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); when set to 2, always cast the shadows DOWN, otherwise use the model lighting"};
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 (and undoing the existing angle attenuation on the lightmap by the division)\n"
953 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
954 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
955 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
956 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
957 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
958 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
959 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
960 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
961 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
962 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
963 "# ifdef USESPECULAR\n"
964 "# ifdef USEEXACTSPECULARMATH\n"
965 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
967 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
968 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
972 " // apply lightmap color\n"
973 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
974 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
979 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
980 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
982 " // get the light normal\n"
983 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
984 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
985 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
986 "# ifdef USESPECULAR\n"
987 "# ifdef USEEXACTSPECULARMATH\n"
988 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
990 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
991 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
995 " // apply lightmap color\n"
996 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
997 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1002 "#ifdef MODE_LIGHTMAP\n"
1003 " // apply lightmap color\n"
1004 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1005 "#endif // MODE_LIGHTMAP\n"
1010 "#ifdef MODE_VERTEXCOLOR\n"
1011 " // apply lightmap color\n"
1012 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1013 "#endif // MODE_VERTEXCOLOR\n"
1018 "#ifdef MODE_FLATCOLOR\n"
1019 "#endif // MODE_FLATCOLOR\n"
1027 " color *= TintColor;\n"
1030 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1033 "#ifdef USECONTRASTBOOST\n"
1034 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1037 " color.rgb *= SceneBrightness;\n"
1039 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1041 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1044 " // 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"
1045 "#ifdef USEREFLECTION\n"
1046 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1047 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1048 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1049 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1052 " gl_FragColor = vec4(color);\n"
1054 "#endif // !MODE_REFRACTION\n"
1055 "#endif // !MODE_WATER\n"
1057 "#endif // FRAGMENT_SHADER\n"
1059 "#endif // !MODE_GENERIC\n"
1060 "#endif // !MODE_POSTPROCESS\n"
1061 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1064 typedef struct shaderpermutationinfo_s
1066 const char *pretext;
1069 shaderpermutationinfo_t;
1071 typedef struct shadermodeinfo_s
1073 const char *vertexfilename;
1074 const char *geometryfilename;
1075 const char *fragmentfilename;
1076 const char *pretext;
1081 typedef enum shaderpermutation_e
1083 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1084 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1085 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1086 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1087 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1088 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1089 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1090 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1091 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1092 SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1093 SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1094 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1095 SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1096 SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1097 SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
1098 SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
1100 shaderpermutation_t;
1102 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1103 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1105 {"#define USEDIFFUSE\n", " diffuse"},
1106 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1107 {"#define USECOLORMAPPING\n", " colormapping"},
1108 {"#define USECONTRASTBOOST\n", " contrastboost"},
1109 {"#define USEFOG\n", " fog"},
1110 {"#define USECUBEFILTER\n", " cubefilter"},
1111 {"#define USEGLOW\n", " glow"},
1112 {"#define USESPECULAR\n", " specular"},
1113 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1114 {"#define USEREFLECTION\n", " reflection"},
1115 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1116 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1117 {"#define USEGAMMARAMPS\n", " gammaramps"},
1118 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1121 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1122 typedef enum shadermode_e
1124 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1125 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1126 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1127 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1128 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1129 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1130 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1131 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1132 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1133 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1134 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1135 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1140 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1141 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1143 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1144 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1145 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1146 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1147 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1148 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1149 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1150 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1151 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1152 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1153 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1154 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1157 typedef struct r_glsl_permutation_s
1159 // indicates if we have tried compiling this permutation already
1161 // 0 if compilation failed
1163 // locations of detected uniforms in program object, or -1 if not found
1164 int loc_Texture_First;
1165 int loc_Texture_Second;
1166 int loc_Texture_GammaRamps;
1167 int loc_Texture_Normal;
1168 int loc_Texture_Color;
1169 int loc_Texture_Gloss;
1170 int loc_Texture_Glow;
1171 int loc_Texture_SecondaryNormal;
1172 int loc_Texture_SecondaryColor;
1173 int loc_Texture_SecondaryGloss;
1174 int loc_Texture_SecondaryGlow;
1175 int loc_Texture_Pants;
1176 int loc_Texture_Shirt;
1177 int loc_Texture_FogMask;
1178 int loc_Texture_Lightmap;
1179 int loc_Texture_Deluxemap;
1180 int loc_Texture_Attenuation;
1181 int loc_Texture_Cube;
1182 int loc_Texture_Refraction;
1183 int loc_Texture_Reflection;
1185 int loc_LightPosition;
1186 int loc_EyePosition;
1187 int loc_Color_Pants;
1188 int loc_Color_Shirt;
1189 int loc_FogRangeRecip;
1190 int loc_AmbientScale;
1191 int loc_DiffuseScale;
1192 int loc_SpecularScale;
1193 int loc_SpecularPower;
1195 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1196 int loc_OffsetMapping_Scale;
1198 int loc_AmbientColor;
1199 int loc_DiffuseColor;
1200 int loc_SpecularColor;
1202 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1203 int loc_GammaCoeff; // 1 / gamma
1204 int loc_DistortScaleRefractReflect;
1205 int loc_ScreenScaleRefractReflect;
1206 int loc_ScreenCenterRefractReflect;
1207 int loc_RefractColor;
1208 int loc_ReflectColor;
1209 int loc_ReflectFactor;
1210 int loc_ReflectOffset;
1218 r_glsl_permutation_t;
1220 // information about each possible shader permutation
1221 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1222 // currently selected permutation
1223 r_glsl_permutation_t *r_glsl_permutation;
1225 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1228 if (!filename || !filename[0])
1230 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1233 if (printfromdisknotice)
1234 Con_DPrint("from disk... ");
1235 return shaderstring;
1237 else if (!strcmp(filename, "glsl/default.glsl"))
1239 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1240 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1242 return shaderstring;
1245 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1248 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1249 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1250 int vertstrings_count = 0;
1251 int geomstrings_count = 0;
1252 int fragstrings_count = 0;
1253 char *vertexstring, *geometrystring, *fragmentstring;
1254 const char *vertstrings_list[32+3];
1255 const char *geomstrings_list[32+3];
1256 const char *fragstrings_list[32+3];
1257 char permutationname[256];
1264 permutationname[0] = 0;
1265 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1266 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1267 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1269 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1271 // the first pretext is which type of shader to compile as
1272 // (later these will all be bound together as a program object)
1273 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1274 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1275 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1277 // the second pretext is the mode (for example a light source)
1278 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1279 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1280 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1281 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1283 // now add all the permutation pretexts
1284 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1286 if (permutation & (1<<i))
1288 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1289 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1290 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1291 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1295 // keep line numbers correct
1296 vertstrings_list[vertstrings_count++] = "\n";
1297 geomstrings_list[geomstrings_count++] = "\n";
1298 fragstrings_list[fragstrings_count++] = "\n";
1302 // now append the shader text itself
1303 vertstrings_list[vertstrings_count++] = vertexstring;
1304 geomstrings_list[geomstrings_count++] = geometrystring;
1305 fragstrings_list[fragstrings_count++] = fragmentstring;
1307 // if any sources were NULL, clear the respective list
1309 vertstrings_count = 0;
1310 if (!geometrystring)
1311 geomstrings_count = 0;
1312 if (!fragmentstring)
1313 fragstrings_count = 0;
1315 // compile the shader program
1316 if (vertstrings_count + geomstrings_count + fragstrings_count)
1317 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1321 qglUseProgramObjectARB(p->program);CHECKGLERROR
1322 // look up all the uniform variable names we care about, so we don't
1323 // have to look them up every time we set them
1324 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1325 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1326 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1327 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1328 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1329 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1330 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1331 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1332 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1333 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1334 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1335 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1336 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1337 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1338 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1339 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1340 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1341 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1342 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1343 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1344 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1345 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1346 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1347 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1348 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1349 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1350 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1351 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1352 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1353 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1354 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1355 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1356 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1357 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1358 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1359 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1360 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1361 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1362 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1363 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1364 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1365 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1366 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1367 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1368 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1369 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1370 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1371 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1372 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1373 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1374 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1375 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1376 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1377 // initialize the samplers to refer to the texture units we use
1378 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1379 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1380 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1381 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1382 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1383 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1384 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1385 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1386 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1387 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1388 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1389 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1390 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1391 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1392 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1393 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1394 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1395 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1396 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1397 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1399 if (developer.integer)
1400 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1403 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1407 Mem_Free(vertexstring);
1409 Mem_Free(geometrystring);
1411 Mem_Free(fragmentstring);
1414 void R_GLSL_Restart_f(void)
1417 shaderpermutation_t permutation;
1418 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1419 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1420 if (r_glsl_permutations[mode][permutation].program)
1421 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1422 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1425 void R_GLSL_DumpShader_f(void)
1429 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1432 Con_Printf("failed to write to glsl/default.glsl\n");
1436 FS_Print(file, "// The engine may define the following macros:\n");
1437 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1438 for (i = 0;i < SHADERMODE_COUNT;i++)
1439 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1440 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1441 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1442 FS_Print(file, "\n");
1443 FS_Print(file, builtinshaderstring);
1446 Con_Printf("glsl/default.glsl written\n");
1449 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1451 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1452 if (r_glsl_permutation != perm)
1454 r_glsl_permutation = perm;
1455 if (!r_glsl_permutation->program)
1457 if (!r_glsl_permutation->compiled)
1458 R_GLSL_CompilePermutation(mode, permutation);
1459 if (!r_glsl_permutation->program)
1461 // remove features until we find a valid permutation
1463 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1465 // reduce i more quickly whenever it would not remove any bits
1466 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1467 if (!(permutation & j))
1470 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1471 if (!r_glsl_permutation->compiled)
1472 R_GLSL_CompilePermutation(mode, permutation);
1473 if (r_glsl_permutation->program)
1476 if (i >= SHADERPERMUTATION_COUNT)
1478 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");
1479 Cvar_SetValueQuick(&r_glsl, 0);
1480 R_GLSL_Restart_f(); // unload shaders
1481 return; // no bit left to clear
1486 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1490 void R_SetupGenericShader(qboolean usetexture)
1492 if (gl_support_fragment_shader)
1494 if (r_glsl.integer && r_glsl_usegeneric.integer)
1495 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1496 else if (r_glsl_permutation)
1498 r_glsl_permutation = NULL;
1499 qglUseProgramObjectARB(0);CHECKGLERROR
1504 void R_SetupGenericTwoTextureShader(int texturemode)
1506 if (gl_support_fragment_shader)
1508 if (r_glsl.integer && r_glsl_usegeneric.integer)
1509 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))));
1510 else if (r_glsl_permutation)
1512 r_glsl_permutation = NULL;
1513 qglUseProgramObjectARB(0);CHECKGLERROR
1516 if (!r_glsl_permutation)
1518 if (texturemode == GL_DECAL && gl_combine.integer)
1519 texturemode = GL_INTERPOLATE_ARB;
1520 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1524 void R_SetupDepthOrShadowShader(void)
1526 if (gl_support_fragment_shader)
1528 if (r_glsl.integer && r_glsl_usegeneric.integer)
1529 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1530 else if (r_glsl_permutation)
1532 r_glsl_permutation = NULL;
1533 qglUseProgramObjectARB(0);CHECKGLERROR
1538 extern rtexture_t *r_shadow_attenuationgradienttexture;
1539 extern rtexture_t *r_shadow_attenuation2dtexture;
1540 extern rtexture_t *r_shadow_attenuation3dtexture;
1541 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1543 // select a permutation of the lighting shader appropriate to this
1544 // combination of texture, entity, light source, and fogging, only use the
1545 // minimum features necessary to avoid wasting rendering time in the
1546 // fragment shader on features that are not being used
1547 unsigned int permutation = 0;
1548 shadermode_t mode = 0;
1549 // TODO: implement geometry-shader based shadow volumes someday
1550 if (r_glsl_offsetmapping.integer)
1552 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1553 if (r_glsl_offsetmapping_reliefmapping.integer)
1554 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1556 if (rsurfacepass == RSURFPASS_BACKGROUND)
1558 // distorted background
1559 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1560 mode = SHADERMODE_WATER;
1562 mode = SHADERMODE_REFRACTION;
1564 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1567 mode = SHADERMODE_LIGHTSOURCE;
1568 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1569 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1570 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1571 permutation |= SHADERPERMUTATION_CUBEFILTER;
1572 if (diffusescale > 0)
1573 permutation |= SHADERPERMUTATION_DIFFUSE;
1574 if (specularscale > 0)
1575 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1576 if (r_refdef.fogenabled)
1577 permutation |= SHADERPERMUTATION_FOG;
1578 if (rsurface.texture->colormapping)
1579 permutation |= SHADERPERMUTATION_COLORMAPPING;
1580 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1581 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1583 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1585 // unshaded geometry (fullbright or ambient model lighting)
1586 mode = SHADERMODE_FLATCOLOR;
1587 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1588 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1589 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1590 permutation |= SHADERPERMUTATION_GLOW;
1591 if (r_refdef.fogenabled)
1592 permutation |= SHADERPERMUTATION_FOG;
1593 if (rsurface.texture->colormapping)
1594 permutation |= SHADERPERMUTATION_COLORMAPPING;
1595 if (r_glsl_offsetmapping.integer)
1597 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1598 if (r_glsl_offsetmapping_reliefmapping.integer)
1599 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1601 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1602 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1603 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1604 permutation |= SHADERPERMUTATION_REFLECTION;
1606 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1608 // directional model lighting
1609 mode = SHADERMODE_LIGHTDIRECTION;
1610 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1611 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1612 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1613 permutation |= SHADERPERMUTATION_GLOW;
1614 permutation |= SHADERPERMUTATION_DIFFUSE;
1615 if (specularscale > 0)
1616 permutation |= SHADERPERMUTATION_SPECULAR;
1617 if (r_refdef.fogenabled)
1618 permutation |= SHADERPERMUTATION_FOG;
1619 if (rsurface.texture->colormapping)
1620 permutation |= SHADERPERMUTATION_COLORMAPPING;
1621 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1622 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1623 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1624 permutation |= SHADERPERMUTATION_REFLECTION;
1626 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1628 // ambient model lighting
1629 mode = SHADERMODE_LIGHTDIRECTION;
1630 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1631 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1632 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1633 permutation |= SHADERPERMUTATION_GLOW;
1634 if (r_refdef.fogenabled)
1635 permutation |= SHADERPERMUTATION_FOG;
1636 if (rsurface.texture->colormapping)
1637 permutation |= SHADERPERMUTATION_COLORMAPPING;
1638 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1639 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1640 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1641 permutation |= SHADERPERMUTATION_REFLECTION;
1646 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1648 // deluxemapping (light direction texture)
1649 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1650 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1652 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1653 permutation |= SHADERPERMUTATION_DIFFUSE;
1654 if (specularscale > 0)
1655 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1657 else if (r_glsl_deluxemapping.integer >= 2)
1659 // fake deluxemapping (uniform light direction in tangentspace)
1660 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1661 permutation |= SHADERPERMUTATION_DIFFUSE;
1662 if (specularscale > 0)
1663 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1665 else if (rsurface.uselightmaptexture)
1667 // ordinary lightmapping (q1bsp, q3bsp)
1668 mode = SHADERMODE_LIGHTMAP;
1672 // ordinary vertex coloring (q3bsp)
1673 mode = SHADERMODE_VERTEXCOLOR;
1675 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1676 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1677 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1678 permutation |= SHADERPERMUTATION_GLOW;
1679 if (r_refdef.fogenabled)
1680 permutation |= SHADERPERMUTATION_FOG;
1681 if (rsurface.texture->colormapping)
1682 permutation |= SHADERPERMUTATION_COLORMAPPING;
1683 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1684 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1685 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1686 permutation |= SHADERPERMUTATION_REFLECTION;
1688 if(permutation & SHADERPERMUTATION_SPECULAR)
1689 if(r_shadow_glossexact.integer)
1690 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1691 R_SetupShader_SetPermutation(mode, permutation);
1692 if (mode == SHADERMODE_LIGHTSOURCE)
1694 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1695 if (permutation & SHADERPERMUTATION_DIFFUSE)
1697 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1698 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1699 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1700 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1704 // ambient only is simpler
1705 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]);
1706 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1707 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1708 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1710 // additive passes are only darkened by fog, not tinted
1711 if (r_glsl_permutation->loc_FogColor >= 0)
1712 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1716 if (mode == SHADERMODE_LIGHTDIRECTION)
1718 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);
1719 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);
1720 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);
1721 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]);
1725 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1726 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1727 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1729 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]);
1730 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1731 // additive passes are only darkened by fog, not tinted
1732 if (r_glsl_permutation->loc_FogColor >= 0)
1734 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1735 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1737 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1739 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);
1740 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]);
1741 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]);
1742 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1743 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1744 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1745 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1747 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1749 // The formula used is actually:
1750 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1751 // color.rgb *= SceneBrightness;
1753 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1754 // and do [[calculations]] here in the engine
1755 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1756 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1759 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1760 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1761 if (r_glsl_permutation->loc_Color_Pants >= 0)
1763 if (rsurface.texture->currentskinframe->pants)
1764 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1766 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1768 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1770 if (rsurface.texture->currentskinframe->shirt)
1771 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1773 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1775 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1776 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1778 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1782 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1784 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1788 #define SKINFRAME_HASH 1024
1792 int loadsequence; // incremented each level change
1793 memexpandablearray_t array;
1794 skinframe_t *hash[SKINFRAME_HASH];
1798 void R_SkinFrame_PrepareForPurge(void)
1800 r_skinframe.loadsequence++;
1801 // wrap it without hitting zero
1802 if (r_skinframe.loadsequence >= 200)
1803 r_skinframe.loadsequence = 1;
1806 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1810 // mark the skinframe as used for the purging code
1811 skinframe->loadsequence = r_skinframe.loadsequence;
1814 void R_SkinFrame_Purge(void)
1818 for (i = 0;i < SKINFRAME_HASH;i++)
1820 for (s = r_skinframe.hash[i];s;s = s->next)
1822 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1824 if (s->merged == s->base)
1826 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1827 R_PurgeTexture(s->stain );s->stain = NULL;
1828 R_PurgeTexture(s->merged);s->merged = NULL;
1829 R_PurgeTexture(s->base );s->base = NULL;
1830 R_PurgeTexture(s->pants );s->pants = NULL;
1831 R_PurgeTexture(s->shirt );s->shirt = NULL;
1832 R_PurgeTexture(s->nmap );s->nmap = NULL;
1833 R_PurgeTexture(s->gloss );s->gloss = NULL;
1834 R_PurgeTexture(s->glow );s->glow = NULL;
1835 R_PurgeTexture(s->fog );s->fog = NULL;
1836 s->loadsequence = 0;
1842 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1844 char basename[MAX_QPATH];
1846 Image_StripImageExtension(name, basename, sizeof(basename));
1848 if( last == NULL ) {
1850 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1851 item = r_skinframe.hash[hashindex];
1856 // linearly search through the hash bucket
1857 for( ; item ; item = item->next ) {
1858 if( !strcmp( item->basename, basename ) ) {
1865 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1869 char basename[MAX_QPATH];
1871 Image_StripImageExtension(name, basename, sizeof(basename));
1873 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1874 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1875 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1879 rtexture_t *dyntexture;
1880 // check whether its a dynamic texture
1881 dyntexture = CL_GetDynTexture( basename );
1882 if (!add && !dyntexture)
1884 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1885 memset(item, 0, sizeof(*item));
1886 strlcpy(item->basename, basename, sizeof(item->basename));
1887 item->base = dyntexture; // either NULL or dyntexture handle
1888 item->textureflags = textureflags;
1889 item->comparewidth = comparewidth;
1890 item->compareheight = compareheight;
1891 item->comparecrc = comparecrc;
1892 item->next = r_skinframe.hash[hashindex];
1893 r_skinframe.hash[hashindex] = item;
1895 else if( item->base == NULL )
1897 rtexture_t *dyntexture;
1898 // check whether its a dynamic texture
1899 // 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]
1900 dyntexture = CL_GetDynTexture( basename );
1901 item->base = dyntexture; // either NULL or dyntexture handle
1904 R_SkinFrame_MarkUsed(item);
1908 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1910 unsigned long avgcolor[5], wsum; \
1918 for(pix = 0; pix < cnt; ++pix) \
1921 for(comp = 0; comp < 4; ++comp) \
1923 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1926 for(comp = 0; comp < 4; ++comp) \
1927 avgcolor[comp] += (w = getpixel); \
1931 if(avgcolor[3] == 0) /* just fully transparent pixels seen? bad luck... */ \
1932 avgcolor[3] = 255 * wsum; \
1933 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1935 skinframe->avgcolor[0] = avgcolor[2] / (1.0 * avgcolor[3]); \
1936 skinframe->avgcolor[1] = avgcolor[1] / (1.0 * avgcolor[3]); \
1937 skinframe->avgcolor[2] = avgcolor[0] / (1.0 * avgcolor[3]); \
1938 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1941 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1943 // FIXME: it should be possible to disable loading various layers using
1944 // cvars, to prevent wasted loading time and memory usage if the user does
1946 qboolean loadnormalmap = true;
1947 qboolean loadgloss = true;
1948 qboolean loadpantsandshirt = true;
1949 qboolean loadglow = true;
1951 unsigned char *pixels;
1952 unsigned char *bumppixels;
1953 unsigned char *basepixels = NULL;
1954 int basepixels_width;
1955 int basepixels_height;
1956 skinframe_t *skinframe;
1960 if (cls.state == ca_dedicated)
1963 // return an existing skinframe if already loaded
1964 // if loading of the first image fails, don't make a new skinframe as it
1965 // would cause all future lookups of this to be missing
1966 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1967 if (skinframe && skinframe->base)
1970 basepixels = loadimagepixelsbgra(name, complain, true);
1971 if (basepixels == NULL)
1974 if (developer_loading.integer)
1975 Con_Printf("loading skin \"%s\"\n", name);
1977 // we've got some pixels to store, so really allocate this new texture now
1979 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1980 skinframe->stain = NULL;
1981 skinframe->merged = NULL;
1982 skinframe->base = r_texture_notexture;
1983 skinframe->pants = NULL;
1984 skinframe->shirt = NULL;
1985 skinframe->nmap = r_texture_blanknormalmap;
1986 skinframe->gloss = NULL;
1987 skinframe->glow = NULL;
1988 skinframe->fog = NULL;
1990 basepixels_width = image_width;
1991 basepixels_height = image_height;
1992 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);
1994 if (textureflags & TEXF_ALPHA)
1996 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1997 if (basepixels[j] < 255)
1999 if (j < basepixels_width * basepixels_height * 4)
2001 // has transparent pixels
2003 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2004 for (j = 0;j < image_width * image_height * 4;j += 4)
2009 pixels[j+3] = basepixels[j+3];
2011 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);
2016 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2018 // _norm is the name used by tenebrae and has been adopted as standard
2021 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2023 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);
2027 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2029 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2030 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2031 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);
2033 Mem_Free(bumppixels);
2035 else if (r_shadow_bumpscale_basetexture.value > 0)
2037 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2038 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2039 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);
2043 // _luma is supported for tenebrae compatibility
2044 // (I think it's a very stupid name, but oh well)
2045 // _glow is the preferred name
2046 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;}
2047 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;}
2048 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;}
2049 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;}
2052 Mem_Free(basepixels);
2057 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2060 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2063 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)
2068 for (i = 0;i < width*height;i++)
2069 if (((unsigned char *)&palette[in[i]])[3] > 0)
2071 if (i == width*height)
2074 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2077 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2078 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2081 unsigned char *temp1, *temp2;
2082 skinframe_t *skinframe;
2084 if (cls.state == ca_dedicated)
2087 // if already loaded just return it, otherwise make a new skinframe
2088 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2089 if (skinframe && skinframe->base)
2092 skinframe->stain = NULL;
2093 skinframe->merged = NULL;
2094 skinframe->base = r_texture_notexture;
2095 skinframe->pants = NULL;
2096 skinframe->shirt = NULL;
2097 skinframe->nmap = r_texture_blanknormalmap;
2098 skinframe->gloss = NULL;
2099 skinframe->glow = NULL;
2100 skinframe->fog = NULL;
2102 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2106 if (developer_loading.integer)
2107 Con_Printf("loading 32bit skin \"%s\"\n", name);
2109 if (r_shadow_bumpscale_basetexture.value > 0)
2111 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2112 temp2 = temp1 + width * height * 4;
2113 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2114 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2117 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2118 if (textureflags & TEXF_ALPHA)
2120 for (i = 3;i < width * height * 4;i += 4)
2121 if (skindata[i] < 255)
2123 if (i < width * height * 4)
2125 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2126 memcpy(fogpixels, skindata, width * height * 4);
2127 for (i = 0;i < width * height * 4;i += 4)
2128 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2129 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2130 Mem_Free(fogpixels);
2134 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2139 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2142 unsigned char *temp1, *temp2;
2143 skinframe_t *skinframe;
2145 if (cls.state == ca_dedicated)
2148 // if already loaded just return it, otherwise make a new skinframe
2149 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2150 if (skinframe && skinframe->base)
2153 skinframe->stain = NULL;
2154 skinframe->merged = NULL;
2155 skinframe->base = r_texture_notexture;
2156 skinframe->pants = NULL;
2157 skinframe->shirt = NULL;
2158 skinframe->nmap = r_texture_blanknormalmap;
2159 skinframe->gloss = NULL;
2160 skinframe->glow = NULL;
2161 skinframe->fog = NULL;
2163 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2167 if (developer_loading.integer)
2168 Con_Printf("loading quake skin \"%s\"\n", name);
2170 if (r_shadow_bumpscale_basetexture.value > 0)
2172 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2173 temp2 = temp1 + width * height * 4;
2174 // use either a custom palette or the quake palette
2175 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2176 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2177 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2180 // use either a custom palette, or the quake palette
2181 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
2182 if (loadglowtexture)
2183 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2184 if (loadpantsandshirt)
2186 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2187 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2189 if (skinframe->pants || skinframe->shirt)
2190 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
2191 if (textureflags & TEXF_ALPHA)
2193 for (i = 0;i < width * height;i++)
2194 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2196 if (i < width * height)
2197 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2200 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_alpha)[skindata[pix]*4 + comp]);
2205 skinframe_t *R_SkinFrame_LoadMissing(void)
2207 skinframe_t *skinframe;
2209 if (cls.state == ca_dedicated)
2212 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2213 skinframe->stain = NULL;
2214 skinframe->merged = NULL;
2215 skinframe->base = r_texture_notexture;
2216 skinframe->pants = NULL;
2217 skinframe->shirt = NULL;
2218 skinframe->nmap = r_texture_blanknormalmap;
2219 skinframe->gloss = NULL;
2220 skinframe->glow = NULL;
2221 skinframe->fog = NULL;
2223 skinframe->avgcolor[0] = rand() / RAND_MAX;
2224 skinframe->avgcolor[1] = rand() / RAND_MAX;
2225 skinframe->avgcolor[2] = rand() / RAND_MAX;
2226 skinframe->avgcolor[3] = 1;
2231 void gl_main_start(void)
2233 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2234 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2236 // set up r_skinframe loading system for textures
2237 memset(&r_skinframe, 0, sizeof(r_skinframe));
2238 r_skinframe.loadsequence = 1;
2239 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2241 r_main_texturepool = R_AllocTexturePool();
2242 R_BuildBlankTextures();
2244 if (gl_texturecubemap)
2247 R_BuildNormalizationCube();
2249 r_texture_fogattenuation = NULL;
2250 r_texture_gammaramps = NULL;
2251 //r_texture_fogintensity = NULL;
2252 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2253 memset(&r_waterstate, 0, sizeof(r_waterstate));
2254 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2255 memset(&r_svbsp, 0, sizeof (r_svbsp));
2257 r_refdef.fogmasktable_density = 0;
2260 void gl_main_shutdown(void)
2262 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2263 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2265 // clear out the r_skinframe state
2266 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2267 memset(&r_skinframe, 0, sizeof(r_skinframe));
2270 Mem_Free(r_svbsp.nodes);
2271 memset(&r_svbsp, 0, sizeof (r_svbsp));
2272 R_FreeTexturePool(&r_main_texturepool);
2273 r_texture_blanknormalmap = NULL;
2274 r_texture_white = NULL;
2275 r_texture_grey128 = NULL;
2276 r_texture_black = NULL;
2277 r_texture_whitecube = NULL;
2278 r_texture_normalizationcube = NULL;
2279 r_texture_fogattenuation = NULL;
2280 r_texture_gammaramps = NULL;
2281 //r_texture_fogintensity = NULL;
2282 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2283 memset(&r_waterstate, 0, sizeof(r_waterstate));
2287 extern void CL_ParseEntityLump(char *entitystring);
2288 void gl_main_newmap(void)
2290 // FIXME: move this code to client
2292 char *entities, entname[MAX_QPATH];
2295 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2296 l = (int)strlen(entname) - 4;
2297 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2299 memcpy(entname + l, ".ent", 5);
2300 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2302 CL_ParseEntityLump(entities);
2307 if (cl.worldmodel->brush.entities)
2308 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2312 void GL_Main_Init(void)
2314 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2316 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2317 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2318 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2319 if (gamemode == GAME_NEHAHRA)
2321 Cvar_RegisterVariable (&gl_fogenable);
2322 Cvar_RegisterVariable (&gl_fogdensity);
2323 Cvar_RegisterVariable (&gl_fogred);
2324 Cvar_RegisterVariable (&gl_foggreen);
2325 Cvar_RegisterVariable (&gl_fogblue);
2326 Cvar_RegisterVariable (&gl_fogstart);
2327 Cvar_RegisterVariable (&gl_fogend);
2328 Cvar_RegisterVariable (&gl_skyclip);
2330 Cvar_RegisterVariable(&r_depthfirst);
2331 Cvar_RegisterVariable(&r_useinfinitefarclip);
2332 Cvar_RegisterVariable(&r_nearclip);
2333 Cvar_RegisterVariable(&r_showbboxes);
2334 Cvar_RegisterVariable(&r_showsurfaces);
2335 Cvar_RegisterVariable(&r_showtris);
2336 Cvar_RegisterVariable(&r_shownormals);
2337 Cvar_RegisterVariable(&r_showlighting);
2338 Cvar_RegisterVariable(&r_showshadowvolumes);
2339 Cvar_RegisterVariable(&r_showcollisionbrushes);
2340 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2341 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2342 Cvar_RegisterVariable(&r_showdisabledepthtest);
2343 Cvar_RegisterVariable(&r_drawportals);
2344 Cvar_RegisterVariable(&r_drawentities);
2345 Cvar_RegisterVariable(&r_cullentities_trace);
2346 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2347 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2348 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2349 Cvar_RegisterVariable(&r_drawviewmodel);
2350 Cvar_RegisterVariable(&r_speeds);
2351 Cvar_RegisterVariable(&r_fullbrights);
2352 Cvar_RegisterVariable(&r_wateralpha);
2353 Cvar_RegisterVariable(&r_dynamic);
2354 Cvar_RegisterVariable(&r_fullbright);
2355 Cvar_RegisterVariable(&r_shadows);
2356 Cvar_RegisterVariable(&r_shadows_throwdistance);
2357 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2358 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2359 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2360 Cvar_RegisterVariable(&r_fog_exp2);
2361 Cvar_RegisterVariable(&r_drawfog);
2362 Cvar_RegisterVariable(&r_textureunits);
2363 Cvar_RegisterVariable(&r_glsl);
2364 Cvar_RegisterVariable(&r_glsl_contrastboost);
2365 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2366 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2367 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2368 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2369 Cvar_RegisterVariable(&r_glsl_postprocess);
2370 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2371 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2372 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2373 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2374 Cvar_RegisterVariable(&r_glsl_usegeneric);
2375 Cvar_RegisterVariable(&r_water);
2376 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2377 Cvar_RegisterVariable(&r_water_clippingplanebias);
2378 Cvar_RegisterVariable(&r_water_refractdistort);
2379 Cvar_RegisterVariable(&r_water_reflectdistort);
2380 Cvar_RegisterVariable(&r_lerpsprites);
2381 Cvar_RegisterVariable(&r_lerpmodels);
2382 Cvar_RegisterVariable(&r_lerplightstyles);
2383 Cvar_RegisterVariable(&r_waterscroll);
2384 Cvar_RegisterVariable(&r_bloom);
2385 Cvar_RegisterVariable(&r_bloom_colorscale);
2386 Cvar_RegisterVariable(&r_bloom_brighten);
2387 Cvar_RegisterVariable(&r_bloom_blur);
2388 Cvar_RegisterVariable(&r_bloom_resolution);
2389 Cvar_RegisterVariable(&r_bloom_colorexponent);
2390 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2391 Cvar_RegisterVariable(&r_hdr);
2392 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2393 Cvar_RegisterVariable(&r_hdr_glowintensity);
2394 Cvar_RegisterVariable(&r_hdr_range);
2395 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2396 Cvar_RegisterVariable(&developer_texturelogging);
2397 Cvar_RegisterVariable(&gl_lightmaps);
2398 Cvar_RegisterVariable(&r_test);
2399 Cvar_RegisterVariable(&r_batchmode);
2400 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2401 Cvar_SetValue("r_fullbrights", 0);
2402 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2404 Cvar_RegisterVariable(&r_track_sprites);
2405 Cvar_RegisterVariable(&r_track_sprites_flags);
2406 Cvar_RegisterVariable(&r_track_sprites_scalew);
2407 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2410 extern void R_Textures_Init(void);
2411 extern void GL_Draw_Init(void);
2412 extern void GL_Main_Init(void);
2413 extern void R_Shadow_Init(void);
2414 extern void R_Sky_Init(void);
2415 extern void GL_Surf_Init(void);
2416 extern void R_Particles_Init(void);
2417 extern void R_Explosion_Init(void);
2418 extern void gl_backend_init(void);
2419 extern void Sbar_Init(void);
2420 extern void R_LightningBeams_Init(void);
2421 extern void Mod_RenderInit(void);
2423 void Render_Init(void)
2435 R_LightningBeams_Init();
2444 extern char *ENGINE_EXTENSIONS;
2447 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2448 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2449 gl_version = (const char *)qglGetString(GL_VERSION);
2450 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2454 if (!gl_platformextensions)
2455 gl_platformextensions = "";
2457 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2458 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2459 Con_Printf("GL_VERSION: %s\n", gl_version);
2460 Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2461 Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2463 VID_CheckExtensions();
2465 // LordHavoc: report supported extensions
2466 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2468 // clear to black (loading plaque will be seen over this)
2470 qglClearColor(0,0,0,1);CHECKGLERROR
2471 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2474 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2478 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2480 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2483 p = r_refdef.view.frustum + i;
2488 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2492 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2496 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2500 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2504 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2508 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2512 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2516 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2524 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2528 for (i = 0;i < numplanes;i++)
2535 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2539 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2543 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2547 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2551 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2555 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2559 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2563 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2571 //==================================================================================
2573 static void R_View_UpdateEntityVisible (void)
2576 entity_render_t *ent;
2578 if (!r_drawentities.integer)
2581 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2582 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2584 // worldmodel can check visibility
2585 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2586 for (i = 0;i < r_refdef.scene.numentities;i++)
2588 ent = r_refdef.scene.entities[i];
2589 if (!(ent->flags & renderimask))
2590 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)))
2591 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))
2592 r_refdef.viewcache.entityvisible[i] = true;
2594 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2596 for (i = 0;i < r_refdef.scene.numentities;i++)
2598 ent = r_refdef.scene.entities[i];
2599 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2601 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))
2602 ent->last_trace_visibility = realtime;
2603 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2604 r_refdef.viewcache.entityvisible[i] = 0;
2611 // no worldmodel or it can't check visibility
2612 for (i = 0;i < r_refdef.scene.numentities;i++)
2614 ent = r_refdef.scene.entities[i];
2615 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));
2620 // only used if skyrendermasked, and normally returns false
2621 int R_DrawBrushModelsSky (void)
2624 entity_render_t *ent;
2626 if (!r_drawentities.integer)
2630 for (i = 0;i < r_refdef.scene.numentities;i++)
2632 if (!r_refdef.viewcache.entityvisible[i])
2634 ent = r_refdef.scene.entities[i];
2635 if (!ent->model || !ent->model->DrawSky)
2637 ent->model->DrawSky(ent);
2643 static void R_DrawNoModel(entity_render_t *ent);
2644 static void R_DrawModels(void)
2647 entity_render_t *ent;
2649 if (!r_drawentities.integer)
2652 for (i = 0;i < r_refdef.scene.numentities;i++)
2654 if (!r_refdef.viewcache.entityvisible[i])
2656 ent = r_refdef.scene.entities[i];
2657 r_refdef.stats.entities++;
2658 if (ent->model && ent->model->Draw != NULL)
2659 ent->model->Draw(ent);
2665 static void R_DrawModelsDepth(void)
2668 entity_render_t *ent;
2670 if (!r_drawentities.integer)
2673 for (i = 0;i < r_refdef.scene.numentities;i++)
2675 if (!r_refdef.viewcache.entityvisible[i])
2677 ent = r_refdef.scene.entities[i];
2678 if (ent->model && ent->model->DrawDepth != NULL)
2679 ent->model->DrawDepth(ent);
2683 static void R_DrawModelsDebug(void)
2686 entity_render_t *ent;
2688 if (!r_drawentities.integer)
2691 for (i = 0;i < r_refdef.scene.numentities;i++)
2693 if (!r_refdef.viewcache.entityvisible[i])
2695 ent = r_refdef.scene.entities[i];
2696 if (ent->model && ent->model->DrawDebug != NULL)
2697 ent->model->DrawDebug(ent);
2701 static void R_DrawModelsAddWaterPlanes(void)
2704 entity_render_t *ent;
2706 if (!r_drawentities.integer)
2709 for (i = 0;i < r_refdef.scene.numentities;i++)
2711 if (!r_refdef.viewcache.entityvisible[i])
2713 ent = r_refdef.scene.entities[i];
2714 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2715 ent->model->DrawAddWaterPlanes(ent);
2719 static void R_View_SetFrustum(void)
2722 double slopex, slopey;
2723 vec3_t forward, left, up, origin;
2725 // we can't trust r_refdef.view.forward and friends in reflected scenes
2726 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2729 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2730 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2731 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2732 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2733 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2734 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2735 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2736 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2737 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2738 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2739 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2740 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2744 zNear = r_refdef.nearclip;
2745 nudge = 1.0 - 1.0 / (1<<23);
2746 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2747 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2748 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2749 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2750 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2751 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2752 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2753 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2759 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2760 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2761 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2762 r_refdef.view.frustum[0].dist = m[15] - m[12];
2764 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2765 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2766 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2767 r_refdef.view.frustum[1].dist = m[15] + m[12];
2769 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2770 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2771 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2772 r_refdef.view.frustum[2].dist = m[15] - m[13];
2774 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2775 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2776 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2777 r_refdef.view.frustum[3].dist = m[15] + m[13];
2779 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2780 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2781 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2782 r_refdef.view.frustum[4].dist = m[15] - m[14];
2784 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2785 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2786 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2787 r_refdef.view.frustum[5].dist = m[15] + m[14];
2790 if (r_refdef.view.useperspective)
2792 slopex = 1.0 / r_refdef.view.frustum_x;
2793 slopey = 1.0 / r_refdef.view.frustum_y;
2794 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2795 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2796 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2797 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2798 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2800 // Leaving those out was a mistake, those were in the old code, and they
2801 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2802 // I couldn't reproduce it after adding those normalizations. --blub
2803 VectorNormalize(r_refdef.view.frustum[0].normal);
2804 VectorNormalize(r_refdef.view.frustum[1].normal);
2805 VectorNormalize(r_refdef.view.frustum[2].normal);
2806 VectorNormalize(r_refdef.view.frustum[3].normal);
2808 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2809 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2810 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2811 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2812 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2814 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2815 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2816 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2817 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2818 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2822 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2823 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2824 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2825 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2826 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2827 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2828 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2829 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2830 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2831 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2833 r_refdef.view.numfrustumplanes = 5;
2835 if (r_refdef.view.useclipplane)
2837 r_refdef.view.numfrustumplanes = 6;
2838 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2841 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2842 PlaneClassify(r_refdef.view.frustum + i);
2844 // LordHavoc: note to all quake engine coders, Quake had a special case
2845 // for 90 degrees which assumed a square view (wrong), so I removed it,
2846 // Quake2 has it disabled as well.
2848 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2849 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2850 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2851 //PlaneClassify(&frustum[0]);
2853 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2854 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2855 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2856 //PlaneClassify(&frustum[1]);
2858 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2859 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2860 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2861 //PlaneClassify(&frustum[2]);
2863 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2864 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2865 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2866 //PlaneClassify(&frustum[3]);
2869 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2870 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2871 //PlaneClassify(&frustum[4]);
2874 void R_View_Update(void)
2876 R_View_SetFrustum();
2877 R_View_WorldVisibility(r_refdef.view.useclipplane);
2878 R_View_UpdateEntityVisible();
2881 void R_SetupView(qboolean allowwaterclippingplane)
2883 if (!r_refdef.view.useperspective)
2884 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);
2885 else if (gl_stencil && r_useinfinitefarclip.integer)
2886 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2888 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2890 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2892 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2894 // LordHavoc: couldn't figure out how to make this approach the
2895 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2896 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2897 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2898 dist = r_refdef.view.clipplane.dist;
2899 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2903 void R_ResetViewRendering2D(void)
2907 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2908 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2909 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2910 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2911 GL_Color(1, 1, 1, 1);
2912 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2913 GL_BlendFunc(GL_ONE, GL_ZERO);
2914 GL_AlphaTest(false);
2915 GL_ScissorTest(false);
2916 GL_DepthMask(false);
2917 GL_DepthRange(0, 1);
2918 GL_DepthTest(false);
2919 R_Mesh_Matrix(&identitymatrix);
2920 R_Mesh_ResetTextureState();
2921 GL_PolygonOffset(0, 0);
2922 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2923 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2924 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2925 qglStencilMask(~0);CHECKGLERROR
2926 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2927 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2928 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2929 R_SetupGenericShader(true);
2932 void R_ResetViewRendering3D(void)
2936 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2937 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2939 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2940 GL_Color(1, 1, 1, 1);
2941 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2942 GL_BlendFunc(GL_ONE, GL_ZERO);
2943 GL_AlphaTest(false);
2944 GL_ScissorTest(true);
2946 GL_DepthRange(0, 1);
2948 R_Mesh_Matrix(&identitymatrix);
2949 R_Mesh_ResetTextureState();
2950 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2951 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2952 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2953 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2954 qglStencilMask(~0);CHECKGLERROR
2955 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2956 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2957 GL_CullFace(r_refdef.view.cullface_back);
2958 R_SetupGenericShader(true);
2961 void R_RenderScene(qboolean addwaterplanes);
2963 static void R_Water_StartFrame(void)
2966 int waterwidth, waterheight, texturewidth, textureheight;
2967 r_waterstate_waterplane_t *p;
2969 // set waterwidth and waterheight to the water resolution that will be
2970 // used (often less than the screen resolution for faster rendering)
2971 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2972 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2974 // calculate desired texture sizes
2975 // can't use water if the card does not support the texture size
2976 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
2977 texturewidth = textureheight = waterwidth = waterheight = 0;
2978 else if (gl_support_arb_texture_non_power_of_two)
2980 texturewidth = waterwidth;
2981 textureheight = waterheight;
2985 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2986 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2989 // allocate textures as needed
2990 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2992 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2993 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2995 if (p->texture_refraction)
2996 R_FreeTexture(p->texture_refraction);
2997 p->texture_refraction = NULL;
2998 if (p->texture_reflection)
2999 R_FreeTexture(p->texture_reflection);
3000 p->texture_reflection = NULL;
3002 memset(&r_waterstate, 0, sizeof(r_waterstate));
3003 r_waterstate.waterwidth = waterwidth;
3004 r_waterstate.waterheight = waterheight;
3005 r_waterstate.texturewidth = texturewidth;
3006 r_waterstate.textureheight = textureheight;
3009 if (r_waterstate.waterwidth)
3011 r_waterstate.enabled = true;
3013 // set up variables that will be used in shader setup
3014 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3015 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3016 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3017 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3020 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3021 r_waterstate.numwaterplanes = 0;
3024 static void R_Water_AddWaterPlane(msurface_t *surface)
3026 int triangleindex, planeindex;
3032 r_waterstate_waterplane_t *p;
3033 // just use the first triangle with a valid normal for any decisions
3034 VectorClear(normal);
3035 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3037 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3038 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3039 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3040 TriangleNormal(vert[0], vert[1], vert[2], normal);
3041 if (VectorLength2(normal) >= 0.001)
3045 VectorCopy(normal, plane.normal);
3046 VectorNormalize(plane.normal);
3047 plane.dist = DotProduct(vert[0], plane.normal);
3048 PlaneClassify(&plane);
3049 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3051 // skip backfaces (except if nocullface is set)
3052 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3054 VectorNegate(plane.normal, plane.normal);
3056 PlaneClassify(&plane);
3060 // find a matching plane if there is one
3061 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3062 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3064 if (planeindex >= r_waterstate.maxwaterplanes)
3065 return; // nothing we can do, out of planes
3067 // if this triangle does not fit any known plane rendered this frame, add one
3068 if (planeindex >= r_waterstate.numwaterplanes)
3070 // store the new plane
3071 r_waterstate.numwaterplanes++;
3073 // clear materialflags and pvs
3074 p->materialflags = 0;
3075 p->pvsvalid = false;
3077 // merge this surface's materialflags into the waterplane
3078 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
3079 // merge this surface's PVS into the waterplane
3080 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3081 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3082 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3084 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3089 static void R_Water_ProcessPlanes(void)
3091 r_refdef_view_t originalview;
3093 r_waterstate_waterplane_t *p;
3095 originalview = r_refdef.view;
3097 // make sure enough textures are allocated
3098 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3100 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3102 if (!p->texture_refraction)
3103 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);
3104 if (!p->texture_refraction)
3108 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3110 if (!p->texture_reflection)
3111 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);
3112 if (!p->texture_reflection)
3118 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3120 r_refdef.view.showdebug = false;
3121 r_refdef.view.width = r_waterstate.waterwidth;
3122 r_refdef.view.height = r_waterstate.waterheight;
3123 r_refdef.view.useclipplane = true;
3124 r_waterstate.renderingscene = true;
3126 // render the normal view scene and copy into texture
3127 // (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)
3128 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3130 r_refdef.view.clipplane = p->plane;
3131 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3132 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3133 PlaneClassify(&r_refdef.view.clipplane);
3135 R_RenderScene(false);
3137 // copy view into the screen texture
3138 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3139 GL_ActiveTexture(0);
3141 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
3144 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3146 // render reflected scene and copy into texture
3147 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3148 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3149 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3150 r_refdef.view.clipplane = p->plane;
3151 // reverse the cullface settings for this render
3152 r_refdef.view.cullface_front = GL_FRONT;
3153 r_refdef.view.cullface_back = GL_BACK;
3154 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3156 r_refdef.view.usecustompvs = true;
3158 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3160 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3163 R_ResetViewRendering3D();
3164 R_ClearScreen(r_refdef.fogenabled);
3165 if (r_timereport_active)
3166 R_TimeReport("viewclear");
3168 R_RenderScene(false);
3170 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3171 GL_ActiveTexture(0);
3173 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
3175 R_ResetViewRendering3D();
3176 R_ClearScreen(r_refdef.fogenabled);
3177 if (r_timereport_active)
3178 R_TimeReport("viewclear");
3181 r_refdef.view = originalview;
3182 r_refdef.view.clear = true;
3183 r_waterstate.renderingscene = false;
3187 r_refdef.view = originalview;
3188 r_waterstate.renderingscene = false;
3189 Cvar_SetValueQuick(&r_water, 0);
3190 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3194 void R_Bloom_StartFrame(void)
3196 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3198 // set bloomwidth and bloomheight to the bloom resolution that will be
3199 // used (often less than the screen resolution for faster rendering)
3200 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3201 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3202 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3203 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3204 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3206 // calculate desired texture sizes
3207 if (gl_support_arb_texture_non_power_of_two)
3209 screentexturewidth = r_refdef.view.width;
3210 screentextureheight = r_refdef.view.height;
3211 bloomtexturewidth = r_bloomstate.bloomwidth;
3212 bloomtextureheight = r_bloomstate.bloomheight;
3216 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3217 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3218 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3219 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3222 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))
3224 Cvar_SetValueQuick(&r_hdr, 0);
3225 Cvar_SetValueQuick(&r_bloom, 0);
3228 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3229 screentexturewidth = screentextureheight = 0;
3230 if (!r_hdr.integer && !r_bloom.integer)
3231 bloomtexturewidth = bloomtextureheight = 0;
3233 // allocate textures as needed
3234 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3236 if (r_bloomstate.texture_screen)
3237 R_FreeTexture(r_bloomstate.texture_screen);
3238 r_bloomstate.texture_screen = NULL;
3239 r_bloomstate.screentexturewidth = screentexturewidth;
3240 r_bloomstate.screentextureheight = screentextureheight;
3241 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3242 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);
3244 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3246 if (r_bloomstate.texture_bloom)
3247 R_FreeTexture(r_bloomstate.texture_bloom);
3248 r_bloomstate.texture_bloom = NULL;
3249 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3250 r_bloomstate.bloomtextureheight = bloomtextureheight;
3251 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3252 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);
3255 // set up a texcoord array for the full resolution screen image
3256 // (we have to keep this around to copy back during final render)
3257 r_bloomstate.screentexcoord2f[0] = 0;
3258 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3259 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3260 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3261 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3262 r_bloomstate.screentexcoord2f[5] = 0;
3263 r_bloomstate.screentexcoord2f[6] = 0;
3264 r_bloomstate.screentexcoord2f[7] = 0;
3266 // set up a texcoord array for the reduced resolution bloom image
3267 // (which will be additive blended over the screen image)
3268 r_bloomstate.bloomtexcoord2f[0] = 0;
3269 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3270 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3271 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3272 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3273 r_bloomstate.bloomtexcoord2f[5] = 0;
3274 r_bloomstate.bloomtexcoord2f[6] = 0;
3275 r_bloomstate.bloomtexcoord2f[7] = 0;
3277 if (r_hdr.integer || r_bloom.integer)
3279 r_bloomstate.enabled = true;
3280 r_bloomstate.hdr = r_hdr.integer != 0;
3284 void R_Bloom_CopyBloomTexture(float colorscale)
3286 r_refdef.stats.bloom++;
3288 // scale down screen texture to the bloom texture size
3290 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3291 GL_BlendFunc(GL_ONE, GL_ZERO);
3292 GL_Color(colorscale, colorscale, colorscale, 1);
3293 // TODO: optimize with multitexture or GLSL
3294 R_SetupGenericShader(true);
3295 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3296 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3297 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3298 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3300 // we now have a bloom image in the framebuffer
3301 // copy it into the bloom image texture for later processing
3302 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3303 GL_ActiveTexture(0);
3305 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3306 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3309 void R_Bloom_CopyHDRTexture(void)
3311 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3312 GL_ActiveTexture(0);
3314 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
3315 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3318 void R_Bloom_MakeTexture(void)
3321 float xoffset, yoffset, r, brighten;
3323 r_refdef.stats.bloom++;
3325 R_ResetViewRendering2D();
3326 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3327 R_Mesh_ColorPointer(NULL, 0, 0);
3328 R_SetupGenericShader(true);
3330 // we have a bloom image in the framebuffer
3332 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3334 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3337 r = bound(0, r_bloom_colorexponent.value / x, 1);
3338 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3339 GL_Color(r, r, r, 1);
3340 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3341 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3342 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3343 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3345 // copy the vertically blurred bloom view to a texture
3346 GL_ActiveTexture(0);
3348 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
3349 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3352 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3353 brighten = r_bloom_brighten.value;
3355 brighten *= r_hdr_range.value;
3356 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3357 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3359 for (dir = 0;dir < 2;dir++)
3361 // blend on at multiple vertical offsets to achieve a vertical blur
3362 // TODO: do offset blends using GLSL
3363 GL_BlendFunc(GL_ONE, GL_ZERO);
3364 for (x = -range;x <= range;x++)
3366 if (!dir){xoffset = 0;yoffset = x;}
3367 else {xoffset = x;yoffset = 0;}
3368 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3369 yoffset /= (float)r_bloomstate.bloomtextureheight;
3370 // compute a texcoord array with the specified x and y offset
3371 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3372 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3373 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3374 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3375 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3376 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3377 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3378 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3379 // this r value looks like a 'dot' particle, fading sharply to
3380 // black at the edges
3381 // (probably not realistic but looks good enough)
3382 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3383 //r = (dir ? 1.0f : brighten)/(range*2+1);
3384 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3385 GL_Color(r, r, r, 1);
3386 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3387 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3388 GL_BlendFunc(GL_ONE, GL_ONE);
3391 // copy the vertically blurred bloom view to a texture
3392 GL_ActiveTexture(0);
3394 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
3395 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3398 // apply subtract last
3399 // (just like it would be in a GLSL shader)
3400 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3402 GL_BlendFunc(GL_ONE, GL_ZERO);
3403 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3404 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3405 GL_Color(1, 1, 1, 1);
3406 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3407 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3409 GL_BlendFunc(GL_ONE, GL_ONE);
3410 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3411 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3412 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3413 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3414 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3415 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3416 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3418 // copy the darkened bloom view to a texture
3419 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3420 GL_ActiveTexture(0);
3422 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
3423 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3427 void R_HDR_RenderBloomTexture(void)
3429 int oldwidth, oldheight;
3430 float oldcolorscale;
3432 oldcolorscale = r_refdef.view.colorscale;
3433 oldwidth = r_refdef.view.width;
3434 oldheight = r_refdef.view.height;
3435 r_refdef.view.width = r_bloomstate.bloomwidth;
3436 r_refdef.view.height = r_bloomstate.bloomheight;
3438 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3439 // TODO: add exposure compensation features
3440 // TODO: add fp16 framebuffer support
3442 r_refdef.view.showdebug = false;
3443 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3445 R_ClearScreen(r_refdef.fogenabled);
3446 if (r_timereport_active)
3447 R_TimeReport("HDRclear");
3449 r_waterstate.numwaterplanes = 0;
3450 R_RenderScene(r_waterstate.enabled);
3451 r_refdef.view.showdebug = true;
3453 R_ResetViewRendering2D();
3455 R_Bloom_CopyHDRTexture();
3456 R_Bloom_MakeTexture();
3458 // restore the view settings
3459 r_refdef.view.width = oldwidth;
3460 r_refdef.view.height = oldheight;
3461 r_refdef.view.colorscale = oldcolorscale;
3463 R_ResetViewRendering3D();
3465 R_ClearScreen(r_refdef.fogenabled);
3466 if (r_timereport_active)
3467 R_TimeReport("viewclear");
3470 static void R_BlendView(void)
3472 if (r_bloomstate.texture_screen)
3474 // copy view into the screen texture
3475 R_ResetViewRendering2D();
3476 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3477 R_Mesh_ColorPointer(NULL, 0, 0);
3478 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3479 GL_ActiveTexture(0);CHECKGLERROR
3480 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
3481 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3484 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3486 unsigned int permutation =
3487 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3488 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3489 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3490 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3492 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3494 // render simple bloom effect
3495 // copy the screen and shrink it and darken it for the bloom process
3496 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3497 // make the bloom texture
3498 R_Bloom_MakeTexture();
3501 R_ResetViewRendering2D();
3502 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3503 R_Mesh_ColorPointer(NULL, 0, 0);
3504 GL_Color(1, 1, 1, 1);
3505 GL_BlendFunc(GL_ONE, GL_ZERO);
3506 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3507 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3508 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3509 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3510 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3511 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3512 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3513 if (r_glsl_permutation->loc_TintColor >= 0)
3514 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3515 if (r_glsl_permutation->loc_ClientTime >= 0)
3516 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3517 if (r_glsl_permutation->loc_PixelSize >= 0)
3518 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3519 if (r_glsl_permutation->loc_UserVec1 >= 0)
3521 float a=0, b=0, c=0, d=0;
3522 #if _MSC_VER >= 1400
3523 #define sscanf sscanf_s
3525 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3526 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3528 if (r_glsl_permutation->loc_UserVec2 >= 0)
3530 float a=0, b=0, c=0, d=0;
3531 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3532 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3534 if (r_glsl_permutation->loc_UserVec3 >= 0)
3536 float a=0, b=0, c=0, d=0;
3537 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3538 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3540 if (r_glsl_permutation->loc_UserVec4 >= 0)
3542 float a=0, b=0, c=0, d=0;
3543 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3544 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3546 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3547 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3553 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3555 // render high dynamic range bloom effect
3556 // the bloom texture was made earlier this render, so we just need to
3557 // blend it onto the screen...
3558 R_ResetViewRendering2D();
3559 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3560 R_Mesh_ColorPointer(NULL, 0, 0);
3561 R_SetupGenericShader(true);
3562 GL_Color(1, 1, 1, 1);
3563 GL_BlendFunc(GL_ONE, GL_ONE);
3564 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3565 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3566 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3567 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3569 else if (r_bloomstate.texture_bloom)
3571 // render simple bloom effect
3572 // copy the screen and shrink it and darken it for the bloom process
3573 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3574 // make the bloom texture
3575 R_Bloom_MakeTexture();
3576 // put the original screen image back in place and blend the bloom
3578 R_ResetViewRendering2D();
3579 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3580 R_Mesh_ColorPointer(NULL, 0, 0);
3581 GL_Color(1, 1, 1, 1);
3582 GL_BlendFunc(GL_ONE, GL_ZERO);
3583 // do both in one pass if possible
3584 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3585 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3586 if (r_textureunits.integer >= 2 && gl_combine.integer)
3588 R_SetupGenericTwoTextureShader(GL_ADD);
3589 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3590 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3594 R_SetupGenericShader(true);
3595 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3596 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3597 // now blend on the bloom texture
3598 GL_BlendFunc(GL_ONE, GL_ONE);
3599 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3600 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3602 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3603 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3605 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3607 // apply a color tint to the whole view
3608 R_ResetViewRendering2D();
3609 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3610 R_Mesh_ColorPointer(NULL, 0, 0);
3611 R_SetupGenericShader(false);
3612 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3613 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3614 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3618 void R_RenderScene(qboolean addwaterplanes);
3620 matrix4x4_t r_waterscrollmatrix;
3622 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3624 if (r_refdef.fog_density)
3626 r_refdef.fogcolor[0] = r_refdef.fog_red;
3627 r_refdef.fogcolor[1] = r_refdef.fog_green;
3628 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3632 VectorCopy(r_refdef.fogcolor, fogvec);
3633 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3635 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3636 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3637 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3638 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3640 // color.rgb *= ContrastBoost * SceneBrightness;
3641 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3642 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3643 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3644 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3649 void R_UpdateVariables(void)
3653 r_refdef.scene.ambient = r_ambient.value;
3655 r_refdef.farclip = 4096;
3656 if (r_refdef.scene.worldmodel)
3657 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3658 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3660 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3661 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3662 r_refdef.polygonfactor = 0;
3663 r_refdef.polygonoffset = 0;
3664 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3665 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3667 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3668 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3669 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3670 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3671 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3672 if (r_showsurfaces.integer)
3674 r_refdef.scene.rtworld = false;
3675 r_refdef.scene.rtworldshadows = false;
3676 r_refdef.scene.rtdlight = false;
3677 r_refdef.scene.rtdlightshadows = false;
3678 r_refdef.lightmapintensity = 0;
3681 if (gamemode == GAME_NEHAHRA)
3683 if (gl_fogenable.integer)
3685 r_refdef.oldgl_fogenable = true;
3686 r_refdef.fog_density = gl_fogdensity.value;
3687 r_refdef.fog_red = gl_fogred.value;
3688 r_refdef.fog_green = gl_foggreen.value;
3689 r_refdef.fog_blue = gl_fogblue.value;
3690 r_refdef.fog_alpha = 1;
3691 r_refdef.fog_start = 0;
3692 r_refdef.fog_end = gl_skyclip.value;
3694 else if (r_refdef.oldgl_fogenable)
3696 r_refdef.oldgl_fogenable = false;
3697 r_refdef.fog_density = 0;
3698 r_refdef.fog_red = 0;
3699 r_refdef.fog_green = 0;
3700 r_refdef.fog_blue = 0;
3701 r_refdef.fog_alpha = 0;
3702 r_refdef.fog_start = 0;
3703 r_refdef.fog_end = 0;
3707 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3708 r_refdef.fog_start = max(0, r_refdef.fog_start);
3709 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3711 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3713 if (r_refdef.fog_density && r_drawfog.integer)
3715 r_refdef.fogenabled = true;
3716 // this is the point where the fog reaches 0.9986 alpha, which we
3717 // consider a good enough cutoff point for the texture
3718 // (0.9986 * 256 == 255.6)
3719 if (r_fog_exp2.integer)
3720 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3722 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3723 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3724 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3725 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3726 // fog color was already set
3727 // update the fog texture
3728 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)
3729 R_BuildFogTexture();
3732 r_refdef.fogenabled = false;
3734 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3736 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3738 // build GLSL gamma texture
3739 #define RAMPWIDTH 256
3740 unsigned short ramp[RAMPWIDTH * 3];
3741 unsigned char ramprgb[RAMPWIDTH][4];
3744 r_texture_gammaramps_serial = vid_gammatables_serial;
3746 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3747 for(i = 0; i < RAMPWIDTH; ++i)
3749 ramprgb[i][0] = ramp[i] >> 8;
3750 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3751 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3754 if (r_texture_gammaramps)
3756 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3760 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);
3766 // remove GLSL gamma texture
3770 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3771 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3777 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3778 if( scenetype != r_currentscenetype ) {
3779 // store the old scenetype
3780 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3781 r_currentscenetype = scenetype;
3782 // move in the new scene
3783 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3792 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3794 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3795 if( scenetype == r_currentscenetype ) {
3796 return &r_refdef.scene;
3798 return &r_scenes_store[ scenetype ];
3807 void R_RenderView(void)
3809 if (r_refdef.view.isoverlay)
3811 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3812 GL_Clear( GL_DEPTH_BUFFER_BIT );
3813 R_TimeReport("depthclear");
3815 r_refdef.view.showdebug = false;
3817 r_waterstate.enabled = false;
3818 r_waterstate.numwaterplanes = 0;
3820 R_RenderScene(false);
3826 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3827 return; //Host_Error ("R_RenderView: NULL worldmodel");
3829 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3831 // break apart the view matrix into vectors for various purposes
3832 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3833 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3834 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3835 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3836 // make an inverted copy of the view matrix for tracking sprites
3837 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3839 R_Shadow_UpdateWorldLightSelection();
3841 R_Bloom_StartFrame();
3842 R_Water_StartFrame();
3845 if (r_timereport_active)
3846 R_TimeReport("viewsetup");
3848 R_ResetViewRendering3D();
3850 if (r_refdef.view.clear || r_refdef.fogenabled)
3852 R_ClearScreen(r_refdef.fogenabled);
3853 if (r_timereport_active)
3854 R_TimeReport("viewclear");
3856 r_refdef.view.clear = true;
3858 r_refdef.view.showdebug = true;
3860 // this produces a bloom texture to be used in R_BlendView() later
3862 R_HDR_RenderBloomTexture();
3864 r_waterstate.numwaterplanes = 0;
3865 R_RenderScene(r_waterstate.enabled);
3868 if (r_timereport_active)
3869 R_TimeReport("blendview");
3871 GL_Scissor(0, 0, vid.width, vid.height);
3872 GL_ScissorTest(false);
3876 extern void R_DrawLightningBeams (void);
3877 extern void VM_CL_AddPolygonsToMeshQueue (void);
3878 extern void R_DrawPortals (void);
3879 extern cvar_t cl_locs_show;
3880 static void R_DrawLocs(void);
3881 static void R_DrawEntityBBoxes(void);
3882 void R_RenderScene(qboolean addwaterplanes)
3884 r_refdef.stats.renders++;
3890 R_ResetViewRendering3D();
3893 if (r_timereport_active)
3894 R_TimeReport("watervis");
3896 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3898 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3899 if (r_timereport_active)
3900 R_TimeReport("waterworld");
3903 // don't let sound skip if going slow
3904 if (r_refdef.scene.extraupdate)
3907 R_DrawModelsAddWaterPlanes();
3908 if (r_timereport_active)
3909 R_TimeReport("watermodels");
3911 R_Water_ProcessPlanes();
3912 if (r_timereport_active)
3913 R_TimeReport("waterscenes");
3916 R_ResetViewRendering3D();
3918 // don't let sound skip if going slow
3919 if (r_refdef.scene.extraupdate)
3922 R_MeshQueue_BeginScene();
3927 if (r_timereport_active)
3928 R_TimeReport("visibility");
3930 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);
3932 if (cl.csqc_vidvars.drawworld)
3934 // don't let sound skip if going slow
3935 if (r_refdef.scene.extraupdate)
3938 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3940 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3941 if (r_timereport_active)
3942 R_TimeReport("worldsky");
3945 if (R_DrawBrushModelsSky() && r_timereport_active)
3946 R_TimeReport("bmodelsky");
3949 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3951 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3952 if (r_timereport_active)
3953 R_TimeReport("worlddepth");
3955 if (r_depthfirst.integer >= 2)
3957 R_DrawModelsDepth();
3958 if (r_timereport_active)
3959 R_TimeReport("modeldepth");
3962 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3964 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3965 if (r_timereport_active)
3966 R_TimeReport("world");
3969 // don't let sound skip if going slow
3970 if (r_refdef.scene.extraupdate)
3974 if (r_timereport_active)
3975 R_TimeReport("models");
3977 // don't let sound skip if going slow
3978 if (r_refdef.scene.extraupdate)
3981 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3983 R_DrawModelShadows();
3985 R_ResetViewRendering3D();
3987 // don't let sound skip if going slow
3988 if (r_refdef.scene.extraupdate)
3992 R_ShadowVolumeLighting(false);
3993 if (r_timereport_active)
3994 R_TimeReport("rtlights");
3996 // don't let sound skip if going slow
3997 if (r_refdef.scene.extraupdate)
4000 if (cl.csqc_vidvars.drawworld)
4002 R_DrawLightningBeams();
4003 if (r_timereport_active)
4004 R_TimeReport("lightning");
4007 if (r_timereport_active)
4008 R_TimeReport("decals");
4011 if (r_timereport_active)
4012 R_TimeReport("particles");
4015 if (r_timereport_active)
4016 R_TimeReport("explosions");
4019 R_SetupGenericShader(true);
4020 VM_CL_AddPolygonsToMeshQueue();
4022 if (r_refdef.view.showdebug)
4024 if (cl_locs_show.integer)
4027 if (r_timereport_active)
4028 R_TimeReport("showlocs");
4031 if (r_drawportals.integer)
4034 if (r_timereport_active)
4035 R_TimeReport("portals");
4038 if (r_showbboxes.value > 0)
4040 R_DrawEntityBBoxes();
4041 if (r_timereport_active)
4042 R_TimeReport("bboxes");
4046 R_SetupGenericShader(true);
4047 R_MeshQueue_RenderTransparent();
4048 if (r_timereport_active)
4049 R_TimeReport("drawtrans");
4051 R_SetupGenericShader(true);
4053 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))
4055 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4056 if (r_timereport_active)
4057 R_TimeReport("worlddebug");
4058 R_DrawModelsDebug();
4059 if (r_timereport_active)
4060 R_TimeReport("modeldebug");
4063 R_SetupGenericShader(true);
4065 if (cl.csqc_vidvars.drawworld)
4068 if (r_timereport_active)
4069 R_TimeReport("coronas");
4072 // don't let sound skip if going slow
4073 if (r_refdef.scene.extraupdate)
4076 R_ResetViewRendering2D();
4079 static const unsigned short bboxelements[36] =
4089 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4092 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4093 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4094 GL_DepthMask(false);
4095 GL_DepthRange(0, 1);
4096 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4097 R_Mesh_Matrix(&identitymatrix);
4098 R_Mesh_ResetTextureState();
4100 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4101 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4102 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4103 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4104 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4105 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4106 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4107 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4108 R_FillColors(color4f, 8, cr, cg, cb, ca);
4109 if (r_refdef.fogenabled)
4111 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4113 f1 = FogPoint_World(v);
4115 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4116 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4117 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4120 R_Mesh_VertexPointer(vertex3f, 0, 0);
4121 R_Mesh_ColorPointer(color4f, 0, 0);
4122 R_Mesh_ResetTextureState();
4123 R_SetupGenericShader(false);
4124 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4127 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4131 prvm_edict_t *edict;
4132 prvm_prog_t *prog_save = prog;
4134 // this function draws bounding boxes of server entities
4138 GL_CullFace(GL_NONE);
4139 R_SetupGenericShader(false);
4143 for (i = 0;i < numsurfaces;i++)
4145 edict = PRVM_EDICT_NUM(surfacelist[i]);
4146 switch ((int)edict->fields.server->solid)
4148 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4149 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4150 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4151 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4152 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4153 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4155 color[3] *= r_showbboxes.value;
4156 color[3] = bound(0, color[3], 1);
4157 GL_DepthTest(!r_showdisabledepthtest.integer);
4158 GL_CullFace(r_refdef.view.cullface_front);
4159 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4165 static void R_DrawEntityBBoxes(void)
4168 prvm_edict_t *edict;
4170 prvm_prog_t *prog_save = prog;
4172 // this function draws bounding boxes of server entities
4178 for (i = 0;i < prog->num_edicts;i++)
4180 edict = PRVM_EDICT_NUM(i);
4181 if (edict->priv.server->free)
4183 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4184 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4186 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4188 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4189 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4195 unsigned short nomodelelements[24] =
4207 float nomodelvertex3f[6*3] =
4217 float nomodelcolor4f[6*4] =
4219 0.0f, 0.0f, 0.5f, 1.0f,
4220 0.0f, 0.0f, 0.5f, 1.0f,
4221 0.0f, 0.5f, 0.0f, 1.0f,
4222 0.0f, 0.5f, 0.0f, 1.0f,
4223 0.5f, 0.0f, 0.0f, 1.0f,
4224 0.5f, 0.0f, 0.0f, 1.0f
4227 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4232 // this is only called once per entity so numsurfaces is always 1, and
4233 // surfacelist is always {0}, so this code does not handle batches
4234 R_Mesh_Matrix(&ent->matrix);
4236 if (ent->flags & EF_ADDITIVE)
4238 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4239 GL_DepthMask(false);
4241 else if (ent->alpha < 1)
4243 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4244 GL_DepthMask(false);
4248 GL_BlendFunc(GL_ONE, GL_ZERO);
4251 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4252 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4253 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4254 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4255 R_SetupGenericShader(false);
4256 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4257 if (r_refdef.fogenabled)
4260 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4261 R_Mesh_ColorPointer(color4f, 0, 0);
4262 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4263 f1 = FogPoint_World(org);
4265 for (i = 0, c = color4f;i < 6;i++, c += 4)
4267 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4268 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4269 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4273 else if (ent->alpha != 1)
4275 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4276 R_Mesh_ColorPointer(color4f, 0, 0);
4277 for (i = 0, c = color4f;i < 6;i++, c += 4)
4281 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4282 R_Mesh_ResetTextureState();
4283 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4286 void R_DrawNoModel(entity_render_t *ent)
4289 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4290 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4291 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4293 // R_DrawNoModelCallback(ent, 0);
4296 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4298 vec3_t right1, right2, diff, normal;
4300 VectorSubtract (org2, org1, normal);
4302 // calculate 'right' vector for start
4303 VectorSubtract (r_refdef.view.origin, org1, diff);
4304 CrossProduct (normal, diff, right1);
4305 VectorNormalize (right1);
4307 // calculate 'right' vector for end
4308 VectorSubtract (r_refdef.view.origin, org2, diff);
4309 CrossProduct (normal, diff, right2);
4310 VectorNormalize (right2);
4312 vert[ 0] = org1[0] + width * right1[0];
4313 vert[ 1] = org1[1] + width * right1[1];
4314 vert[ 2] = org1[2] + width * right1[2];
4315 vert[ 3] = org1[0] - width * right1[0];
4316 vert[ 4] = org1[1] - width * right1[1];
4317 vert[ 5] = org1[2] - width * right1[2];
4318 vert[ 6] = org2[0] - width * right2[0];
4319 vert[ 7] = org2[1] - width * right2[1];
4320 vert[ 8] = org2[2] - width * right2[2];
4321 vert[ 9] = org2[0] + width * right2[0];
4322 vert[10] = org2[1] + width * right2[1];
4323 vert[11] = org2[2] + width * right2[2];
4326 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4328 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)
4333 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4334 fog = FogPoint_World(origin);
4336 R_Mesh_Matrix(&identitymatrix);
4337 GL_BlendFunc(blendfunc1, blendfunc2);
4343 GL_CullFace(r_refdef.view.cullface_front);
4346 GL_CullFace(r_refdef.view.cullface_back);
4347 GL_CullFace(GL_NONE);
4349 GL_DepthMask(false);
4350 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4351 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4352 GL_DepthTest(!depthdisable);
4354 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4355 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4356 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4357 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4358 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4359 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4360 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4361 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4362 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4363 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4364 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4365 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4367 R_Mesh_VertexPointer(vertex3f, 0, 0);
4368 R_Mesh_ColorPointer(NULL, 0, 0);
4369 R_Mesh_ResetTextureState();
4370 R_SetupGenericShader(true);
4371 R_Mesh_TexBind(0, R_GetTexture(texture));
4372 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4373 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4374 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4375 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4377 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4379 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4380 GL_BlendFunc(blendfunc1, GL_ONE);
4382 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4383 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4387 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4392 VectorSet(v, x, y, z);
4393 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4394 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4396 if (i == mesh->numvertices)
4398 if (mesh->numvertices < mesh->maxvertices)
4400 VectorCopy(v, vertex3f);
4401 mesh->numvertices++;
4403 return mesh->numvertices;
4409 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4413 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4414 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4415 e = mesh->element3i + mesh->numtriangles * 3;
4416 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4418 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4419 if (mesh->numtriangles < mesh->maxtriangles)
4424 mesh->numtriangles++;
4426 element[1] = element[2];
4430 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4434 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4435 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4436 e = mesh->element3i + mesh->numtriangles * 3;
4437 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4439 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4440 if (mesh->numtriangles < mesh->maxtriangles)
4445 mesh->numtriangles++;
4447 element[1] = element[2];
4451 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4452 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4454 int planenum, planenum2;
4457 mplane_t *plane, *plane2;
4459 double temppoints[2][256*3];
4460 // figure out how large a bounding box we need to properly compute this brush
4462 for (w = 0;w < numplanes;w++)
4463 maxdist = max(maxdist, planes[w].dist);
4464 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4465 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4466 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4470 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4471 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4473 if (planenum2 == planenum)
4475 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);
4478 if (tempnumpoints < 3)
4480 // generate elements forming a triangle fan for this polygon
4481 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4485 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)
4487 texturelayer_t *layer;
4488 layer = t->currentlayers + t->currentnumlayers++;
4490 layer->depthmask = depthmask;
4491 layer->blendfunc1 = blendfunc1;
4492 layer->blendfunc2 = blendfunc2;
4493 layer->texture = texture;
4494 layer->texmatrix = *matrix;
4495 layer->color[0] = r * r_refdef.view.colorscale;
4496 layer->color[1] = g * r_refdef.view.colorscale;
4497 layer->color[2] = b * r_refdef.view.colorscale;
4498 layer->color[3] = a;
4501 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4504 index = parms[2] + r_refdef.scene.time * parms[3];
4505 index -= floor(index);
4509 case Q3WAVEFUNC_NONE:
4510 case Q3WAVEFUNC_NOISE:
4511 case Q3WAVEFUNC_COUNT:
4514 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4515 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4516 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4517 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4518 case Q3WAVEFUNC_TRIANGLE:
4520 f = index - floor(index);
4531 return (float)(parms[0] + parms[1] * f);
4534 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4538 dp_model_t *model = ent->model;
4541 q3shaderinfo_layer_tcmod_t *tcmod;
4543 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4545 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4549 // switch to an alternate material if this is a q1bsp animated material
4551 texture_t *texture = t;
4552 int s = ent->skinnum;
4553 if ((unsigned int)s >= (unsigned int)model->numskins)
4555 if (model->skinscenes)
4557 if (model->skinscenes[s].framecount > 1)
4558 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4560 s = model->skinscenes[s].firstframe;
4563 t = t + s * model->num_surfaces;
4566 // use an alternate animation if the entity's frame is not 0,
4567 // and only if the texture has an alternate animation
4568 if (ent->frame2 != 0 && t->anim_total[1])
4569 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4571 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4573 texture->currentframe = t;
4576 // update currentskinframe to be a qw skin or animation frame
4577 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"))
4579 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4581 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4582 if (developer_loading.integer)
4583 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4584 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);
4586 t->currentskinframe = r_qwskincache_skinframe[i];
4587 if (t->currentskinframe == NULL)
4588 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4590 else if (t->numskinframes >= 2)
4591 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4592 if (t->backgroundnumskinframes >= 2)
4593 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4595 t->currentmaterialflags = t->basematerialflags;
4596 t->currentalpha = ent->alpha;
4597 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4598 t->currentalpha *= r_wateralpha.value;
4599 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4600 t->currentalpha *= t->r_water_wateralpha;
4601 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4602 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4603 if (!(ent->flags & RENDER_LIGHT))
4604 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4605 else if (rsurface.modeltexcoordlightmap2f == NULL)
4607 // pick a model lighting mode
4608 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4609 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4611 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4613 if (ent->effects & EF_ADDITIVE)
4614 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4615 else if (t->currentalpha < 1)
4616 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4617 if (ent->effects & EF_DOUBLESIDED)
4618 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4619 if (ent->effects & EF_NODEPTHTEST)
4620 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4621 if (ent->flags & RENDER_VIEWMODEL)
4622 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4623 if (t->backgroundnumskinframes)
4624 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4625 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4627 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4628 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4631 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4633 // there is no tcmod
4634 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4635 t->currenttexmatrix = r_waterscrollmatrix;
4637 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4640 switch(tcmod->tcmod)
4644 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4645 matrix = r_waterscrollmatrix;
4647 matrix = identitymatrix;
4649 case Q3TCMOD_ENTITYTRANSLATE:
4650 // this is used in Q3 to allow the gamecode to control texcoord
4651 // scrolling on the entity, which is not supported in darkplaces yet.
4652 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4654 case Q3TCMOD_ROTATE:
4655 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4656 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4657 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4660 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4662 case Q3TCMOD_SCROLL:
4663 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4665 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4666 w = tcmod->parms[0];
4667 h = tcmod->parms[1];
4668 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4670 idx = floor(f * w * h);
4671 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4673 case Q3TCMOD_STRETCH:
4674 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4675 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4677 case Q3TCMOD_TRANSFORM:
4678 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4679 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4680 VectorSet(tcmat + 6, 0 , 0 , 1);
4681 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4682 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4684 case Q3TCMOD_TURBULENT:
4685 // this is handled in the RSurf_PrepareVertices function
4686 matrix = identitymatrix;
4689 // either replace or concatenate the transformation
4691 t->currenttexmatrix = matrix;
4694 matrix4x4_t temp = t->currenttexmatrix;
4695 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4699 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4700 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4701 t->glosstexture = r_texture_black;
4702 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4703 t->backgroundglosstexture = r_texture_black;
4704 t->specularpower = r_shadow_glossexponent.value;
4705 // TODO: store reference values for these in the texture?
4706 t->specularscale = 0;
4707 if (r_shadow_gloss.integer > 0)
4709 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4711 if (r_shadow_glossintensity.value > 0)
4713 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4714 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4715 t->specularscale = r_shadow_glossintensity.value;
4718 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4720 t->glosstexture = r_texture_white;
4721 t->backgroundglosstexture = r_texture_white;
4722 t->specularscale = r_shadow_gloss2intensity.value;
4726 // lightmaps mode looks bad with dlights using actual texturing, so turn
4727 // off the colormap and glossmap, but leave the normalmap on as it still
4728 // accurately represents the shading involved
4729 if (gl_lightmaps.integer)
4731 t->basetexture = r_texture_grey128;
4732 t->backgroundbasetexture = NULL;
4733 t->specularscale = 0;
4734 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4737 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4738 VectorClear(t->dlightcolor);
4739 t->currentnumlayers = 0;
4740 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4743 int blendfunc1, blendfunc2, depthmask;
4744 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4746 blendfunc1 = GL_SRC_ALPHA;
4747 blendfunc2 = GL_ONE;
4749 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4751 blendfunc1 = GL_SRC_ALPHA;
4752 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4754 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4756 blendfunc1 = t->customblendfunc[0];
4757 blendfunc2 = t->customblendfunc[1];
4761 blendfunc1 = GL_ONE;
4762 blendfunc2 = GL_ZERO;
4764 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4765 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4766 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4767 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4769 // fullbright is not affected by r_refdef.lightmapintensity
4770 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]);
4771 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4772 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]);
4773 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4774 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]);
4778 vec3_t ambientcolor;
4780 // set the color tint used for lights affecting this surface
4781 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4783 // q3bsp has no lightmap updates, so the lightstylevalue that
4784 // would normally be baked into the lightmap must be
4785 // applied to the color
4786 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4787 if (ent->model->type == mod_brushq3)
4788 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4789 colorscale *= r_refdef.lightmapintensity;
4790 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4791 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4792 // basic lit geometry
4793 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]);
4794 // add pants/shirt if needed
4795 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4796 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]);
4797 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4798 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]);
4799 // now add ambient passes if needed
4800 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4802 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]);
4803 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4804 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]);
4805 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4806 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]);
4809 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4810 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]);
4811 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4813 // if this is opaque use alpha blend which will darken the earlier
4816 // if this is an alpha blended material, all the earlier passes
4817 // were darkened by fog already, so we only need to add the fog
4818 // color ontop through the fog mask texture
4820 // if this is an additive blended material, all the earlier passes
4821 // were darkened by fog already, and we should not add fog color
4822 // (because the background was not darkened, there is no fog color
4823 // that was lost behind it).
4824 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]);
4829 void R_UpdateAllTextureInfo(entity_render_t *ent)
4833 for (i = 0;i < ent->model->num_texturesperskin;i++)
4834 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4837 rsurfacestate_t rsurface;
4839 void R_Mesh_ResizeArrays(int newvertices)
4842 if (rsurface.array_size >= newvertices)
4844 if (rsurface.array_modelvertex3f)
4845 Mem_Free(rsurface.array_modelvertex3f);
4846 rsurface.array_size = (newvertices + 1023) & ~1023;
4847 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4848 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4849 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4850 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4851 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4852 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4853 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4854 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4855 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4856 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4857 rsurface.array_color4f = base + rsurface.array_size * 27;
4858 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4861 void RSurf_ActiveWorldEntity(void)
4863 dp_model_t *model = r_refdef.scene.worldmodel;
4864 if (rsurface.array_size < model->surfmesh.num_vertices)
4865 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4866 rsurface.matrix = identitymatrix;
4867 rsurface.inversematrix = identitymatrix;
4868 R_Mesh_Matrix(&identitymatrix);
4869 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4870 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4871 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4872 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4873 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4874 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4875 rsurface.frameblend[0].frame = 0;
4876 rsurface.frameblend[0].lerp = 1;
4877 rsurface.frameblend[1].frame = 0;
4878 rsurface.frameblend[1].lerp = 0;
4879 rsurface.frameblend[2].frame = 0;
4880 rsurface.frameblend[2].lerp = 0;
4881 rsurface.frameblend[3].frame = 0;
4882 rsurface.frameblend[3].lerp = 0;
4883 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4884 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4885 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4886 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4887 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4888 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4889 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4890 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4891 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4892 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4893 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4894 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4895 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4896 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4897 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4898 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4899 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4900 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4901 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4902 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4903 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4904 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4905 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4906 rsurface.modelelement3i = model->surfmesh.data_element3i;
4907 rsurface.modelelement3s = model->surfmesh.data_element3s;
4908 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4909 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4910 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4911 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4912 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4913 rsurface.modelsurfaces = model->data_surfaces;
4914 rsurface.generatedvertex = false;
4915 rsurface.vertex3f = rsurface.modelvertex3f;
4916 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4917 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4918 rsurface.svector3f = rsurface.modelsvector3f;
4919 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4920 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4921 rsurface.tvector3f = rsurface.modeltvector3f;
4922 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4923 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4924 rsurface.normal3f = rsurface.modelnormal3f;
4925 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4926 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4927 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4930 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4932 dp_model_t *model = ent->model;
4933 if (rsurface.array_size < model->surfmesh.num_vertices)
4934 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4935 rsurface.matrix = ent->matrix;
4936 rsurface.inversematrix = ent->inversematrix;
4937 R_Mesh_Matrix(&rsurface.matrix);
4938 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4939 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4940 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4941 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4942 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4943 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4944 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4945 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4946 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4947 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4948 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4949 rsurface.frameblend[0] = ent->frameblend[0];
4950 rsurface.frameblend[1] = ent->frameblend[1];
4951 rsurface.frameblend[2] = ent->frameblend[2];
4952 rsurface.frameblend[3] = ent->frameblend[3];
4953 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4954 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4955 if (ent->model->brush.submodel)
4957 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4958 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4960 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4964 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4965 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4966 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4967 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4968 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4970 else if (wantnormals)
4972 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4973 rsurface.modelsvector3f = NULL;
4974 rsurface.modeltvector3f = NULL;
4975 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4976 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4980 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4981 rsurface.modelsvector3f = NULL;
4982 rsurface.modeltvector3f = NULL;
4983 rsurface.modelnormal3f = NULL;
4984 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4986 rsurface.modelvertex3f_bufferobject = 0;
4987 rsurface.modelvertex3f_bufferoffset = 0;
4988 rsurface.modelsvector3f_bufferobject = 0;
4989 rsurface.modelsvector3f_bufferoffset = 0;
4990 rsurface.modeltvector3f_bufferobject = 0;
4991 rsurface.modeltvector3f_bufferoffset = 0;
4992 rsurface.modelnormal3f_bufferobject = 0;
4993 rsurface.modelnormal3f_bufferoffset = 0;
4994 rsurface.generatedvertex = true;
4998 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4999 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5000 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5001 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5002 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5003 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5004 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5005 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5006 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5007 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5008 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5009 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5010 rsurface.generatedvertex = false;
5012 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5013 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5014 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5015 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5016 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5017 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5018 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5019 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5020 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5021 rsurface.modelelement3i = model->surfmesh.data_element3i;
5022 rsurface.modelelement3s = model->surfmesh.data_element3s;
5023 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5024 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5025 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5026 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5027 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5028 rsurface.modelsurfaces = model->data_surfaces;
5029 rsurface.vertex3f = rsurface.modelvertex3f;
5030 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5031 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5032 rsurface.svector3f = rsurface.modelsvector3f;
5033 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5034 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5035 rsurface.tvector3f = rsurface.modeltvector3f;
5036 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5037 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5038 rsurface.normal3f = rsurface.modelnormal3f;
5039 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5040 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5041 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5044 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5045 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5048 int texturesurfaceindex;
5053 const float *v1, *in_tc;
5055 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5057 q3shaderinfo_deform_t *deform;
5058 // 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
5059 if (rsurface.generatedvertex)
5061 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5062 generatenormals = true;
5063 for (i = 0;i < Q3MAXDEFORMS;i++)
5065 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5067 generatetangents = true;
5068 generatenormals = true;
5070 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5071 generatenormals = true;
5073 if (generatenormals && !rsurface.modelnormal3f)
5075 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5076 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5077 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5078 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5080 if (generatetangents && !rsurface.modelsvector3f)
5082 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5083 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5084 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5085 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5086 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5087 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5088 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);
5091 rsurface.vertex3f = rsurface.modelvertex3f;
5092 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5093 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5094 rsurface.svector3f = rsurface.modelsvector3f;
5095 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5096 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5097 rsurface.tvector3f = rsurface.modeltvector3f;
5098 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5099 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5100 rsurface.normal3f = rsurface.modelnormal3f;
5101 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5102 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5103 // if vertices are deformed (sprite flares and things in maps, possibly
5104 // water waves, bulges and other deformations), generate them into
5105 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5106 // (may be static model data or generated data for an animated model, or
5107 // the previous deform pass)
5108 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5110 switch (deform->deform)
5113 case Q3DEFORM_PROJECTIONSHADOW:
5114 case Q3DEFORM_TEXT0:
5115 case Q3DEFORM_TEXT1:
5116 case Q3DEFORM_TEXT2:
5117 case Q3DEFORM_TEXT3:
5118 case Q3DEFORM_TEXT4:
5119 case Q3DEFORM_TEXT5:
5120 case Q3DEFORM_TEXT6:
5121 case Q3DEFORM_TEXT7:
5124 case Q3DEFORM_AUTOSPRITE:
5125 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5126 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5127 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5128 VectorNormalize(newforward);
5129 VectorNormalize(newright);
5130 VectorNormalize(newup);
5131 // make deformed versions of only the model vertices used by the specified surfaces
5132 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5134 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5135 // a single autosprite surface can contain multiple sprites...
5136 for (j = 0;j < surface->num_vertices - 3;j += 4)
5138 VectorClear(center);
5139 for (i = 0;i < 4;i++)
5140 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5141 VectorScale(center, 0.25f, center);
5142 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5143 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5144 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5145 for (i = 0;i < 4;i++)
5147 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5148 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5151 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);
5152 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);
5154 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5155 rsurface.vertex3f_bufferobject = 0;
5156 rsurface.vertex3f_bufferoffset = 0;
5157 rsurface.svector3f = rsurface.array_deformedsvector3f;
5158 rsurface.svector3f_bufferobject = 0;
5159 rsurface.svector3f_bufferoffset = 0;
5160 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5161 rsurface.tvector3f_bufferobject = 0;
5162 rsurface.tvector3f_bufferoffset = 0;
5163 rsurface.normal3f = rsurface.array_deformednormal3f;
5164 rsurface.normal3f_bufferobject = 0;
5165 rsurface.normal3f_bufferoffset = 0;
5167 case Q3DEFORM_AUTOSPRITE2:
5168 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5169 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5170 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5171 VectorNormalize(newforward);
5172 VectorNormalize(newright);
5173 VectorNormalize(newup);
5174 // make deformed versions of only the model vertices used by the specified surfaces
5175 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5177 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5178 const float *v1, *v2;
5188 memset(shortest, 0, sizeof(shortest));
5189 // a single autosprite surface can contain multiple sprites...
5190 for (j = 0;j < surface->num_vertices - 3;j += 4)
5192 VectorClear(center);
5193 for (i = 0;i < 4;i++)
5194 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5195 VectorScale(center, 0.25f, center);
5196 // find the two shortest edges, then use them to define the
5197 // axis vectors for rotating around the central axis
5198 for (i = 0;i < 6;i++)
5200 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5201 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5203 Debug_PolygonBegin(NULL, 0);
5204 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5205 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);
5206 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5209 l = VectorDistance2(v1, v2);
5210 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5212 l += (1.0f / 1024.0f);
5213 if (shortest[0].length2 > l || i == 0)
5215 shortest[1] = shortest[0];
5216 shortest[0].length2 = l;
5217 shortest[0].v1 = v1;
5218 shortest[0].v2 = v2;
5220 else if (shortest[1].length2 > l || i == 1)
5222 shortest[1].length2 = l;
5223 shortest[1].v1 = v1;
5224 shortest[1].v2 = v2;
5227 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5228 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5230 Debug_PolygonBegin(NULL, 0);
5231 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5232 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);
5233 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5236 // this calculates the right vector from the shortest edge
5237 // and the up vector from the edge midpoints
5238 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5239 VectorNormalize(right);
5240 VectorSubtract(end, start, up);
5241 VectorNormalize(up);
5242 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5243 //VectorSubtract(rsurface.modelorg, center, forward);
5244 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5245 VectorNegate(forward, forward);
5246 VectorReflect(forward, 0, up, forward);
5247 VectorNormalize(forward);
5248 CrossProduct(up, forward, newright);
5249 VectorNormalize(newright);
5251 Debug_PolygonBegin(NULL, 0);
5252 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);
5253 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5254 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5258 Debug_PolygonBegin(NULL, 0);
5259 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5260 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5261 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5264 // rotate the quad around the up axis vector, this is made
5265 // especially easy by the fact we know the quad is flat,
5266 // so we only have to subtract the center position and
5267 // measure distance along the right vector, and then
5268 // multiply that by the newright vector and add back the
5270 // we also need to subtract the old position to undo the
5271 // displacement from the center, which we do with a
5272 // DotProduct, the subtraction/addition of center is also
5273 // optimized into DotProducts here
5274 l = DotProduct(right, center);
5275 for (i = 0;i < 4;i++)
5277 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5278 f = DotProduct(right, v1) - l;
5279 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5282 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);
5283 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);
5285 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5286 rsurface.vertex3f_bufferobject = 0;
5287 rsurface.vertex3f_bufferoffset = 0;
5288 rsurface.svector3f = rsurface.array_deformedsvector3f;
5289 rsurface.svector3f_bufferobject = 0;
5290 rsurface.svector3f_bufferoffset = 0;
5291 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5292 rsurface.tvector3f_bufferobject = 0;
5293 rsurface.tvector3f_bufferoffset = 0;
5294 rsurface.normal3f = rsurface.array_deformednormal3f;
5295 rsurface.normal3f_bufferobject = 0;
5296 rsurface.normal3f_bufferoffset = 0;
5298 case Q3DEFORM_NORMAL:
5299 // deform the normals to make reflections wavey
5300 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5302 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5303 for (j = 0;j < surface->num_vertices;j++)
5306 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5307 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5308 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5309 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5310 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5311 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5312 VectorNormalize(normal);
5314 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);
5316 rsurface.svector3f = rsurface.array_deformedsvector3f;
5317 rsurface.svector3f_bufferobject = 0;
5318 rsurface.svector3f_bufferoffset = 0;
5319 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5320 rsurface.tvector3f_bufferobject = 0;
5321 rsurface.tvector3f_bufferoffset = 0;
5322 rsurface.normal3f = rsurface.array_deformednormal3f;
5323 rsurface.normal3f_bufferobject = 0;
5324 rsurface.normal3f_bufferoffset = 0;
5327 // deform vertex array to make wavey water and flags and such
5328 waveparms[0] = deform->waveparms[0];
5329 waveparms[1] = deform->waveparms[1];
5330 waveparms[2] = deform->waveparms[2];
5331 waveparms[3] = deform->waveparms[3];
5332 // this is how a divisor of vertex influence on deformation
5333 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5334 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5335 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5337 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5338 for (j = 0;j < surface->num_vertices;j++)
5340 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5341 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5342 // if the wavefunc depends on time, evaluate it per-vertex
5345 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5346 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5348 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5351 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5352 rsurface.vertex3f_bufferobject = 0;
5353 rsurface.vertex3f_bufferoffset = 0;
5355 case Q3DEFORM_BULGE:
5356 // deform vertex array to make the surface have moving bulges
5357 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5359 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5360 for (j = 0;j < surface->num_vertices;j++)
5362 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5363 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5366 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5367 rsurface.vertex3f_bufferobject = 0;
5368 rsurface.vertex3f_bufferoffset = 0;
5371 // deform vertex array
5372 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5373 VectorScale(deform->parms, scale, waveparms);
5374 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5376 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5377 for (j = 0;j < surface->num_vertices;j++)
5378 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5380 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5381 rsurface.vertex3f_bufferobject = 0;
5382 rsurface.vertex3f_bufferoffset = 0;
5386 // generate texcoords based on the chosen texcoord source
5387 switch(rsurface.texture->tcgen.tcgen)
5390 case Q3TCGEN_TEXTURE:
5391 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5392 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5393 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5395 case Q3TCGEN_LIGHTMAP:
5396 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5397 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5398 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5400 case Q3TCGEN_VECTOR:
5401 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5403 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5404 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)
5406 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5407 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5410 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5411 rsurface.texcoordtexture2f_bufferobject = 0;
5412 rsurface.texcoordtexture2f_bufferoffset = 0;
5414 case Q3TCGEN_ENVIRONMENT:
5415 // make environment reflections using a spheremap
5416 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5418 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5419 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5420 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5421 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5422 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5424 float l, d, eyedir[3];
5425 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5426 l = 0.5f / VectorLength(eyedir);
5427 d = DotProduct(normal, eyedir)*2;
5428 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5429 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5432 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5433 rsurface.texcoordtexture2f_bufferobject = 0;
5434 rsurface.texcoordtexture2f_bufferoffset = 0;
5437 // the only tcmod that needs software vertex processing is turbulent, so
5438 // check for it here and apply the changes if needed
5439 // and we only support that as the first one
5440 // (handling a mixture of turbulent and other tcmods would be problematic
5441 // without punting it entirely to a software path)
5442 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5444 amplitude = rsurface.texture->tcmods[0].parms[1];
5445 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5446 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5448 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5449 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)
5451 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5452 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5455 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5456 rsurface.texcoordtexture2f_bufferobject = 0;
5457 rsurface.texcoordtexture2f_bufferoffset = 0;
5459 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5460 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5461 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5462 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5465 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5468 const msurface_t *surface = texturesurfacelist[0];
5469 const msurface_t *surface2;
5474 // TODO: lock all array ranges before render, rather than on each surface
5475 if (texturenumsurfaces == 1)
5477 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5478 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);
5480 else if (r_batchmode.integer == 2)
5482 #define MAXBATCHTRIANGLES 4096
5483 int batchtriangles = 0;
5484 int batchelements[MAXBATCHTRIANGLES*3];
5485 for (i = 0;i < texturenumsurfaces;i = j)
5487 surface = texturesurfacelist[i];
5489 if (surface->num_triangles > MAXBATCHTRIANGLES)
5491 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);
5494 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5495 batchtriangles = surface->num_triangles;
5496 firstvertex = surface->num_firstvertex;
5497 endvertex = surface->num_firstvertex + surface->num_vertices;
5498 for (;j < texturenumsurfaces;j++)
5500 surface2 = texturesurfacelist[j];
5501 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5503 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5504 batchtriangles += surface2->num_triangles;
5505 firstvertex = min(firstvertex, surface2->num_firstvertex);
5506 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5508 surface2 = texturesurfacelist[j-1];
5509 numvertices = endvertex - firstvertex;
5510 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5513 else if (r_batchmode.integer == 1)
5515 for (i = 0;i < texturenumsurfaces;i = j)
5517 surface = texturesurfacelist[i];
5518 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5519 if (texturesurfacelist[j] != surface2)
5521 surface2 = texturesurfacelist[j-1];
5522 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5523 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5524 GL_LockArrays(surface->num_firstvertex, numvertices);
5525 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5530 for (i = 0;i < texturenumsurfaces;i++)
5532 surface = texturesurfacelist[i];
5533 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5534 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_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5541 int i, planeindex, vertexindex;
5545 r_waterstate_waterplane_t *p, *bestp;
5546 msurface_t *surface;
5547 if (r_waterstate.renderingscene)
5549 for (i = 0;i < texturenumsurfaces;i++)
5551 surface = texturesurfacelist[i];
5552 if (lightmaptexunit >= 0)
5553 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5554 if (deluxemaptexunit >= 0)
5555 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5556 // pick the closest matching water plane
5559 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5562 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5564 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5565 d += fabs(PlaneDiff(vert, &p->plane));
5567 if (bestd > d || !bestp)
5575 if (refractiontexunit >= 0)
5576 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5577 if (reflectiontexunit >= 0)
5578 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5582 if (refractiontexunit >= 0)
5583 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5584 if (reflectiontexunit >= 0)
5585 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5587 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5588 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);
5592 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5596 const msurface_t *surface = texturesurfacelist[0];
5597 const msurface_t *surface2;
5602 // TODO: lock all array ranges before render, rather than on each surface
5603 if (texturenumsurfaces == 1)
5605 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5606 if (deluxemaptexunit >= 0)
5607 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5608 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5609 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);
5611 else if (r_batchmode.integer == 2)
5613 #define MAXBATCHTRIANGLES 4096
5614 int batchtriangles = 0;
5615 int batchelements[MAXBATCHTRIANGLES*3];
5616 for (i = 0;i < texturenumsurfaces;i = j)
5618 surface = texturesurfacelist[i];
5619 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5620 if (deluxemaptexunit >= 0)
5621 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5623 if (surface->num_triangles > MAXBATCHTRIANGLES)
5625 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);
5628 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5629 batchtriangles = surface->num_triangles;
5630 firstvertex = surface->num_firstvertex;
5631 endvertex = surface->num_firstvertex + surface->num_vertices;
5632 for (;j < texturenumsurfaces;j++)
5634 surface2 = texturesurfacelist[j];
5635 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5637 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5638 batchtriangles += surface2->num_triangles;
5639 firstvertex = min(firstvertex, surface2->num_firstvertex);
5640 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5642 surface2 = texturesurfacelist[j-1];
5643 numvertices = endvertex - firstvertex;
5644 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5647 else if (r_batchmode.integer == 1)
5650 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5651 for (i = 0;i < texturenumsurfaces;i = j)
5653 surface = texturesurfacelist[i];
5654 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5655 if (texturesurfacelist[j] != surface2)
5657 Con_Printf(" %i", j - i);
5660 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5662 for (i = 0;i < texturenumsurfaces;i = j)
5664 surface = texturesurfacelist[i];
5665 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5666 if (deluxemaptexunit >= 0)
5667 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5668 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5669 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5672 Con_Printf(" %i", j - i);
5674 surface2 = texturesurfacelist[j-1];
5675 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5676 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5677 GL_LockArrays(surface->num_firstvertex, numvertices);
5678 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5686 for (i = 0;i < texturenumsurfaces;i++)
5688 surface = texturesurfacelist[i];
5689 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5690 if (deluxemaptexunit >= 0)
5691 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5692 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5693 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);
5698 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5701 int texturesurfaceindex;
5702 if (r_showsurfaces.integer == 2)
5704 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5706 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5707 for (j = 0;j < surface->num_triangles;j++)
5709 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5710 GL_Color(f, f, f, 1);
5711 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5717 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5719 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5720 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5721 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);
5722 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5723 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);
5728 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
5730 int texturesurfaceindex;
5734 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5736 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5737 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)
5739 f = FogPoint_Model(v);
5746 rsurface.lightmapcolor4f = rsurface.array_color4f;
5747 rsurface.lightmapcolor4f_bufferobject = 0;
5748 rsurface.lightmapcolor4f_bufferoffset = 0;
5751 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5753 int texturesurfaceindex;
5757 if (rsurface.lightmapcolor4f)
5759 // generate color arrays for the surfaces in this list
5760 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5762 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5763 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)
5765 f = FogPoint_Model(v);
5775 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5777 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5778 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)
5780 f = FogPoint_Model(v);
5788 rsurface.lightmapcolor4f = rsurface.array_color4f;
5789 rsurface.lightmapcolor4f_bufferobject = 0;
5790 rsurface.lightmapcolor4f_bufferoffset = 0;
5793 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
5795 int texturesurfaceindex;
5799 if (!rsurface.lightmapcolor4f)
5801 // generate color arrays for the surfaces in this list
5802 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5804 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5805 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)
5807 f = FogPoint_Model(v);
5808 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
5809 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
5810 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
5814 rsurface.lightmapcolor4f = rsurface.array_color4f;
5815 rsurface.lightmapcolor4f_bufferobject = 0;
5816 rsurface.lightmapcolor4f_bufferoffset = 0;
5819 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5821 int texturesurfaceindex;
5824 if (!rsurface.lightmapcolor4f)
5826 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5828 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5829 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)
5837 rsurface.lightmapcolor4f = rsurface.array_color4f;
5838 rsurface.lightmapcolor4f_bufferobject = 0;
5839 rsurface.lightmapcolor4f_bufferoffset = 0;
5842 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
5844 int texturesurfaceindex;
5847 if (!rsurface.lightmapcolor4f)
5849 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5851 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5852 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)
5854 c2[0] = c[0] + r_refdef.scene.ambient / 64.0;
5855 c2[1] = c[1] + r_refdef.scene.ambient / 64.0;
5856 c2[2] = c[2] + r_refdef.scene.ambient / 64.0;
5860 rsurface.lightmapcolor4f = rsurface.array_color4f;
5861 rsurface.lightmapcolor4f_bufferobject = 0;
5862 rsurface.lightmapcolor4f_bufferoffset = 0;
5865 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5868 rsurface.lightmapcolor4f = NULL;
5869 rsurface.lightmapcolor4f_bufferobject = 0;
5870 rsurface.lightmapcolor4f_bufferoffset = 0;
5871 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5872 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5873 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5874 GL_Color(r, g, b, a);
5875 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5878 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5880 // TODO: optimize applyfog && applycolor case
5881 // just apply fog if necessary, and tint the fog color array if necessary
5882 rsurface.lightmapcolor4f = NULL;
5883 rsurface.lightmapcolor4f_bufferobject = 0;
5884 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 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5894 int texturesurfaceindex;
5898 if (texturesurfacelist[0]->lightmapinfo)
5900 // generate color arrays for the surfaces in this list
5901 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5903 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5904 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5906 if (surface->lightmapinfo->samples)
5908 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5909 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5910 VectorScale(lm, scale, c);
5911 if (surface->lightmapinfo->styles[1] != 255)
5913 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5915 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5916 VectorMA(c, scale, lm, c);
5917 if (surface->lightmapinfo->styles[2] != 255)
5920 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5921 VectorMA(c, scale, lm, c);
5922 if (surface->lightmapinfo->styles[3] != 255)
5925 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5926 VectorMA(c, scale, lm, c);
5936 rsurface.lightmapcolor4f = rsurface.array_color4f;
5937 rsurface.lightmapcolor4f_bufferobject = 0;
5938 rsurface.lightmapcolor4f_bufferoffset = 0;
5942 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5943 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5944 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5946 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5947 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5948 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5949 GL_Color(r, g, b, a);
5950 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5953 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
5955 int texturesurfaceindex;
5958 float *v, *c, *c2, alpha;
5959 vec3_t ambientcolor;
5960 vec3_t diffusecolor;
5964 VectorCopy(rsurface.modellight_lightdir, lightdir);
5965 f = 0.5f * r_refdef.lightmapintensity;
5966 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
5967 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
5968 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
5969 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
5970 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
5971 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
5973 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
5975 // generate color arrays for the surfaces in this list
5976 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5978 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5979 int numverts = surface->num_vertices;
5980 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5981 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5982 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5983 // q3-style directional shading
5984 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5986 if ((f = DotProduct(c2, lightdir)) > 0)
5987 VectorMA(ambientcolor, f, diffusecolor, c);
5989 VectorCopy(ambientcolor, c);
5997 rsurface.lightmapcolor4f = rsurface.array_color4f;
5998 rsurface.lightmapcolor4f_bufferobject = 0;
5999 rsurface.lightmapcolor4f_bufferoffset = 0;
6000 *applycolor = false;
6004 *r = ambientcolor[0];
6005 *g = ambientcolor[1];
6006 *b = ambientcolor[2];
6007 rsurface.lightmapcolor4f = NULL;
6008 rsurface.lightmapcolor4f_bufferobject = 0;
6009 rsurface.lightmapcolor4f_bufferoffset = 0;
6013 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6015 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6016 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6017 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6018 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6019 GL_Color(r, g, b, a);
6020 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6023 void RSurf_SetupDepthAndCulling(void)
6025 // submodels are biased to avoid z-fighting with world surfaces that they
6026 // may be exactly overlapping (avoids z-fighting artifacts on certain
6027 // doors and things in Quake maps)
6028 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6029 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6030 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6031 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6034 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6036 // transparent sky would be ridiculous
6037 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6039 R_SetupGenericShader(false);
6042 skyrendernow = false;
6043 // we have to force off the water clipping plane while rendering sky
6047 // restore entity matrix
6048 R_Mesh_Matrix(&rsurface.matrix);
6050 RSurf_SetupDepthAndCulling();
6052 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6053 // skymasking on them, and Quake3 never did sky masking (unlike
6054 // software Quake and software Quake2), so disable the sky masking
6055 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6056 // and skymasking also looks very bad when noclipping outside the
6057 // level, so don't use it then either.
6058 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6060 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6061 R_Mesh_ColorPointer(NULL, 0, 0);
6062 R_Mesh_ResetTextureState();
6063 if (skyrendermasked)
6065 R_SetupDepthOrShadowShader();
6066 // depth-only (masking)
6067 GL_ColorMask(0,0,0,0);
6068 // just to make sure that braindead drivers don't draw
6069 // anything despite that colormask...
6070 GL_BlendFunc(GL_ZERO, GL_ONE);
6074 R_SetupGenericShader(false);
6076 GL_BlendFunc(GL_ONE, GL_ZERO);
6078 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6079 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6080 if (skyrendermasked)
6081 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6083 R_Mesh_ResetTextureState();
6084 GL_Color(1, 1, 1, 1);
6087 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6089 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6092 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6093 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6094 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6095 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6096 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6097 if (rsurface.texture->backgroundcurrentskinframe)
6099 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6100 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6101 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6102 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6104 if(rsurface.texture->colormapping)
6106 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6107 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6109 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6110 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6111 R_Mesh_ColorPointer(NULL, 0, 0);
6113 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6115 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6117 // render background
6118 GL_BlendFunc(GL_ONE, GL_ZERO);
6120 GL_AlphaTest(false);
6122 GL_Color(1, 1, 1, 1);
6123 R_Mesh_ColorPointer(NULL, 0, 0);
6125 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6126 if (r_glsl_permutation)
6128 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6129 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6130 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6131 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6132 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6133 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6134 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);
6136 GL_LockArrays(0, 0);
6138 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6139 GL_DepthMask(false);
6140 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6141 R_Mesh_ColorPointer(NULL, 0, 0);
6143 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6144 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6145 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6148 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6149 if (!r_glsl_permutation)
6152 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6153 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6154 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6155 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6156 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6157 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6159 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6161 GL_BlendFunc(GL_ONE, GL_ZERO);
6163 GL_AlphaTest(false);
6167 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6168 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6169 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6172 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6174 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6175 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);
6177 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6181 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6182 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);
6184 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6186 GL_LockArrays(0, 0);
6189 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6191 // OpenGL 1.3 path - anything not completely ancient
6192 int texturesurfaceindex;
6193 qboolean applycolor;
6197 const texturelayer_t *layer;
6198 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6200 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6203 int layertexrgbscale;
6204 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6206 if (layerindex == 0)
6210 GL_AlphaTest(false);
6211 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6214 GL_DepthMask(layer->depthmask && writedepth);
6215 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6216 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6218 layertexrgbscale = 4;
6219 VectorScale(layer->color, 0.25f, layercolor);
6221 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6223 layertexrgbscale = 2;
6224 VectorScale(layer->color, 0.5f, layercolor);
6228 layertexrgbscale = 1;
6229 VectorScale(layer->color, 1.0f, layercolor);
6231 layercolor[3] = layer->color[3];
6232 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6233 R_Mesh_ColorPointer(NULL, 0, 0);
6234 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6235 switch (layer->type)
6237 case TEXTURELAYERTYPE_LITTEXTURE:
6238 memset(&m, 0, sizeof(m));
6239 m.tex[0] = R_GetTexture(r_texture_white);
6240 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6241 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6242 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6243 m.tex[1] = R_GetTexture(layer->texture);
6244 m.texmatrix[1] = layer->texmatrix;
6245 m.texrgbscale[1] = layertexrgbscale;
6246 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6247 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6248 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6249 R_Mesh_TextureState(&m);
6250 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6251 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6252 else if (rsurface.uselightmaptexture)
6253 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6255 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6257 case TEXTURELAYERTYPE_TEXTURE:
6258 memset(&m, 0, sizeof(m));
6259 m.tex[0] = R_GetTexture(layer->texture);
6260 m.texmatrix[0] = layer->texmatrix;
6261 m.texrgbscale[0] = layertexrgbscale;
6262 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6263 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6264 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6265 R_Mesh_TextureState(&m);
6266 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6268 case TEXTURELAYERTYPE_FOG:
6269 memset(&m, 0, sizeof(m));
6270 m.texrgbscale[0] = layertexrgbscale;
6273 m.tex[0] = R_GetTexture(layer->texture);
6274 m.texmatrix[0] = layer->texmatrix;
6275 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6276 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6277 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6279 R_Mesh_TextureState(&m);
6280 // generate a color array for the fog pass
6281 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6282 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6286 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6287 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)
6289 f = 1 - FogPoint_Model(v);
6290 c[0] = layercolor[0];
6291 c[1] = layercolor[1];
6292 c[2] = layercolor[2];
6293 c[3] = f * layercolor[3];
6296 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6299 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6301 GL_LockArrays(0, 0);
6304 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6306 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6307 GL_AlphaTest(false);
6311 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6313 // OpenGL 1.1 - crusty old voodoo path
6314 int texturesurfaceindex;
6318 const texturelayer_t *layer;
6319 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6321 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6323 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6325 if (layerindex == 0)
6329 GL_AlphaTest(false);
6330 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6333 GL_DepthMask(layer->depthmask && writedepth);
6334 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6335 R_Mesh_ColorPointer(NULL, 0, 0);
6336 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6337 switch (layer->type)
6339 case TEXTURELAYERTYPE_LITTEXTURE:
6340 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6342 // two-pass lit texture with 2x rgbscale
6343 // first the lightmap pass
6344 memset(&m, 0, sizeof(m));
6345 m.tex[0] = R_GetTexture(r_texture_white);
6346 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6347 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6348 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6349 R_Mesh_TextureState(&m);
6350 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6351 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6352 else if (rsurface.uselightmaptexture)
6353 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6355 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6356 GL_LockArrays(0, 0);
6357 // then apply the texture to it
6358 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6359 memset(&m, 0, sizeof(m));
6360 m.tex[0] = R_GetTexture(layer->texture);
6361 m.texmatrix[0] = layer->texmatrix;
6362 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6363 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6364 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6365 R_Mesh_TextureState(&m);
6366 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);
6370 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6371 memset(&m, 0, sizeof(m));
6372 m.tex[0] = R_GetTexture(layer->texture);
6373 m.texmatrix[0] = layer->texmatrix;
6374 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6375 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6376 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6377 R_Mesh_TextureState(&m);
6378 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6379 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);
6381 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);
6384 case TEXTURELAYERTYPE_TEXTURE:
6385 // singletexture unlit texture with transparency support
6386 memset(&m, 0, sizeof(m));
6387 m.tex[0] = R_GetTexture(layer->texture);
6388 m.texmatrix[0] = layer->texmatrix;
6389 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6390 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6391 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6392 R_Mesh_TextureState(&m);
6393 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);
6395 case TEXTURELAYERTYPE_FOG:
6396 // singletexture fogging
6397 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6400 memset(&m, 0, sizeof(m));
6401 m.tex[0] = R_GetTexture(layer->texture);
6402 m.texmatrix[0] = layer->texmatrix;
6403 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6404 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6405 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6406 R_Mesh_TextureState(&m);
6409 R_Mesh_ResetTextureState();
6410 // generate a color array for the fog pass
6411 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6415 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6416 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)
6418 f = 1 - FogPoint_Model(v);
6419 c[0] = layer->color[0];
6420 c[1] = layer->color[1];
6421 c[2] = layer->color[2];
6422 c[3] = f * layer->color[3];
6425 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6428 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6430 GL_LockArrays(0, 0);
6433 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6435 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6436 GL_AlphaTest(false);
6440 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6444 GL_AlphaTest(false);
6445 R_Mesh_ColorPointer(NULL, 0, 0);
6446 R_Mesh_ResetTextureState();
6447 R_SetupGenericShader(false);
6449 if(rsurface.texture && rsurface.texture->currentskinframe)
6450 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6459 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6461 c[0] = rsurface.colormap_pantscolor[0] * 0.2 + rsurface.colormap_shirtcolor[0] * 0.3;
6462 c[1] = rsurface.colormap_pantscolor[1] * 0.2 + rsurface.colormap_shirtcolor[1] * 0.3;
6463 c[2] = rsurface.colormap_pantscolor[2] * 0.2 + rsurface.colormap_shirtcolor[2] * 0.3;
6466 // brighten it up (as texture value 127 means "unlit")
6467 c[0] *= 2 * r_refdef.view.colorscale;
6468 c[1] *= 2 * r_refdef.view.colorscale;
6469 c[2] *= 2 * r_refdef.view.colorscale;
6471 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6472 c[3] *= r_wateralpha.value;
6474 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6476 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6477 GL_DepthMask(false);
6479 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6481 GL_BlendFunc(GL_ONE, GL_ONE);
6482 GL_DepthMask(false);
6484 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6486 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6487 GL_DepthMask(false);
6489 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6491 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6492 GL_DepthMask(false);
6496 GL_BlendFunc(GL_ONE, GL_ZERO);
6497 GL_DepthMask(writedepth);
6500 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6501 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6502 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6504 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6506 qboolean applycolor = true;
6509 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6510 r_refdef.lightmapintensity = 1;
6511 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6512 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6515 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6517 if(!rsurface.lightmapcolor4f)
6518 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6520 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6521 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6522 if(r_refdef.fogenabled)
6523 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6525 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6526 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6529 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6532 RSurf_SetupDepthAndCulling();
6533 if (r_showsurfaces.integer == 3)
6534 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6535 else if (r_glsl.integer && gl_support_fragment_shader)
6536 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6537 else if (gl_combine.integer && r_textureunits.integer >= 2)
6538 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6540 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6544 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6547 int texturenumsurfaces, endsurface;
6549 msurface_t *surface;
6550 msurface_t *texturesurfacelist[1024];
6552 // if the model is static it doesn't matter what value we give for
6553 // wantnormals and wanttangents, so this logic uses only rules applicable
6554 // to a model, knowing that they are meaningless otherwise
6555 if (ent == r_refdef.scene.worldentity)
6556 RSurf_ActiveWorldEntity();
6557 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6558 RSurf_ActiveModelEntity(ent, false, false);
6560 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6562 for (i = 0;i < numsurfaces;i = j)
6565 surface = rsurface.modelsurfaces + surfacelist[i];
6566 texture = surface->texture;
6567 R_UpdateTextureInfo(ent, texture);
6568 rsurface.texture = texture->currentframe;
6569 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6570 // scan ahead until we find a different texture
6571 endsurface = min(i + 1024, numsurfaces);
6572 texturenumsurfaces = 0;
6573 texturesurfacelist[texturenumsurfaces++] = surface;
6574 for (;j < endsurface;j++)
6576 surface = rsurface.modelsurfaces + surfacelist[j];
6577 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6579 texturesurfacelist[texturenumsurfaces++] = surface;
6581 // render the range of surfaces
6582 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6584 GL_AlphaTest(false);
6587 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6592 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6594 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6596 RSurf_SetupDepthAndCulling();
6597 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6598 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6600 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6602 RSurf_SetupDepthAndCulling();
6603 GL_AlphaTest(false);
6604 R_Mesh_ColorPointer(NULL, 0, 0);
6605 R_Mesh_ResetTextureState();
6606 R_SetupGenericShader(false);
6607 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6609 GL_BlendFunc(GL_ONE, GL_ZERO);
6610 GL_Color(0, 0, 0, 1);
6611 GL_DepthTest(writedepth);
6612 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6614 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6616 RSurf_SetupDepthAndCulling();
6617 GL_AlphaTest(false);
6618 R_Mesh_ColorPointer(NULL, 0, 0);
6619 R_Mesh_ResetTextureState();
6620 R_SetupGenericShader(false);
6621 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6623 GL_BlendFunc(GL_ONE, GL_ZERO);
6625 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6627 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6628 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6629 else if (!rsurface.texture->currentnumlayers)
6631 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6633 // transparent surfaces get pushed off into the transparent queue
6634 int surfacelistindex;
6635 const msurface_t *surface;
6636 vec3_t tempcenter, center;
6637 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6639 surface = texturesurfacelist[surfacelistindex];
6640 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6641 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6642 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6643 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6644 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6649 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6650 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6655 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6659 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6662 for (i = 0;i < numsurfaces;i++)
6663 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6664 R_Water_AddWaterPlane(surfacelist[i]);
6667 // break the surface list down into batches by texture and use of lightmapping
6668 for (i = 0;i < numsurfaces;i = j)
6671 // texture is the base texture pointer, rsurface.texture is the
6672 // current frame/skin the texture is directing us to use (for example
6673 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6674 // use skin 1 instead)
6675 texture = surfacelist[i]->texture;
6676 rsurface.texture = texture->currentframe;
6677 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6678 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6680 // if this texture is not the kind we want, skip ahead to the next one
6681 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6685 // simply scan ahead until we find a different texture or lightmap state
6686 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6688 // render the range of surfaces
6689 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6693 float locboxvertex3f[6*4*3] =
6695 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6696 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6697 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6698 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6699 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6700 1,0,0, 0,0,0, 0,1,0, 1,1,0
6703 unsigned short locboxelements[6*2*3] =
6713 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6716 cl_locnode_t *loc = (cl_locnode_t *)ent;
6718 float vertex3f[6*4*3];
6720 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6721 GL_DepthMask(false);
6722 GL_DepthRange(0, 1);
6723 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6725 GL_CullFace(GL_NONE);
6726 R_Mesh_Matrix(&identitymatrix);
6728 R_Mesh_VertexPointer(vertex3f, 0, 0);
6729 R_Mesh_ColorPointer(NULL, 0, 0);
6730 R_Mesh_ResetTextureState();
6731 R_SetupGenericShader(false);
6734 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6735 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6736 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6737 surfacelist[0] < 0 ? 0.5f : 0.125f);
6739 if (VectorCompare(loc->mins, loc->maxs))
6741 VectorSet(size, 2, 2, 2);
6742 VectorMA(loc->mins, -0.5f, size, mins);
6746 VectorCopy(loc->mins, mins);
6747 VectorSubtract(loc->maxs, loc->mins, size);
6750 for (i = 0;i < 6*4*3;)
6751 for (j = 0;j < 3;j++, i++)
6752 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6754 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6757 void R_DrawLocs(void)
6760 cl_locnode_t *loc, *nearestloc;
6762 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6763 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6765 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6766 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6770 void R_DrawDebugModel(entity_render_t *ent)
6772 int i, j, k, l, flagsmask;
6773 const int *elements;
6775 msurface_t *surface;
6776 dp_model_t *model = ent->model;
6779 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6781 R_Mesh_ColorPointer(NULL, 0, 0);
6782 R_Mesh_ResetTextureState();
6783 R_SetupGenericShader(false);
6784 GL_DepthRange(0, 1);
6785 GL_DepthTest(!r_showdisabledepthtest.integer);
6786 GL_DepthMask(false);
6787 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6789 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6791 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6792 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6794 if (brush->colbrushf && brush->colbrushf->numtriangles)
6796 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6797 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);
6798 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6801 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6803 if (surface->num_collisiontriangles)
6805 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6806 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);
6807 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6812 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6814 if (r_showtris.integer || r_shownormals.integer)
6816 if (r_showdisabledepthtest.integer)
6818 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6819 GL_DepthMask(false);
6823 GL_BlendFunc(GL_ONE, GL_ZERO);
6826 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6828 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6830 rsurface.texture = surface->texture->currentframe;
6831 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6833 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6834 if (r_showtris.value > 0)
6836 if (!rsurface.texture->currentlayers->depthmask)
6837 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6838 else if (ent == r_refdef.scene.worldentity)
6839 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6841 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6842 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6845 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6847 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6848 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6849 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6850 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6855 if (r_shownormals.value > 0)
6858 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6860 VectorCopy(rsurface.vertex3f + l * 3, v);
6861 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6862 qglVertex3f(v[0], v[1], v[2]);
6863 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6864 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6865 qglVertex3f(v[0], v[1], v[2]);
6870 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6872 VectorCopy(rsurface.vertex3f + l * 3, v);
6873 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6874 qglVertex3f(v[0], v[1], v[2]);
6875 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6876 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6877 qglVertex3f(v[0], v[1], v[2]);
6882 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6884 VectorCopy(rsurface.vertex3f + l * 3, v);
6885 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6886 qglVertex3f(v[0], v[1], v[2]);
6887 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6888 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6889 qglVertex3f(v[0], v[1], v[2]);
6896 rsurface.texture = NULL;
6900 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6901 int r_maxsurfacelist = 0;
6902 msurface_t **r_surfacelist = NULL;
6903 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6905 int i, j, endj, f, flagsmask;
6907 dp_model_t *model = r_refdef.scene.worldmodel;
6908 msurface_t *surfaces;
6909 unsigned char *update;
6910 int numsurfacelist = 0;
6914 if (r_maxsurfacelist < model->num_surfaces)
6916 r_maxsurfacelist = model->num_surfaces;
6918 Mem_Free(r_surfacelist);
6919 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6922 RSurf_ActiveWorldEntity();
6924 surfaces = model->data_surfaces;
6925 update = model->brushq1.lightmapupdateflags;
6927 // update light styles on this submodel
6928 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6930 model_brush_lightstyleinfo_t *style;
6931 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6933 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6935 int *list = style->surfacelist;
6936 style->value = r_refdef.scene.lightstylevalue[style->style];
6937 for (j = 0;j < style->numsurfaces;j++)
6938 update[list[j]] = true;
6943 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6944 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6948 R_DrawDebugModel(r_refdef.scene.worldentity);
6954 rsurface.uselightmaptexture = false;
6955 rsurface.texture = NULL;
6956 rsurface.rtlight = NULL;
6958 // add visible surfaces to draw list
6959 j = model->firstmodelsurface;
6960 endj = j + model->nummodelsurfaces;
6965 if (r_refdef.viewcache.world_surfacevisible[j])
6967 r_surfacelist[numsurfacelist++] = surfaces + j;
6968 // update lightmap if needed
6970 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
6976 if (r_refdef.viewcache.world_surfacevisible[j])
6977 r_surfacelist[numsurfacelist++] = surfaces + j;
6978 // don't do anything if there were no surfaces
6979 if (!numsurfacelist)
6981 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6982 GL_AlphaTest(false);
6984 // add to stats if desired
6985 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
6987 r_refdef.stats.world_surfaces += numsurfacelist;
6988 for (j = 0;j < numsurfacelist;j++)
6989 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
6993 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6995 int i, j, endj, f, flagsmask;
6997 dp_model_t *model = ent->model;
6998 msurface_t *surfaces;
6999 unsigned char *update;
7000 int numsurfacelist = 0;
7004 if (r_maxsurfacelist < model->num_surfaces)
7006 r_maxsurfacelist = model->num_surfaces;
7008 Mem_Free(r_surfacelist);
7009 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7012 // if the model is static it doesn't matter what value we give for
7013 // wantnormals and wanttangents, so this logic uses only rules applicable
7014 // to a model, knowing that they are meaningless otherwise
7015 if (ent == r_refdef.scene.worldentity)
7016 RSurf_ActiveWorldEntity();
7017 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7018 RSurf_ActiveModelEntity(ent, false, false);
7020 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7022 surfaces = model->data_surfaces;
7023 update = model->brushq1.lightmapupdateflags;
7025 // update light styles
7026 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7028 model_brush_lightstyleinfo_t *style;
7029 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7031 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7033 int *list = style->surfacelist;
7034 style->value = r_refdef.scene.lightstylevalue[style->style];
7035 for (j = 0;j < style->numsurfaces;j++)
7036 update[list[j]] = true;
7041 R_UpdateAllTextureInfo(ent);
7042 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
7046 R_DrawDebugModel(ent);
7052 rsurface.uselightmaptexture = false;
7053 rsurface.texture = NULL;
7054 rsurface.rtlight = NULL;
7056 // add visible surfaces to draw list
7057 j = model->firstmodelsurface;
7058 endj = j + model->nummodelsurfaces;
7060 r_surfacelist[numsurfacelist++] = surfaces + j;
7061 // don't do anything if there were no surfaces
7062 if (!numsurfacelist)
7064 // update lightmaps if needed
7066 for (j = model->firstmodelsurface;j < endj;j++)
7068 R_BuildLightMap(ent, surfaces + j);
7069 R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7070 GL_AlphaTest(false);
7072 // add to stats if desired
7073 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7075 r_refdef.stats.entities++;
7076 r_refdef.stats.entities_surfaces += numsurfacelist;
7077 for (j = 0;j < numsurfacelist;j++)
7078 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;