4770 // that was lost behind it).
4771 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4776 void R_UpdateAllTextureInfo(entity_render_t *ent)
4780 for (i = 0;i < ent->model->num_texturesperskin;i++)
4781 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4784 rsurfacestate_t rsurface;
4786 void R_Mesh_ResizeArrays(int newvertices)
4789 if (rsurface.array_size >= newvertices)
4791 if (rsurface.array_modelvertex3f)
4792 Mem_Free(rsurface.array_modelvertex3f);
4793 rsurface.array_size = (newvertices + 1023) & ~1023;
4794 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4795 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4796 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4797 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4798 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4799 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4800 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4801 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4802 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4803 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4804 rsurface.array_color4f = base + rsurface.array_size * 27;
4805 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4808 void RSurf_ActiveWorldEntity(void)
4810 dp_model_t *model = r_refdef.scene.worldmodel;
4811 if (rsurface.array_size < model->surfmesh.num_vertices)
4812 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4813 rsurface.matrix = identitymatrix;
4814 rsurface.inversematrix = identitymatrix;
4815 R_Mesh_Matrix(&identitymatrix);
4816 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4817 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4818 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4819 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4820 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4821 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4822 rsurface.frameblend[0].frame = 0;
4823 rsurface.frameblend[0].lerp = 1;
4824 rsurface.frameblend[1].frame = 0;
4825 rsurface.frameblend[1].lerp = 0;
4826 rsurface.frameblend[2].frame = 0;
4827 rsurface.frameblend[2].lerp = 0;
4828 rsurface.frameblend[3].frame = 0;
4829 rsurface.frameblend[3].lerp = 0;
4830 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4831 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4832 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4833 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4834 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4835 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4836 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4837 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4838 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4839 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4840 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4841 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4842 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4843 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4844 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4845 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4846 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4847 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4848 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4849 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4850 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4851 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4852 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4853 rsurface.modelelement3i = model->surfmesh.data_element3i;
4854 rsurface.modelelement3s = model->surfmesh.data_element3s;
4855 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4856 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4857 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4858 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4859 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4860 rsurface.modelsurfaces = model->data_surfaces;
4861 rsurface.generatedvertex = false;
4862 rsurface.vertex3f = rsurface.modelvertex3f;
4863 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4864 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4865 rsurface.svector3f = rsurface.modelsvector3f;
4866 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4867 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4868 rsurface.tvector3f = rsurface.modeltvector3f;
4869 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4870 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4871 rsurface.normal3f = rsurface.modelnormal3f;
4872 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4873 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4874 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4877 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4879 dp_model_t *model = ent->model;
4880 if (rsurface.array_size < model->surfmesh.num_vertices)
4881 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4882 rsurface.matrix = ent->matrix;
4883 rsurface.inversematrix = ent->inversematrix;
4884 R_Mesh_Matrix(&rsurface.matrix);
4885 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4886 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4887 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4888 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4889 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4890 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4891 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4892 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4893 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4894 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4895 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4896 rsurface.frameblend[0] = ent->frameblend[0];
4897 rsurface.frameblend[1] = ent->frameblend[1];
4898 rsurface.frameblend[2] = ent->frameblend[2];
4899 rsurface.frameblend[3] = ent->frameblend[3];
4900 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4901 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4902 if (ent->model->brush.submodel)
4904 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4905 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4907 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4911 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4912 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4913 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4914 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4915 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4917 else if (wantnormals)
4919 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4920 rsurface.modelsvector3f = NULL;
4921 rsurface.modeltvector3f = NULL;
4922 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4923 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4927 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4928 rsurface.modelsvector3f = NULL;
4929 rsurface.modeltvector3f = NULL;
4930 rsurface.modelnormal3f = NULL;
4931 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4933 rsurface.modelvertex3f_bufferobject = 0;
4934 rsurface.modelvertex3f_bufferoffset = 0;
4935 rsurface.modelsvector3f_bufferobject = 0;
4936 rsurface.modelsvector3f_bufferoffset = 0;
4937 rsurface.modeltvector3f_bufferobject = 0;
4938 rsurface.modeltvector3f_bufferoffset = 0;
4939 rsurface.modelnormal3f_bufferobject = 0;
4940 rsurface.modelnormal3f_bufferoffset = 0;
4941 rsurface.generatedvertex = true;
4945 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4946 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4947 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4948 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4949 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4950 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4951 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4952 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4953 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4954 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4955 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4956 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4957 rsurface.generatedvertex = false;
4959 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4960 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4961 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4962 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4963 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4964 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4965 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4966 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4967 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4968 rsurface.modelelement3i = model->surfmesh.data_element3i;
4969 rsurface.modelelement3s = model->surfmesh.data_element3s;
4970 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4971 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4972 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4973 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4974 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4975 rsurface.modelsurfaces = model->data_surfaces;
4976 rsurface.vertex3f = rsurface.modelvertex3f;
4977 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4978 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4979 rsurface.svector3f = rsurface.modelsvector3f;
4980 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4981 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4982 rsurface.tvector3f = rsurface.modeltvector3f;
4983 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4984 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4985 rsurface.normal3f = rsurface.modelnormal3f;
4986 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4987 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4988 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4991 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4992 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4995 int texturesurfaceindex;
5000 const float *v1, *in_tc;
5002 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5004 q3shaderinfo_deform_t *deform;
5005 // 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
5006 if (rsurface.generatedvertex)
5008 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5009 generatenormals = true;
5010 for (i = 0;i < Q3MAXDEFORMS;i++)
5012 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5014 generatetangents = true;
5015 generatenormals = true;
5017 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5018 generatenormals = true;
5020 if (generatenormals && !rsurface.modelnormal3f)
5022 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5023 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5024 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5025 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5027 if (generatetangents && !rsurface.modelsvector3f)
5029 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5030 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5031 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5032 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5033 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5034 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5035 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);
5038 rsurface.vertex3f = rsurface.modelvertex3f;
5039 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5040 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5041 rsurface.svector3f = rsurface.modelsvector3f;
5042 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5043 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5044 rsurface.tvector3f = rsurface.modeltvector3f;
5045 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5046 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5047 rsurface.normal3f = rsurface.modelnormal3f;
5048 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5049 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5050 // if vertices are deformed (sprite flares and things in maps, possibly
5051 // water waves, bulges and other deformations), generate them into
5052 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5053 // (may be static model data or generated data for an animated model, or
5054 // the previous deform pass)
5055 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5057 switch (deform->deform)
5060 case Q3DEFORM_PROJECTIONSHADOW:
5061 case Q3DEFORM_TEXT0:
5062 case Q3DEFORM_TEXT1:
5063 case Q3DEFORM_TEXT2:
5064 case Q3DEFORM_TEXT3:
5065 case Q3DEFORM_TEXT4:
5066 case Q3DEFORM_TEXT5:
5067 case Q3DEFORM_TEXT6:
5068 case Q3DEFORM_TEXT7:
5071 case Q3DEFORM_AUTOSPRITE:
5072 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5073 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5074 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5075 VectorNormalize(newforward);
5076 VectorNormalize(newright);
5077 VectorNormalize(newup);
5078 // make deformed versions of only the model vertices used by the specified surfaces
5079 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5081 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5082 // a single autosprite surface can contain multiple sprites...
5083 for (j = 0;j < surface->num_vertices - 3;j += 4)
5085 VectorClear(center);
5086 for (i = 0;i < 4;i++)
5087 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5088 VectorScale(center, 0.25f, center);
5089 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5090 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5091 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5092 for (i = 0;i < 4;i++)
5094 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5095 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5098 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5099 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5101 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5102 rsurface.vertex3f_bufferobject = 0;
5103 rsurface.vertex3f_bufferoffset = 0;
5104 rsurface.svector3f = rsurface.array_deformedsvector3f;
5105 rsurface.svector3f_bufferobject = 0;
5106 rsurface.svector3f_bufferoffset = 0;
5107 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5108 rsurface.tvector3f_bufferobject = 0;
5109 rsurface.tvector3f_bufferoffset = 0;
5110 rsurface.normal3f = rsurface.array_deformednormal3f;
5111 rsurface.normal3f_bufferobject = 0;
5112 rsurface.normal3f_bufferoffset = 0;
5114 case Q3DEFORM_AUTOSPRITE2:
5115 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5116 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5117 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5118 VectorNormalize(newforward);
5119 VectorNormalize(newright);
5120 VectorNormalize(newup);
5121 // make deformed versions of only the model vertices used by the specified surfaces
5122 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5124 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5125 const float *v1, *v2;
5135 memset(shortest, 0, sizeof(shortest));
5136 // a single autosprite surface can contain multiple sprites...
5137 for (j = 0;j < surface->num_vertices - 3;j += 4)
5139 VectorClear(center);
5140 for (i = 0;i < 4;i++)
5141 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5142 VectorScale(center, 0.25f, center);
5143 // find the two shortest edges, then use them to define the
5144 // axis vectors for rotating around the central axis
5145 for (i = 0;i < 6;i++)
5147 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5148 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5150 Debug_PolygonBegin(NULL, 0);
5151 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5152 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5153 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5156 l = VectorDistance2(v1, v2);
5157 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5159 l += (1.0f / 1024.0f);
5160 if (shortest[0].length2 > l || i == 0)
5162 shortest[1] = shortest[0];
5163 shortest[0].length2 = l;
5164 shortest[0].v1 = v1;
5165 shortest[0].v2 = v2;
5167 else if (shortest[1].length2 > l || i == 1)
5169 shortest[1].length2 = l;
5170 shortest[1].v1 = v1;
5171 shortest[1].v2 = v2;
5174 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5175 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5177 Debug_PolygonBegin(NULL, 0);
5178 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5179 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5180 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5183 // this calculates the right vector from the shortest edge
5184 // and the up vector from the edge midpoints
5185 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5186 VectorNormalize(right);
5187 VectorSubtract(end, start, up);
5188 VectorNormalize(up);
5189 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5190 //VectorSubtract(rsurface.modelorg, center, forward);
5191 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5192 VectorNegate(forward, forward);
5193 VectorReflect(forward, 0, up, forward);
5194 VectorNormalize(forward);
5195 CrossProduct(up, forward, newright);
5196 VectorNormalize(newright);
5198 Debug_PolygonBegin(NULL, 0);
5199 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5200 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5201 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5205 Debug_PolygonBegin(NULL, 0);
5206 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5207 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5208 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5211 // rotate the quad around the up axis vector, this is made
5212 // especially easy by the fact we know the quad is flat,
5213 // so we only have to subtract the center position and
5214 // measure distance along the right vector, and then
5215 // multiply that by the newright vector and add back the
5217 // we also need to subtract the old position to undo the
5218 // displacement from the center, which we do with a
5219 // DotProduct, the subtraction/addition of center is also
5220 // optimized into DotProducts here
5221 l = DotProduct(right, center);
5222 for (i = 0;i < 4;i++)
5224 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5225 f = DotProduct(right, v1) - l;
5226 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5229 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);
5230 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);
5232 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5233 rsurface.vertex3f_bufferobject = 0;
5234 rsurface.vertex3f_bufferoffset = 0;
5235 rsurface.svector3f = rsurface.array_deformedsvector3f;
5236 rsurface.svector3f_bufferobject = 0;
5237 rsurface.svector3f_bufferoffset = 0;
5238 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5239 rsurface.tvector3f_bufferobject = 0;
5240 rsurface.tvector3f_bufferoffset = 0;
5241 rsurface.normal3f = rsurface.array_deformednormal3f;
5242 rsurface.normal3f_bufferobject = 0;
5243 rsurface.normal3f_bufferoffset = 0;
5245 case Q3DEFORM_NORMAL:
5246 // deform the normals to make reflections wavey
5247 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5249 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5250 for (j = 0;j < surface->num_vertices;j++)
5253 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5254 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5255 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5256 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5257 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5258 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5259 VectorNormalize(normal);
5261 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);
5263 rsurface.svector3f = rsurface.array_deformedsvector3f;
5264 rsurface.svector3f_bufferobject = 0;
5265 rsurface.svector3f_bufferoffset = 0;
5266 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5267 rsurface.tvector3f_bufferobject = 0;
5268 rsurface.tvector3f_bufferoffset = 0;
5269 rsurface.normal3f = rsurface.array_deformednormal3f;
5270 rsurface.normal3f_bufferobject = 0;
5271 rsurface.normal3f_bufferoffset = 0;
5274 // deform vertex array to make wavey water and flags and such
5275 waveparms[0] = deform->waveparms[0];
5276 waveparms[1] = deform->waveparms[1];
5277 waveparms[2] = deform->waveparms[2];
5278 waveparms[3] = deform->waveparms[3];
5279 // this is how a divisor of vertex influence on deformation
5280 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5281 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5282 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5284 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5285 for (j = 0;j < surface->num_vertices;j++)
5287 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5288 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5289 // if the wavefunc depends on time, evaluate it per-vertex
5292 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5293 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5295 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5298 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5299 rsurface.vertex3f_bufferobject = 0;
5300 rsurface.vertex3f_bufferoffset = 0;
5302 case Q3DEFORM_BULGE:
5303 // deform vertex array to make the surface have moving bulges
5304 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5306 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5307 for (j = 0;j < surface->num_vertices;j++)
5309 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5310 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5313 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5314 rsurface.vertex3f_bufferobject = 0;
5315 rsurface.vertex3f_bufferoffset = 0;
5318 // deform vertex array
5319 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5320 VectorScale(deform->parms, scale, waveparms);
5321 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5323 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5324 for (j = 0;j < surface->num_vertices;j++)
5325 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5327 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5328 rsurface.vertex3f_bufferobject = 0;
5329 rsurface.vertex3f_bufferoffset = 0;
5333 // generate texcoords based on the chosen texcoord source
5334 switch(rsurface.texture->tcgen.tcgen)
5337 case Q3TCGEN_TEXTURE:
5338 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5339 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5340 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5342 case Q3TCGEN_LIGHTMAP:
5343 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5344 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5345 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5347 case Q3TCGEN_VECTOR:
5348 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5350 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5351 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)
5353 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5354 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5357 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5358 rsurface.texcoordtexture2f_bufferobject = 0;
5359 rsurface.texcoordtexture2f_bufferoffset = 0;
5361 case Q3TCGEN_ENVIRONMENT:
5362 // make environment reflections using a spheremap
5363 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5365 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5366 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5367 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5368 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5369 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5371 float l, d, eyedir[3];
5372 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5373 l = 0.5f / VectorLength(eyedir);
5374 d = DotProduct(normal, eyedir)*2;
5375 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5376 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5379 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5380 rsurface.texcoordtexture2f_bufferobject = 0;
5381 rsurface.texcoordtexture2f_bufferoffset = 0;
5384 // the only tcmod that needs software vertex processing is turbulent, so
5385 // check for it here and apply the changes if needed
5386 // and we only support that as the first one
5387 // (handling a mixture of turbulent and other tcmods would be problematic
5388 // without punting it entirely to a software path)
5389 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5391 amplitude = rsurface.texture->tcmods[0].parms[1];
5392 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5393 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5395 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5396 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)
5398 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5399 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5402 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5403 rsurface.texcoordtexture2f_bufferobject = 0;
5404 rsurface.texcoordtexture2f_bufferoffset = 0;
5406 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5407 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5408 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5409 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5412 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5415 const msurface_t *surface = texturesurfacelist[0];
5416 const msurface_t *surface2;
5421 // TODO: lock all array ranges before render, rather than on each surface
5422 if (texturenumsurfaces == 1)
5424 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5425 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5427 else if (r_batchmode.integer == 2)
5429 #define MAXBATCHTRIANGLES 4096
5430 int batchtriangles = 0;
5431 int batchelements[MAXBATCHTRIANGLES*3];
5432 for (i = 0;i < texturenumsurfaces;i = j)
5434 surface = texturesurfacelist[i];
5436 if (surface->num_triangles > MAXBATCHTRIANGLES)
5438 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5441 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5442 batchtriangles = surface->num_triangles;
5443 firstvertex = surface->num_firstvertex;
5444 endvertex = surface->num_firstvertex + surface->num_vertices;
5445 for (;j < texturenumsurfaces;j++)
5447 surface2 = texturesurfacelist[j];
5448 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5450 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5451 batchtriangles += surface2->num_triangles;
5452 firstvertex = min(firstvertex, surface2->num_firstvertex);
5453 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5455 surface2 = texturesurfacelist[j-1];
5456 numvertices = endvertex - firstvertex;
5457 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5460 else if (r_batchmode.integer == 1)
5462 for (i = 0;i < texturenumsurfaces;i = j)
5464 surface = texturesurfacelist[i];
5465 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5466 if (texturesurfacelist[j] != surface2)
5468 surface2 = texturesurfacelist[j-1];
5469 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5470 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5471 GL_LockArrays(surface->num_firstvertex, numvertices);
5472 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5477 for (i = 0;i < texturenumsurfaces;i++)
5479 surface = texturesurfacelist[i];
5480 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5481 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5486 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5488 int i, planeindex, vertexindex;
5492 r_waterstate_waterplane_t *p, *bestp;
5493 msurface_t *surface;
5494 if (r_waterstate.renderingscene)
5496 for (i = 0;i < texturenumsurfaces;i++)
5498 surface = texturesurfacelist[i];
5499 if (lightmaptexunit >= 0)
5500 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5501 if (deluxemaptexunit >= 0)
5502 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5503 // pick the closest matching water plane
5506 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5509 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5511 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5512 d += fabs(PlaneDiff(vert, &p->plane));
5514 if (bestd > d || !bestp)
5522 if (refractiontexunit >= 0)
5523 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5524 if (reflectiontexunit >= 0)
5525 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5529 if (refractiontexunit >= 0)
5530 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5531 if (reflectiontexunit >= 0)
5532 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5534 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5535 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5539 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5543 const msurface_t *surface = texturesurfacelist[0];
5544 const msurface_t *surface2;
5549 // TODO: lock all array ranges before render, rather than on each surface
5550 if (texturenumsurfaces == 1)
5552 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5553 if (deluxemaptexunit >= 0)
5554 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5555 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5556 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5558 else if (r_batchmode.integer == 2)
5560 #define MAXBATCHTRIANGLES 4096
5561 int batchtriangles = 0;
5562 int batchelements[MAXBATCHTRIANGLES*3];
5563 for (i = 0;i < texturenumsurfaces;i = j)
5565 surface = texturesurfacelist[i];
5566 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5567 if (deluxemaptexunit >= 0)
5568 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5570 if (surface->num_triangles > MAXBATCHTRIANGLES)
5572 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5575 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5576 batchtriangles = surface->num_triangles;
5577 firstvertex = surface->num_firstvertex;
5578 endvertex = surface->num_firstvertex + surface->num_vertices;
5579 for (;j < texturenumsurfaces;j++)
5581 surface2 = texturesurfacelist[j];
5582 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5584 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5585 batchtriangles += surface2->num_triangles;
5586 firstvertex = min(firstvertex, surface2->num_firstvertex);
5587 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5589 surface2 = texturesurfacelist[j-1];
5590 numvertices = endvertex - firstvertex;
5591 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5594 else if (r_batchmode.integer == 1)
5597 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5598 for (i = 0;i < texturenumsurfaces;i = j)
5600 surface = texturesurfacelist[i];
5601 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5602 if (texturesurfacelist[j] != surface2)
5604 Con_Printf(" %i", j - i);
5607 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5609 for (i = 0;i < texturenumsurfaces;i = j)
5611 surface = texturesurfacelist[i];
5612 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5613 if (deluxemaptexunit >= 0)
5614 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5615 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5616 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5619 Con_Printf(" %i", j - i);
5621 surface2 = texturesurfacelist[j-1];
5622 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5623 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5624 GL_LockArrays(surface->num_firstvertex, numvertices);
5625 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5633 for (i = 0;i < texturenumsurfaces;i++)
5635 surface = texturesurfacelist[i];
5636 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5637 if (deluxemaptexunit >= 0)
5638 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5639 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5640 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5645 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5648 int texturesurfaceindex;
5649 if (r_showsurfaces.integer == 2)
5651 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5653 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5654 for (j = 0;j < surface->num_triangles;j++)
5656 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5657 GL_Color(f, f, f, 1);
5658 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5664 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5666 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5667 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5668 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5669 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5670 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5675 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5677 int texturesurfaceindex;
5681 if (rsurface.lightmapcolor4f)
5683 // generate color arrays for the surfaces in this list
5684 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5686 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5687 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)
5689 f = FogPoint_Model(v);
5699 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5701 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5702 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)
5704 f = FogPoint_Model(v);
5712 rsurface.lightmapcolor4f = rsurface.array_color4f;
5713 rsurface.lightmapcolor4f_bufferobject = 0;
5714 rsurface.lightmapcolor4f_bufferoffset = 0;
5717 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5719 int texturesurfaceindex;
5722 if (!rsurface.lightmapcolor4f)
5724 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5726 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5727 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)
5735 rsurface.lightmapcolor4f = rsurface.array_color4f;
5736 rsurface.lightmapcolor4f_bufferobject = 0;
5737 rsurface.lightmapcolor4f_bufferoffset = 0;
5740 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5743 rsurface.lightmapcolor4f = NULL;
5744 rsurface.lightmapcolor4f_bufferobject = 0;
5745 rsurface.lightmapcolor4f_bufferoffset = 0;
5746 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5747 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5748 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5749 GL_Color(r, g, b, a);
5750 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5753 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5755 // TODO: optimize applyfog && applycolor case
5756 // just apply fog if necessary, and tint the fog color array if necessary
5757 rsurface.lightmapcolor4f = NULL;
5758 rsurface.lightmapcolor4f_bufferobject = 0;
5759 rsurface.lightmapcolor4f_bufferoffset = 0;
5760 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5761 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5762 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5763 GL_Color(r, g, b, a);
5764 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5767 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5769 int texturesurfaceindex;
5773 if (texturesurfacelist[0]->lightmapinfo)
5775 // generate color arrays for the surfaces in this list
5776 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5778 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5779 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5781 if (surface->lightmapinfo->samples)
5783 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5784 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5785 VectorScale(lm, scale, c);
5786 if (surface->lightmapinfo->styles[1] != 255)
5788 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5790 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5791 VectorMA(c, scale, lm, c);
5792 if (surface->lightmapinfo->styles[2] != 255)
5795 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5796 VectorMA(c, scale, lm, c);
5797 if (surface->lightmapinfo->styles[3] != 255)
5800 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5801 VectorMA(c, scale, lm, c);
5811 rsurface.lightmapcolor4f = rsurface.array_color4f;
5812 rsurface.lightmapcolor4f_bufferobject = 0;
5813 rsurface.lightmapcolor4f_bufferoffset = 0;
5817 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5818 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5819 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5821 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5822 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5823 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5824 GL_Color(r, g, b, a);
5825 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5828 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5830 int texturesurfaceindex;
5834 vec3_t ambientcolor;
5835 vec3_t diffusecolor;
5839 VectorCopy(rsurface.modellight_lightdir, lightdir);
5840 f = 0.5f * r_refdef.lightmapintensity;
5841 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5842 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5843 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5844 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5845 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5846 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5847 if (VectorLength2(diffusecolor) > 0)
5849 // generate color arrays for the surfaces in this list
5850 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5852 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5853 int numverts = surface->num_vertices;
5854 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5855 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5856 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5857 // q3-style directional shading
5858 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5860 if ((f = DotProduct(c2, lightdir)) > 0)
5861 VectorMA(ambientcolor, f, diffusecolor, c);
5863 VectorCopy(ambientcolor, c);
5872 rsurface.lightmapcolor4f = rsurface.array_color4f;
5873 rsurface.lightmapcolor4f_bufferobject = 0;
5874 rsurface.lightmapcolor4f_bufferoffset = 0;
5878 r = ambientcolor[0];
5879 g = ambientcolor[1];
5880 b = ambientcolor[2];
5881 rsurface.lightmapcolor4f = NULL;
5882 rsurface.lightmapcolor4f_bufferobject = 0;
5883 rsurface.lightmapcolor4f_bufferoffset = 0;
5885 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5886 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5887 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5888 GL_Color(r, g, b, a);
5889 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5892 void RSurf_SetupDepthAndCulling(void)
5894 // submodels are biased to avoid z-fighting with world surfaces that they
5895 // may be exactly overlapping (avoids z-fighting artifacts on certain
5896 // doors and things in Quake maps)
5897 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5898 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5899 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5900 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5903 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5905 // transparent sky would be ridiculous
5906 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5908 R_SetupGenericShader(false);
5911 skyrendernow = false;
5912 // we have to force off the water clipping plane while rendering sky
5916 // restore entity matrix
5917 R_Mesh_Matrix(&rsurface.matrix);
5919 RSurf_SetupDepthAndCulling();
5921 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5922 // skymasking on them, and Quake3 never did sky masking (unlike
5923 // software Quake and software Quake2), so disable the sky masking
5924 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5925 // and skymasking also looks very bad when noclipping outside the
5926 // level, so don't use it then either.
5927 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5929 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5930 R_Mesh_ColorPointer(NULL, 0, 0);
5931 R_Mesh_ResetTextureState();
5932 if (skyrendermasked)
5934 R_SetupDepthOrShadowShader();
5935 // depth-only (masking)
5936 GL_ColorMask(0,0,0,0);
5937 // just to make sure that braindead drivers don't draw
5938 // anything despite that colormask...
5939 GL_BlendFunc(GL_ZERO, GL_ONE);
5943 R_SetupGenericShader(false);
5945 GL_BlendFunc(GL_ONE, GL_ZERO);
5947 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5948 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5949 if (skyrendermasked)
5950 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5952 R_Mesh_ResetTextureState();
5953 GL_Color(1, 1, 1, 1);
5956 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5958 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5961 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5962 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5963 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5964 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5965 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5966 if (rsurface.texture->backgroundcurrentskinframe)
5968 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5969 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5970 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5971 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5973 if(rsurface.texture->colormapping)
5975 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5976 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5978 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5979 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5980 R_Mesh_ColorPointer(NULL, 0, 0);
5982 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5984 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5986 // render background
5987 GL_BlendFunc(GL_ONE, GL_ZERO);
5989 GL_AlphaTest(false);
5991 GL_Color(1, 1, 1, 1);
5992 R_Mesh_ColorPointer(NULL, 0, 0);
5994 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5995 if (r_glsl_permutation)
5997 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5998 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5999 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6000 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6001 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6002 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6003 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6005 GL_LockArrays(0, 0);
6007 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6008 GL_DepthMask(false);
6009 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6010 R_Mesh_ColorPointer(NULL, 0, 0);
6012 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6013 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6014 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6017 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6018 if (!r_glsl_permutation)
6021 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6022 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6023 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6024 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6025 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6026 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6028 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6030 GL_BlendFunc(GL_ONE, GL_ZERO);
6032 GL_AlphaTest(false);
6036 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6037 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6038 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6041 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6043 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6044 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6046 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6050 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6051 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6053 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6055 GL_LockArrays(0, 0);
6058 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6060 // OpenGL 1.3 path - anything not completely ancient
6061 int texturesurfaceindex;
6062 qboolean applycolor;
6066 const texturelayer_t *layer;
6067 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6069 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6072 int layertexrgbscale;
6073 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6075 if (layerindex == 0)
6079 GL_AlphaTest(false);
6080 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6083 GL_DepthMask(layer->depthmask && writedepth);
6084 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6085 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6087 layertexrgbscale = 4;
6088 VectorScale(layer->color, 0.25f, layercolor);
6090 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6092 layertexrgbscale = 2;
6093 VectorScale(layer->color, 0.5f, layercolor);
6097 layertexrgbscale = 1;
6098 VectorScale(layer->color, 1.0f, layercolor);
6100 layercolor[3] = layer->color[3];
6101 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6102 R_Mesh_ColorPointer(NULL, 0, 0);
6103 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6104 switch (layer->type)
6106 case TEXTURELAYERTYPE_LITTEXTURE:
6107 memset(&m, 0, sizeof(m));
6108 m.tex[0] = R_GetTexture(r_texture_white);
6109 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6110 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6111 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6112 m.tex[1] = R_GetTexture(layer->texture);
6113 m.texmatrix[1] = layer->texmatrix;
6114 m.texrgbscale[1] = layertexrgbscale;
6115 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6116 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6117 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6118 R_Mesh_TextureState(&m);
6119 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6120 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6121 else if (rsurface.uselightmaptexture)
6122 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6124 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6126 case TEXTURELAYERTYPE_TEXTURE:
6127 memset(&m, 0, sizeof(m));
6128 m.tex[0] = R_GetTexture(layer->texture);
6129 m.texmatrix[0] = layer->texmatrix;
6130 m.texrgbscale[0] = layertexrgbscale;
6131 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6132 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6133 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6134 R_Mesh_TextureState(&m);
6135 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6137 case TEXTURELAYERTYPE_FOG:
6138 memset(&m, 0, sizeof(m));
6139 m.texrgbscale[0] = layertexrgbscale;
6142 m.tex[0] = R_GetTexture(layer->texture);
6143 m.texmatrix[0] = layer->texmatrix;
6144 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6145 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6146 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6148 R_Mesh_TextureState(&m);
6149 // generate a color array for the fog pass
6150 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6151 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6155 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6156 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)
6158 f = 1 - FogPoint_Model(v);
6159 c[0] = layercolor[0];
6160 c[1] = layercolor[1];
6161 c[2] = layercolor[2];
6162 c[3] = f * layercolor[3];
6165 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6168 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6170 GL_LockArrays(0, 0);
6173 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6175 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6176 GL_AlphaTest(false);
6180 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6182 // OpenGL 1.1 - crusty old voodoo path
6183 int texturesurfaceindex;
6187 const texturelayer_t *layer;
6188 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6190 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6192 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6194 if (layerindex == 0)
6198 GL_AlphaTest(false);
6199 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6202 GL_DepthMask(layer->depthmask && writedepth);
6203 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6204 R_Mesh_ColorPointer(NULL, 0, 0);
6205 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6206 switch (layer->type)
6208 case TEXTURELAYERTYPE_LITTEXTURE:
6209 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6211 // two-pass lit texture with 2x rgbscale
6212 // first the lightmap pass
6213 memset(&m, 0, sizeof(m));
6214 m.tex[0] = R_GetTexture(r_texture_white);
6215 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6216 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6217 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6218 R_Mesh_TextureState(&m);
6219 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6220 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6221 else if (rsurface.uselightmaptexture)
6222 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6224 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6225 GL_LockArrays(0, 0);
6226 // then apply the texture to it
6227 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6228 memset(&m, 0, sizeof(m));
6229 m.tex[0] = R_GetTexture(layer->texture);
6230 m.texmatrix[0] = layer->texmatrix;
6231 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6232 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6233 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6234 R_Mesh_TextureState(&m);
6235 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);
6239 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6240 memset(&m, 0, sizeof(m));
6241 m.tex[0] = R_GetTexture(layer->texture);
6242 m.texmatrix[0] = layer->texmatrix;
6243 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6244 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6245 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6246 R_Mesh_TextureState(&m);
6247 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6248 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);
6250 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);
6253 case TEXTURELAYERTYPE_TEXTURE:
6254 // singletexture unlit texture with transparency support
6255 memset(&m, 0, sizeof(m));
6256 m.tex[0] = R_GetTexture(layer->texture);
6257 m.texmatrix[0] = layer->texmatrix;
6258 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6259 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6260 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6261 R_Mesh_TextureState(&m);
6262 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);
6264 case TEXTURELAYERTYPE_FOG:
6265 // singletexture fogging
6266 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6269 memset(&m, 0, sizeof(m));
6270 m.tex[0] = R_GetTexture(layer->texture);
6271 m.texmatrix[0] = layer->texmatrix;
6272 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6273 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6274 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6275 R_Mesh_TextureState(&m);
6278 R_Mesh_ResetTextureState();
6279 // generate a color array for the fog pass
6280 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6284 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6285 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)
6287 f = 1 - FogPoint_Model(v);
6288 c[0] = layer->color[0];
6289 c[1] = layer->color[1];
6290 c[2] = layer->color[2];
6291 c[3] = f * layer->color[3];
6294 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6297 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6299 GL_LockArrays(0, 0);
6302 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6304 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6305 GL_AlphaTest(false);
6309 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6312 RSurf_SetupDepthAndCulling();
6313 if (r_glsl.integer && gl_support_fragment_shader)
6314 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6315 else if (gl_combine.integer && r_textureunits.integer >= 2)
6316 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6318 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6322 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6325 int texturenumsurfaces, endsurface;
6327 msurface_t *surface;
6328 msurface_t *texturesurfacelist[1024];
6330 // if the model is static it doesn't matter what value we give for
6331 // wantnormals and wanttangents, so this logic uses only rules applicable
6332 // to a model, knowing that they are meaningless otherwise
6333 if (ent == r_refdef.scene.worldentity)
6334 RSurf_ActiveWorldEntity();
6335 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6336 RSurf_ActiveModelEntity(ent, false, false);
6338 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6340 for (i = 0;i < numsurfaces;i = j)
6343 surface = rsurface.modelsurfaces + surfacelist[i];
6344 texture = surface->texture;
6345 R_UpdateTextureInfo(ent, texture);
6346 rsurface.texture = texture->currentframe;
6347 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6348 // scan ahead until we find a different texture
6349 endsurface = min(i + 1024, numsurfaces);
6350 texturenumsurfaces = 0;
6351 texturesurfacelist[texturenumsurfaces++] = surface;
6352 for (;j < endsurface;j++)
6354 surface = rsurface.modelsurfaces + surfacelist[j];
6355 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6357 texturesurfacelist[texturenumsurfaces++] = surface;
6359 // render the range of surfaces
6360 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6362 GL_AlphaTest(false);
6365 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6370 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6372 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6374 RSurf_SetupDepthAndCulling();
6375 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6376 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6378 else if (r_showsurfaces.integer)
6380 RSurf_SetupDepthAndCulling();
6382 GL_BlendFunc(GL_ONE, GL_ZERO);
6384 GL_AlphaTest(false);
6385 R_Mesh_ColorPointer(NULL, 0, 0);
6386 R_Mesh_ResetTextureState();
6387 R_SetupGenericShader(false);
6388 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6389 if (!r_refdef.view.showdebug)
6391 GL_Color(0, 0, 0, 1);
6392 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6395 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6397 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6398 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6399 else if (!rsurface.texture->currentnumlayers)
6401 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6403 // transparent surfaces get pushed off into the transparent queue
6404 int surfacelistindex;
6405 const msurface_t *surface;
6406 vec3_t tempcenter, center;
6407 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6409 surface = texturesurfacelist[surfacelistindex];
6410 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6411 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6412 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6413 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6414 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6419 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6420 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6425 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6429 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6432 for (i = 0;i < numsurfaces;i++)
6433 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6434 R_Water_AddWaterPlane(surfacelist[i]);
6437 // break the surface list down into batches by texture and use of lightmapping
6438 for (i = 0;i < numsurfaces;i = j)
6441 // texture is the base texture pointer, rsurface.texture is the
6442 // current frame/skin the texture is directing us to use (for example
6443 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6444 // use skin 1 instead)
6445 texture = surfacelist[i]->texture;
6446 rsurface.texture = texture->currentframe;
6447 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6448 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6450 // if this texture is not the kind we want, skip ahead to the next one
6451 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6455 // simply scan ahead until we find a different texture or lightmap state
6456 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6458 // render the range of surfaces
6459 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6463 float locboxvertex3f[6*4*3] =
6465 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6466 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6467 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6468 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6469 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6470 1,0,0, 0,0,0, 0,1,0, 1,1,0
6473 unsigned short locboxelements[6*2*3] =
6483 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6486 cl_locnode_t *loc = (cl_locnode_t *)ent;
6488 float vertex3f[6*4*3];
6490 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6491 GL_DepthMask(false);
6492 GL_DepthRange(0, 1);
6493 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6495 GL_CullFace(GL_NONE);
6496 R_Mesh_Matrix(&identitymatrix);
6498 R_Mesh_VertexPointer(vertex3f, 0, 0);
6499 R_Mesh_ColorPointer(NULL, 0, 0);
6500 R_Mesh_ResetTextureState();
6501 R_SetupGenericShader(false);
6504 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6505 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6506 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6507 surfacelist[0] < 0 ? 0.5f : 0.125f);
6509 if (VectorCompare(loc->mins, loc->maxs))
6511 VectorSet(size, 2, 2, 2);
6512 VectorMA(loc->mins, -0.5f, size, mins);
6516 VectorCopy(loc->mins, mins);
6517 VectorSubtract(loc->maxs, loc->mins, size);
6520 for (i = 0;i < 6*4*3;)
6521 for (j = 0;j < 3;j++, i++)
6522 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6524 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6527 void R_DrawLocs(void)
6530 cl_locnode_t *loc, *nearestloc;
6532 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6533 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6535 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6536 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6540 void R_DrawDebugModel(entity_render_t *ent)
6542 int i, j, k, l, flagsmask;
6543 const int *elements;
6545 msurface_t *surface;
6546 dp_model_t *model = ent->model;
6549 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6551 R_Mesh_ColorPointer(NULL, 0, 0);
6552 R_Mesh_ResetTextureState();
6553 R_SetupGenericShader(false);
6554 GL_DepthRange(0, 1);
6555 GL_DepthTest(!r_showdisabledepthtest.integer);
6556 GL_DepthMask(false);
6557 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6559 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6561 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6562 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6564 if (brush->colbrushf && brush->colbrushf->numtriangles)
6566 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6567 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6568 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6571 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6573 if (surface->num_collisiontriangles)
6575 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6576 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6577 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6582 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6584 if (r_showtris.integer || r_shownormals.integer)
6586 if (r_showdisabledepthtest.integer)
6588 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6589 GL_DepthMask(false);
6593 GL_BlendFunc(GL_ONE, GL_ZERO);
6596 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6598 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6600 rsurface.texture = surface->texture->currentframe;
6601 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6603 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6604 if (r_showtris.value > 0)
6606 if (!rsurface.texture->currentlayers->depthmask)
6607 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6608 else if (ent == r_refdef.scene.worldentity)
6609 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6611 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6612 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6615 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6617 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6618 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6619 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6620 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6625 if (r_shownormals.value > 0)
6628 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6630 VectorCopy(rsurface.vertex3f + l * 3, v);
6631 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6632 qglVertex3f(v[0], v[1], v[2]);
6633 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6634 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6635 qglVertex3f(v[0], v[1], v[2]);
6640 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6642 VectorCopy(rsurface.vertex3f + l * 3, v);
6643 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6644 qglVertex3f(v[0], v[1], v[2]);
6645 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6646 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6647 qglVertex3f(v[0], v[1], v[2]);
6652 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6654 VectorCopy(rsurface.vertex3f + l * 3, v);
6655 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6656 qglVertex3f(v[0], v[1], v[2]);
6657 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6658 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6659 qglVertex3f(v[0], v[1], v[2]);
6666 rsurface.texture = NULL;
6670 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6671 int r_maxsurfacelist = 0;
6672 msurface_t **r_surfacelist = NULL;
6673 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6675 int i, j, endj, f, flagsmask;
6677 dp_model_t *model = r_refdef.scene.worldmodel;
6678 msurface_t *surfaces;
6679 unsigned char *update;
6680 int numsurfacelist = 0;
6684 if (r_maxsurfacelist < model->num_surfaces)
6686 r_maxsurfacelist = model->num_surfaces;
6688 Mem_Free(r_surfacelist);
6689 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6692 RSurf_ActiveWorldEntity();
6694 surfaces = model->data_surfaces;
6695 update = model->brushq1.lightmapupdateflags;
6697 // update light styles on this submodel
6698 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6700 model_brush_lightstyleinfo_t *style;
6701 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6703 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6705 int *list = style->surfacelist;
6706 style->value = r_refdef.scene.lightstylevalue[style->style];
6707 for (j = 0;j < style->numsurfaces;j++)
6708 update[list[j]] = true;
6713 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6714 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6718 R_DrawDebugModel(r_refdef.scene.worldentity);
6724 rsurface.uselightmaptexture = false;
6725 rsurface.texture = NULL;
6726 rsurface.rtlight = NULL;
6728 // add visible surfaces to draw list
6729 j = model->firstmodelsurface;
6730 endj = j + model->nummodelsurfaces;
6735 if (r_refdef.viewcache.world_surfacevisible[j])
6737 r_surfacelist[numsurfacelist++] = surfaces + j;
6738 // update lightmap if needed
6740 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
6746 if (r_refdef.viewcache.world_surfacevisible[j])
6747 r_surfacelist[numsurfacelist++] = surfaces + j;
6748 // don't do anything if there were no surfaces
6749 if (!numsurfacelist)
6751 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6752 GL_AlphaTest(false);
6754 // add to stats if desired
6755 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
6757 r_refdef.stats.world_surfaces += numsurfacelist;
6758 for (j = 0;j < numsurfacelist;j++)
6759 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
6763 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6765 int i, j, endj, f, flagsmask;
6767 dp_model_t *model = ent->model;
6768 msurface_t *surfaces;
6769 unsigned char *update;
6770 int numsurfacelist = 0;
6774 if (r_maxsurfacelist < model->num_surfaces)
6776 r_maxsurfacelist = model->num_surfaces;
6778 Mem_Free(r_surfacelist);
6779 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6782 // if the model is static it doesn't matter what value we give for
6783 // wantnormals and wanttangents, so this logic uses only rules applicable
6784 // to a model, knowing that they are meaningless otherwise
6785 if (ent == r_refdef.scene.worldentity)
6786 RSurf_ActiveWorldEntity();
6787 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6788 RSurf_ActiveModelEntity(ent, false, false);
6790 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6792 surfaces = model->data_surfaces;
6793 update = model->brushq1.lightmapupdateflags;
6795 // update light styles
6796 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6798 model_brush_lightstyleinfo_t *style;
6799 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6801 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6803 int *list = style->surfacelist;
6804 style->value = r_refdef.scene.lightstylevalue[style->style];
6805 for (j = 0;j < style->numsurfaces;j++)
6806 update[list[j]] = true;
6811 R_UpdateAllTextureInfo(ent);
6812 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6816 R_DrawDebugModel(ent);
6822 rsurface.uselightmaptexture = false;
6823 rsurface.texture = NULL;
6824 rsurface.rtlight = NULL;
6826 // add visible surfaces to draw list
6827 j = model->firstmodelsurface;
6828 endj = j + model->nummodelsurfaces;
6830 r_surfacelist[numsurfacelist++] = surfaces + j;
6831 // don't do anything if there were no surfaces
6832 if (!numsurfacelist)
6834 // update lightmaps if needed
6836 for (j = model->firstmodelsurface;j < endj;j++)
6838 R_BuildLightMap(ent, surfaces + j);
6839 R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6840 GL_AlphaTest(false);
6842 // add to stats if desired
6843 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
6845 r_refdef.stats.entities++;
6846 r_refdef.stats.entities_surfaces += numsurfacelist;
6847 for (j = 0;j < numsurfacelist;j++)
6848 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;