2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
39 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)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 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"};
43 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"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 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"};
46 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"};
47 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"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 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"};
64 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"};
65 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 gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
76 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)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
80 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
81 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
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_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
85 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)"};
86 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
87 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"};
88 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
89 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
91 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
92 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
93 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
94 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
96 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
97 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
98 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
99 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
100 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
101 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
102 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
104 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
105 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
106 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
107 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)"};
109 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"};
111 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"};
113 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
115 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
116 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
117 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"};
118 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
119 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
120 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
122 extern qboolean v_flipped_state;
124 typedef struct r_glsl_bloomshader_s
127 int loc_Texture_Bloom;
129 r_glsl_bloomshader_t;
131 static struct r_bloomstate_s
136 int bloomwidth, bloomheight;
138 int screentexturewidth, screentextureheight;
139 rtexture_t *texture_screen;
141 int bloomtexturewidth, bloomtextureheight;
142 rtexture_t *texture_bloom;
144 r_glsl_bloomshader_t *shader;
146 // arrays for rendering the screen passes
147 float screentexcoord2f[8];
148 float bloomtexcoord2f[8];
149 float offsettexcoord2f[8];
153 typedef struct r_waterstate_waterplane_s
155 rtexture_t *texture_refraction;
156 rtexture_t *texture_reflection;
158 int materialflags; // combined flags of all water surfaces on this plane
159 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
162 r_waterstate_waterplane_t;
164 #define MAX_WATERPLANES 16
166 static struct r_waterstate_s
170 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
172 int waterwidth, waterheight;
173 int texturewidth, textureheight;
175 int maxwaterplanes; // same as MAX_WATERPLANES
177 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
179 float screenscale[2];
180 float screencenter[2];
184 // shadow volume bsp struct with automatically growing nodes buffer
187 rtexture_t *r_texture_blanknormalmap;
188 rtexture_t *r_texture_white;
189 rtexture_t *r_texture_grey128;
190 rtexture_t *r_texture_black;
191 rtexture_t *r_texture_notexture;
192 rtexture_t *r_texture_whitecube;
193 rtexture_t *r_texture_normalizationcube;
194 rtexture_t *r_texture_fogattenuation;
195 //rtexture_t *r_texture_fogintensity;
197 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
198 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
200 // vertex coordinates for a quad that covers the screen exactly
201 const static float r_screenvertex3f[12] =
209 extern void R_DrawModelShadows(void);
211 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
214 for (i = 0;i < verts;i++)
225 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
228 for (i = 0;i < verts;i++)
238 // FIXME: move this to client?
241 if (gamemode == GAME_NEHAHRA)
243 Cvar_Set("gl_fogenable", "0");
244 Cvar_Set("gl_fogdensity", "0.2");
245 Cvar_Set("gl_fogred", "0.3");
246 Cvar_Set("gl_foggreen", "0.3");
247 Cvar_Set("gl_fogblue", "0.3");
249 r_refdef.fog_density = 0;
250 r_refdef.fog_red = 0;
251 r_refdef.fog_green = 0;
252 r_refdef.fog_blue = 0;
253 r_refdef.fog_alpha = 1;
254 r_refdef.fog_start = 0;
255 r_refdef.fog_end = 0;
258 float FogForDistance(vec_t dist)
260 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
261 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
264 float FogPoint_World(const vec3_t p)
266 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
269 float FogPoint_Model(const vec3_t p)
271 return FogForDistance(VectorDistance((p), rsurface.modelorg));
274 static void R_BuildBlankTextures(void)
276 unsigned char data[4];
277 data[2] = 128; // normal X
278 data[1] = 128; // normal Y
279 data[0] = 255; // normal Z
280 data[3] = 128; // height
281 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
286 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
291 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
299 static void R_BuildNoTexture(void)
302 unsigned char pix[16][16][4];
303 // this makes a light grey/dark grey checkerboard texture
304 for (y = 0;y < 16;y++)
306 for (x = 0;x < 16;x++)
308 if ((y < 8) ^ (x < 8))
324 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
327 static void R_BuildWhiteCube(void)
329 unsigned char data[6*1*1*4];
330 memset(data, 255, sizeof(data));
331 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
334 static void R_BuildNormalizationCube(void)
338 vec_t s, t, intensity;
340 unsigned char data[6][NORMSIZE][NORMSIZE][4];
341 for (side = 0;side < 6;side++)
343 for (y = 0;y < NORMSIZE;y++)
345 for (x = 0;x < NORMSIZE;x++)
347 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
348 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
383 intensity = 127.0f / sqrt(DotProduct(v, v));
384 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
385 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
386 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
387 data[side][y][x][3] = 255;
391 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
394 static void R_BuildFogTexture(void)
398 unsigned char data1[FOGWIDTH][4];
399 //unsigned char data2[FOGWIDTH][4];
402 r_refdef.fogmasktable_start = r_refdef.fog_start;
403 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
404 r_refdef.fogmasktable_range = r_refdef.fogrange;
405 r_refdef.fogmasktable_density = r_refdef.fog_density;
407 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
408 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
410 d = (x * r - r_refdef.fogmasktable_start);
411 if(developer.integer >= 100)
412 Con_Printf("%f ", d);
414 if (r_fog_exp2.integer)
415 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
417 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
418 if(developer.integer >= 100)
419 Con_Printf(" : %f ", alpha);
420 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
421 if(developer.integer >= 100)
422 Con_Printf(" = %f\n", alpha);
423 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
426 for (x = 0;x < FOGWIDTH;x++)
428 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
433 //data2[x][0] = 255 - b;
434 //data2[x][1] = 255 - b;
435 //data2[x][2] = 255 - b;
438 if (r_texture_fogattenuation)
440 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
441 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
445 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);
446 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
450 static const char *builtinshaderstring =
451 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
452 "// written by Forest 'LordHavoc' Hale\n"
454 "// common definitions between vertex shader and fragment shader:\n"
456 "#ifdef __GLSL_CG_DATA_TYPES\n"
457 "# define myhalf half\n"
458 "# define myhalf2 half2\n"
459 "# define myhalf3 half3\n"
460 "# define myhalf4 half4\n"
462 "# define myhalf float\n"
463 "# define myhalf2 vec2\n"
464 "# define myhalf3 vec3\n"
465 "# define myhalf4 vec4\n"
468 "varying vec2 TexCoord;\n"
469 "varying vec2 TexCoordLightmap;\n"
471 "//#ifdef MODE_LIGHTSOURCE\n"
472 "varying vec3 CubeVector;\n"
475 "//#ifdef MODE_LIGHTSOURCE\n"
476 "varying vec3 LightVector;\n"
478 "//# ifdef MODE_LIGHTDIRECTION\n"
479 "//varying vec3 LightVector;\n"
483 "varying vec3 EyeVector;\n"
485 "varying vec3 EyeVectorModelSpace;\n"
488 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
489 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
490 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
492 "//#ifdef MODE_WATER\n"
493 "varying vec4 ModelViewProjectionPosition;\n"
495 "//# ifdef MODE_REFRACTION\n"
496 "//varying vec4 ModelViewProjectionPosition;\n"
498 "//# ifdef USEREFLECTION\n"
499 "//varying vec4 ModelViewProjectionPosition;\n"
508 "// vertex shader specific:\n"
509 "#ifdef VERTEX_SHADER\n"
511 "uniform vec3 LightPosition;\n"
512 "uniform vec3 EyePosition;\n"
513 "uniform vec3 LightDir;\n"
515 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
519 " gl_FrontColor = gl_Color;\n"
520 " // copy the surface texcoord\n"
521 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
522 "#ifndef MODE_LIGHTSOURCE\n"
523 "# ifndef MODE_LIGHTDIRECTION\n"
524 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
528 "#ifdef MODE_LIGHTSOURCE\n"
529 " // transform vertex position into light attenuation/cubemap space\n"
530 " // (-1 to +1 across the light box)\n"
531 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
533 " // transform unnormalized light direction into tangent space\n"
534 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
535 " // normalize it per pixel)\n"
536 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
537 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
538 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
539 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
542 "#ifdef MODE_LIGHTDIRECTION\n"
543 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
544 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
545 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
548 " // transform unnormalized eye direction into tangent space\n"
550 " vec3 EyeVectorModelSpace;\n"
552 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
553 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
554 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
555 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
557 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
558 " VectorS = gl_MultiTexCoord1.xyz;\n"
559 " VectorT = gl_MultiTexCoord2.xyz;\n"
560 " VectorR = gl_MultiTexCoord3.xyz;\n"
563 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
564 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
565 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
566 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
569 "// transform vertex to camera space, using ftransform to match non-VS\n"
571 " gl_Position = ftransform();\n"
573 "#ifdef MODE_WATER\n"
574 " ModelViewProjectionPosition = gl_Position;\n"
576 "#ifdef MODE_REFRACTION\n"
577 " ModelViewProjectionPosition = gl_Position;\n"
579 "#ifdef USEREFLECTION\n"
580 " ModelViewProjectionPosition = gl_Position;\n"
584 "#endif // VERTEX_SHADER\n"
589 "// fragment shader specific:\n"
590 "#ifdef FRAGMENT_SHADER\n"
592 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
593 "uniform sampler2D Texture_Normal;\n"
594 "uniform sampler2D Texture_Color;\n"
595 "uniform sampler2D Texture_Gloss;\n"
596 "uniform sampler2D Texture_Glow;\n"
597 "uniform sampler2D Texture_SecondaryNormal;\n"
598 "uniform sampler2D Texture_SecondaryColor;\n"
599 "uniform sampler2D Texture_SecondaryGloss;\n"
600 "uniform sampler2D Texture_SecondaryGlow;\n"
601 "uniform sampler2D Texture_Pants;\n"
602 "uniform sampler2D Texture_Shirt;\n"
603 "uniform sampler2D Texture_FogMask;\n"
604 "uniform sampler2D Texture_Lightmap;\n"
605 "uniform sampler2D Texture_Deluxemap;\n"
606 "uniform sampler2D Texture_Refraction;\n"
607 "uniform sampler2D Texture_Reflection;\n"
608 "uniform sampler2D Texture_Attenuation;\n"
609 "uniform samplerCube Texture_Cube;\n"
611 "uniform myhalf3 LightColor;\n"
612 "uniform myhalf3 AmbientColor;\n"
613 "uniform myhalf3 DiffuseColor;\n"
614 "uniform myhalf3 SpecularColor;\n"
615 "uniform myhalf3 Color_Pants;\n"
616 "uniform myhalf3 Color_Shirt;\n"
617 "uniform myhalf3 FogColor;\n"
619 "uniform myhalf4 TintColor;\n"
622 "//#ifdef MODE_WATER\n"
623 "uniform vec4 DistortScaleRefractReflect;\n"
624 "uniform vec4 ScreenScaleRefractReflect;\n"
625 "uniform vec4 ScreenCenterRefractReflect;\n"
626 "uniform myhalf4 RefractColor;\n"
627 "uniform myhalf4 ReflectColor;\n"
628 "uniform myhalf ReflectFactor;\n"
629 "uniform myhalf ReflectOffset;\n"
631 "//# ifdef MODE_REFRACTION\n"
632 "//uniform vec4 DistortScaleRefractReflect;\n"
633 "//uniform vec4 ScreenScaleRefractReflect;\n"
634 "//uniform vec4 ScreenCenterRefractReflect;\n"
635 "//uniform myhalf4 RefractColor;\n"
636 "//# ifdef USEREFLECTION\n"
637 "//uniform myhalf4 ReflectColor;\n"
640 "//# ifdef USEREFLECTION\n"
641 "//uniform vec4 DistortScaleRefractReflect;\n"
642 "//uniform vec4 ScreenScaleRefractReflect;\n"
643 "//uniform vec4 ScreenCenterRefractReflect;\n"
644 "//uniform myhalf4 ReflectColor;\n"
649 "uniform myhalf GlowScale;\n"
650 "uniform myhalf SceneBrightness;\n"
651 "#ifdef USECONTRASTBOOST\n"
652 "uniform myhalf ContrastBoostCoeff;\n"
655 "uniform float OffsetMapping_Scale;\n"
656 "uniform float OffsetMapping_Bias;\n"
657 "uniform float FogRangeRecip;\n"
659 "uniform myhalf AmbientScale;\n"
660 "uniform myhalf DiffuseScale;\n"
661 "uniform myhalf SpecularScale;\n"
662 "uniform myhalf SpecularPower;\n"
664 "#ifdef USEOFFSETMAPPING\n"
665 "vec2 OffsetMapping(vec2 TexCoord)\n"
667 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
668 " // 14 sample relief mapping: linear search and then binary search\n"
669 " // this basically steps forward a small amount repeatedly until it finds\n"
670 " // itself inside solid, then jitters forward and back using decreasing\n"
671 " // amounts to find the impact\n"
672 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
673 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
674 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
675 " vec3 RT = vec3(TexCoord, 1);\n"
676 " OffsetVector *= 0.1;\n"
677 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
678 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
679 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
680 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
681 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
682 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
683 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
684 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
685 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
686 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
687 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
688 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
689 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
690 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
693 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
694 " // this basically moves forward the full distance, and then backs up based\n"
695 " // on height of samples\n"
696 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
697 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
698 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
699 " TexCoord += OffsetVector;\n"
700 " OffsetVector *= 0.333;\n"
701 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
702 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
703 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
704 " return TexCoord;\n"
707 "#endif // USEOFFSETMAPPING\n"
709 "#ifdef MODE_WATER\n"
714 "#ifdef USEOFFSETMAPPING\n"
715 " // apply offsetmapping\n"
716 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
717 "#define TexCoord TexCoordOffset\n"
720 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
721 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
722 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
723 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
724 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
727 "#else // MODE_WATER\n"
728 "#ifdef MODE_REFRACTION\n"
730 "// refraction pass\n"
733 "#ifdef USEOFFSETMAPPING\n"
734 " // apply offsetmapping\n"
735 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
736 "#define TexCoord TexCoordOffset\n"
739 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
740 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
741 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
742 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
745 "#else // MODE_REFRACTION\n"
748 "#ifdef USEOFFSETMAPPING\n"
749 " // apply offsetmapping\n"
750 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
751 "#define TexCoord TexCoordOffset\n"
754 " // combine the diffuse textures (base, pants, shirt)\n"
755 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
756 "#ifdef USECOLORMAPPING\n"
757 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
759 "#ifdef USEVERTEXTEXTUREBLEND\n"
760 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
761 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
762 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
763 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
764 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
767 "#ifdef USEDIFFUSE\n"
768 " // get the surface normal and the gloss color\n"
769 "# ifdef USEVERTEXTEXTUREBLEND\n"
770 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
771 "# ifdef USESPECULAR\n"
772 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
775 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
776 "# ifdef USESPECULAR\n"
777 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
784 "#ifdef MODE_LIGHTSOURCE\n"
787 " // calculate surface normal, light normal, and specular normal\n"
788 " // compute color intensity for the two textures (colormap and glossmap)\n"
789 " // scale by light color and attenuation as efficiently as possible\n"
790 " // (do as much scalar math as possible rather than vector math)\n"
791 "# ifdef USEDIFFUSE\n"
792 " // get the light normal\n"
793 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
795 "# ifdef USESPECULAR\n"
796 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
798 " // calculate directional shading\n"
799 " 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"
801 "# ifdef USEDIFFUSE\n"
802 " // calculate directional shading\n"
803 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
805 " // calculate directionless shading\n"
806 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
810 "# ifdef USECUBEFILTER\n"
811 " // apply light cubemap filter\n"
812 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
813 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
815 "#endif // MODE_LIGHTSOURCE\n"
820 "#ifdef MODE_LIGHTDIRECTION\n"
821 " // directional model lighting\n"
822 "# ifdef USEDIFFUSE\n"
823 " // get the light normal\n"
824 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
826 "# ifdef USESPECULAR\n"
827 " // calculate directional shading\n"
828 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
829 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
830 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
832 "# ifdef USEDIFFUSE\n"
834 " // calculate directional shading\n"
835 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
837 " color.rgb *= AmbientColor;\n"
840 "#endif // MODE_LIGHTDIRECTION\n"
845 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
846 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
848 " // get the light normal\n"
849 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
850 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
851 " // calculate directional shading\n"
852 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
853 "# ifdef USESPECULAR\n"
854 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
855 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
858 " // apply lightmap color\n"
859 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
860 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
865 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
866 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
868 " // get the light normal\n"
869 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
870 " // calculate directional shading\n"
871 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
872 "# ifdef USESPECULAR\n"
873 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
874 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
877 " // apply lightmap color\n"
878 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
879 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
884 "#ifdef MODE_LIGHTMAP\n"
885 " // apply lightmap color\n"
886 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
887 "#endif // MODE_LIGHTMAP\n"
892 "#ifdef MODE_VERTEXCOLOR\n"
893 " // apply lightmap color\n"
894 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
895 "#endif // MODE_VERTEXCOLOR\n"
900 "#ifdef MODE_FLATCOLOR\n"
901 "#endif // MODE_FLATCOLOR\n"
909 " color *= TintColor;\n"
912 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
915 "#ifdef USECONTRASTBOOST\n"
916 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
919 " color.rgb *= SceneBrightness;\n"
921 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
923 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
926 " // 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"
927 "#ifdef USEREFLECTION\n"
928 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
929 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
930 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
931 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
934 " gl_FragColor = vec4(color);\n"
936 "#endif // MODE_REFRACTION\n"
937 "#endif // MODE_WATER\n"
939 "#endif // FRAGMENT_SHADER\n"
942 typedef struct shaderpermutationinfo_s
947 shaderpermutationinfo_t;
949 typedef struct shadermodeinfo_s
951 const char *vertexfilename;
952 const char *geometryfilename;
953 const char *fragmentfilename;
959 typedef enum shaderpermutation_e
961 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
962 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
963 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
964 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
965 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
966 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
967 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
968 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
969 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
970 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
971 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
972 SHADERPERMUTATION_LIMIT = 1<<11, // size of permutations array
973 SHADERPERMUTATION_COUNT = 11 // size of shaderpermutationinfo array
977 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
978 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
980 {"#define USEDIFFUSE\n", " diffuse"},
981 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
982 {"#define USECOLORMAPPING\n", " colormapping"},
983 {"#define USECONTRASTBOOST\n", " contrastboost"},
984 {"#define USEFOG\n", " fog"},
985 {"#define USECUBEFILTER\n", " cubefilter"},
986 {"#define USEGLOW\n", " glow"},
987 {"#define USESPECULAR\n", " specular"},
988 {"#define USEREFLECTION\n", " reflection"},
989 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
990 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
993 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
994 typedef enum shadermode_e
996 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
997 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
998 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
999 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1000 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1001 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1002 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1003 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1004 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1009 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1010 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1012 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1013 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1014 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1015 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1016 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1017 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1018 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1019 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1020 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1023 typedef struct r_glsl_permutation_s
1025 // indicates if we have tried compiling this permutation already
1027 // 0 if compilation failed
1029 // locations of detected uniforms in program object, or -1 if not found
1030 int loc_Texture_Normal;
1031 int loc_Texture_Color;
1032 int loc_Texture_Gloss;
1033 int loc_Texture_Glow;
1034 int loc_Texture_SecondaryNormal;
1035 int loc_Texture_SecondaryColor;
1036 int loc_Texture_SecondaryGloss;
1037 int loc_Texture_SecondaryGlow;
1038 int loc_Texture_Pants;
1039 int loc_Texture_Shirt;
1040 int loc_Texture_FogMask;
1041 int loc_Texture_Lightmap;
1042 int loc_Texture_Deluxemap;
1043 int loc_Texture_Attenuation;
1044 int loc_Texture_Cube;
1045 int loc_Texture_Refraction;
1046 int loc_Texture_Reflection;
1048 int loc_LightPosition;
1049 int loc_EyePosition;
1050 int loc_Color_Pants;
1051 int loc_Color_Shirt;
1052 int loc_FogRangeRecip;
1053 int loc_AmbientScale;
1054 int loc_DiffuseScale;
1055 int loc_SpecularScale;
1056 int loc_SpecularPower;
1058 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1059 int loc_OffsetMapping_Scale;
1061 int loc_AmbientColor;
1062 int loc_DiffuseColor;
1063 int loc_SpecularColor;
1065 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1066 int loc_DistortScaleRefractReflect;
1067 int loc_ScreenScaleRefractReflect;
1068 int loc_ScreenCenterRefractReflect;
1069 int loc_RefractColor;
1070 int loc_ReflectColor;
1071 int loc_ReflectFactor;
1072 int loc_ReflectOffset;
1074 r_glsl_permutation_t;
1076 // information about each possible shader permutation
1077 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1078 // currently selected permutation
1079 r_glsl_permutation_t *r_glsl_permutation;
1081 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1084 if (!filename || !filename[0])
1086 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1089 if (printfromdisknotice)
1090 Con_DPrint("from disk... ");
1091 return shaderstring;
1093 else if (!strcmp(filename, "glsl/default.glsl"))
1095 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1096 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1098 return shaderstring;
1101 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1104 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1105 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1106 int vertstrings_count = 0;
1107 int geomstrings_count = 0;
1108 int fragstrings_count = 0;
1109 char *vertexstring, *geometrystring, *fragmentstring;
1110 const char *vertstrings_list[32+3];
1111 const char *geomstrings_list[32+3];
1112 const char *fragstrings_list[32+3];
1113 char permutationname[256];
1120 permutationname[0] = 0;
1121 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1122 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1123 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1125 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1127 // the first pretext is which type of shader to compile as
1128 // (later these will all be bound together as a program object)
1129 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1130 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1131 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1133 // the second pretext is the mode (for example a light source)
1134 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1135 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1136 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1137 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1139 // now add all the permutation pretexts
1140 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1142 if (permutation & (1<<i))
1144 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1145 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1146 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1147 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1151 // keep line numbers correct
1152 vertstrings_list[vertstrings_count++] = "\n";
1153 geomstrings_list[geomstrings_count++] = "\n";
1154 fragstrings_list[fragstrings_count++] = "\n";
1158 // now append the shader text itself
1159 vertstrings_list[vertstrings_count++] = vertexstring;
1160 geomstrings_list[geomstrings_count++] = geometrystring;
1161 fragstrings_list[fragstrings_count++] = fragmentstring;
1163 // if any sources were NULL, clear the respective list
1165 vertstrings_count = 0;
1166 if (!geometrystring)
1167 geomstrings_count = 0;
1168 if (!fragmentstring)
1169 fragstrings_count = 0;
1171 // compile the shader program
1172 if (vertstrings_count + geomstrings_count + fragstrings_count)
1173 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1177 qglUseProgramObjectARB(p->program);CHECKGLERROR
1178 // look up all the uniform variable names we care about, so we don't
1179 // have to look them up every time we set them
1180 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1181 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1182 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1183 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1184 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1185 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1186 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1187 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1188 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1189 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1190 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1191 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1192 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1193 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1194 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1195 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1196 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1197 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1198 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1199 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1200 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1201 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1202 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1203 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1204 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1205 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1206 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1207 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1208 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1209 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1210 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1211 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1212 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1213 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1214 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1215 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1216 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1217 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1218 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1219 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1220 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1221 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1222 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1223 // initialize the samplers to refer to the texture units we use
1224 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1225 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1226 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1227 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1228 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1229 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1230 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1231 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1232 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1233 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1234 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1235 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1236 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1237 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1238 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1239 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1240 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1242 qglUseProgramObjectARB(0);CHECKGLERROR
1243 if (developer.integer)
1244 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1247 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1251 Mem_Free(vertexstring);
1253 Mem_Free(geometrystring);
1255 Mem_Free(fragmentstring);
1258 void R_GLSL_Restart_f(void)
1261 shaderpermutation_t permutation;
1262 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1263 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1264 if (r_glsl_permutations[mode][permutation].program)
1265 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1266 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1269 void R_GLSL_DumpShader_f(void)
1273 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1276 Con_Printf("failed to write to glsl/default.glsl\n");
1280 FS_Print(file, "// The engine may define the following macros:\n");
1281 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1282 for (i = 0;i < SHADERMODE_COUNT;i++)
1283 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1284 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1285 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1286 FS_Print(file, "\n");
1287 FS_Print(file, builtinshaderstring);
1290 Con_Printf("glsl/default.glsl written\n");
1293 extern rtexture_t *r_shadow_attenuationgradienttexture;
1294 extern rtexture_t *r_shadow_attenuation2dtexture;
1295 extern rtexture_t *r_shadow_attenuation3dtexture;
1296 int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1298 // select a permutation of the lighting shader appropriate to this
1299 // combination of texture, entity, light source, and fogging, only use the
1300 // minimum features necessary to avoid wasting rendering time in the
1301 // fragment shader on features that are not being used
1302 unsigned int permutation = 0;
1303 shadermode_t mode = 0;
1304 r_glsl_permutation = NULL;
1305 // TODO: implement geometry-shader based shadow volumes someday
1306 if (r_glsl_offsetmapping.integer)
1308 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1309 if (r_glsl_offsetmapping_reliefmapping.integer)
1310 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1312 if (rsurfacepass == RSURFPASS_BACKGROUND)
1314 // distorted background
1315 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1316 mode = SHADERMODE_WATER;
1318 mode = SHADERMODE_REFRACTION;
1320 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1323 mode = SHADERMODE_LIGHTSOURCE;
1324 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1325 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1326 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1327 permutation |= SHADERPERMUTATION_CUBEFILTER;
1328 if (diffusescale > 0)
1329 permutation |= SHADERPERMUTATION_DIFFUSE;
1330 if (specularscale > 0)
1331 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1332 if (r_refdef.fogenabled)
1333 permutation |= SHADERPERMUTATION_FOG;
1334 if (rsurface.texture->colormapping)
1335 permutation |= SHADERPERMUTATION_COLORMAPPING;
1336 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1337 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1339 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1341 // unshaded geometry (fullbright or ambient model lighting)
1342 mode = SHADERMODE_FLATCOLOR;
1343 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1344 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1345 if (rsurface.texture->currentskinframe->glow)
1346 permutation |= SHADERPERMUTATION_GLOW;
1347 if (r_refdef.fogenabled)
1348 permutation |= SHADERPERMUTATION_FOG;
1349 if (rsurface.texture->colormapping)
1350 permutation |= SHADERPERMUTATION_COLORMAPPING;
1351 if (r_glsl_offsetmapping.integer)
1353 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1354 if (r_glsl_offsetmapping_reliefmapping.integer)
1355 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1357 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1358 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1359 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1360 permutation |= SHADERPERMUTATION_REFLECTION;
1362 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1364 // directional model lighting
1365 mode = SHADERMODE_LIGHTDIRECTION;
1366 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1367 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1368 if (rsurface.texture->currentskinframe->glow)
1369 permutation |= SHADERPERMUTATION_GLOW;
1370 permutation |= SHADERPERMUTATION_DIFFUSE;
1371 if (specularscale > 0)
1372 permutation |= SHADERPERMUTATION_SPECULAR;
1373 if (r_refdef.fogenabled)
1374 permutation |= SHADERPERMUTATION_FOG;
1375 if (rsurface.texture->colormapping)
1376 permutation |= SHADERPERMUTATION_COLORMAPPING;
1377 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1378 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1379 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1380 permutation |= SHADERPERMUTATION_REFLECTION;
1382 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1384 // ambient model lighting
1385 mode = SHADERMODE_LIGHTDIRECTION;
1386 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1387 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1388 if (rsurface.texture->currentskinframe->glow)
1389 permutation |= SHADERPERMUTATION_GLOW;
1390 if (r_refdef.fogenabled)
1391 permutation |= SHADERPERMUTATION_FOG;
1392 if (rsurface.texture->colormapping)
1393 permutation |= SHADERPERMUTATION_COLORMAPPING;
1394 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1395 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1396 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1397 permutation |= SHADERPERMUTATION_REFLECTION;
1402 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1404 // deluxemapping (light direction texture)
1405 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1406 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1408 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1409 permutation |= SHADERPERMUTATION_DIFFUSE;
1410 if (specularscale > 0)
1411 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1413 else if (r_glsl_deluxemapping.integer >= 2)
1415 // fake deluxemapping (uniform light direction in tangentspace)
1416 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1417 permutation |= SHADERPERMUTATION_DIFFUSE;
1418 if (specularscale > 0)
1419 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1421 else if (rsurface.uselightmaptexture)
1423 // ordinary lightmapping (q1bsp, q3bsp)
1424 mode = SHADERMODE_LIGHTMAP;
1428 // ordinary vertex coloring (q3bsp)
1429 mode = SHADERMODE_VERTEXCOLOR;
1431 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1432 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1433 if (rsurface.texture->currentskinframe->glow)
1434 permutation |= SHADERPERMUTATION_GLOW;
1435 if (r_refdef.fogenabled)
1436 permutation |= SHADERPERMUTATION_FOG;
1437 if (rsurface.texture->colormapping)
1438 permutation |= SHADERPERMUTATION_COLORMAPPING;
1439 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1440 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1441 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1442 permutation |= SHADERPERMUTATION_REFLECTION;
1444 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1445 if (!r_glsl_permutation->program)
1447 if (!r_glsl_permutation->compiled)
1448 R_GLSL_CompilePermutation(mode, permutation);
1449 if (!r_glsl_permutation->program)
1451 // remove features until we find a valid permutation
1453 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1455 // reduce i more quickly whenever it would not remove any bits
1456 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1457 if (!(permutation & j))
1460 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1461 if (!r_glsl_permutation->compiled)
1462 R_GLSL_CompilePermutation(mode, permutation);
1463 if (r_glsl_permutation->program)
1466 if (i >= SHADERPERMUTATION_COUNT)
1468 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");
1469 Cvar_SetValueQuick(&r_glsl, 0);
1470 return 0; // no bit left to clear
1475 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1476 if (mode == SHADERMODE_LIGHTSOURCE)
1478 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1479 if (permutation & SHADERPERMUTATION_DIFFUSE)
1481 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1482 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1483 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1484 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1488 // ambient only is simpler
1489 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]);
1490 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1491 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1492 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1494 // additive passes are only darkened by fog, not tinted
1495 if (r_glsl_permutation->loc_FogColor >= 0)
1496 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1500 if (mode == SHADERMODE_LIGHTDIRECTION)
1502 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);
1503 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);
1504 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);
1505 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]);
1509 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1510 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1511 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1513 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]);
1514 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1515 // additive passes are only darkened by fog, not tinted
1516 if (r_glsl_permutation->loc_FogColor >= 0)
1518 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1519 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1521 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1523 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);
1524 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]);
1525 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]);
1526 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1527 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1528 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1529 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1531 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1533 // The formula used is actually:
1534 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1535 // color.rgb *= SceneBrightness;
1537 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1538 // and do [[calculations]] here in the engine
1539 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1540 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1543 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1544 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1545 if (r_glsl_permutation->loc_Color_Pants >= 0)
1547 if (rsurface.texture->currentskinframe->pants)
1548 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1550 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1552 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1554 if (rsurface.texture->currentskinframe->shirt)
1555 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1557 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1559 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1560 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1561 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1566 #define SKINFRAME_HASH 1024
1570 int loadsequence; // incremented each level change
1571 memexpandablearray_t array;
1572 skinframe_t *hash[SKINFRAME_HASH];
1576 void R_SkinFrame_PrepareForPurge(void)
1578 r_skinframe.loadsequence++;
1579 // wrap it without hitting zero
1580 if (r_skinframe.loadsequence >= 200)
1581 r_skinframe.loadsequence = 1;
1584 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1588 // mark the skinframe as used for the purging code
1589 skinframe->loadsequence = r_skinframe.loadsequence;
1592 void R_SkinFrame_Purge(void)
1596 for (i = 0;i < SKINFRAME_HASH;i++)
1598 for (s = r_skinframe.hash[i];s;s = s->next)
1600 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1602 if (s->merged == s->base)
1604 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1605 R_PurgeTexture(s->stain );s->stain = NULL;
1606 R_PurgeTexture(s->merged);s->merged = NULL;
1607 R_PurgeTexture(s->base );s->base = NULL;
1608 R_PurgeTexture(s->pants );s->pants = NULL;
1609 R_PurgeTexture(s->shirt );s->shirt = NULL;
1610 R_PurgeTexture(s->nmap );s->nmap = NULL;
1611 R_PurgeTexture(s->gloss );s->gloss = NULL;
1612 R_PurgeTexture(s->glow );s->glow = NULL;
1613 R_PurgeTexture(s->fog );s->fog = NULL;
1614 s->loadsequence = 0;
1620 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1622 char basename[MAX_QPATH];
1624 Image_StripImageExtension(name, basename, sizeof(basename));
1626 if( last == NULL ) {
1628 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1629 item = r_skinframe.hash[hashindex];
1634 // linearly search through the hash bucket
1635 for( ; item ; item = item->next ) {
1636 if( !strcmp( item->basename, basename ) ) {
1643 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1647 char basename[MAX_QPATH];
1649 Image_StripImageExtension(name, basename, sizeof(basename));
1651 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1652 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1653 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1657 rtexture_t *dyntexture;
1658 // check whether its a dynamic texture
1659 dyntexture = CL_GetDynTexture( basename );
1660 if (!add && !dyntexture)
1662 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1663 memset(item, 0, sizeof(*item));
1664 strlcpy(item->basename, basename, sizeof(item->basename));
1665 item->base = dyntexture; // either NULL or dyntexture handle
1666 item->textureflags = textureflags;
1667 item->comparewidth = comparewidth;
1668 item->compareheight = compareheight;
1669 item->comparecrc = comparecrc;
1670 item->next = r_skinframe.hash[hashindex];
1671 r_skinframe.hash[hashindex] = item;
1673 else if( item->base == NULL )
1675 rtexture_t *dyntexture;
1676 // check whether its a dynamic texture
1677 // 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]
1678 dyntexture = CL_GetDynTexture( basename );
1679 item->base = dyntexture; // either NULL or dyntexture handle
1682 R_SkinFrame_MarkUsed(item);
1686 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1688 // FIXME: it should be possible to disable loading various layers using
1689 // cvars, to prevent wasted loading time and memory usage if the user does
1691 qboolean loadnormalmap = true;
1692 qboolean loadgloss = true;
1693 qboolean loadpantsandshirt = true;
1694 qboolean loadglow = true;
1696 unsigned char *pixels;
1697 unsigned char *bumppixels;
1698 unsigned char *basepixels = NULL;
1699 int basepixels_width;
1700 int basepixels_height;
1701 skinframe_t *skinframe;
1703 if (cls.state == ca_dedicated)
1706 // return an existing skinframe if already loaded
1707 // if loading of the first image fails, don't make a new skinframe as it
1708 // would cause all future lookups of this to be missing
1709 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1710 if (skinframe && skinframe->base)
1713 basepixels = loadimagepixelsbgra(name, complain, true);
1714 if (basepixels == NULL)
1717 // we've got some pixels to store, so really allocate this new texture now
1719 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1720 skinframe->stain = NULL;
1721 skinframe->merged = NULL;
1722 skinframe->base = r_texture_notexture;
1723 skinframe->pants = NULL;
1724 skinframe->shirt = NULL;
1725 skinframe->nmap = r_texture_blanknormalmap;
1726 skinframe->gloss = NULL;
1727 skinframe->glow = NULL;
1728 skinframe->fog = NULL;
1730 basepixels_width = image_width;
1731 basepixels_height = image_height;
1732 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);
1734 if (textureflags & TEXF_ALPHA)
1736 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1737 if (basepixels[j] < 255)
1739 if (j < basepixels_width * basepixels_height * 4)
1741 // has transparent pixels
1742 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1743 for (j = 0;j < image_width * image_height * 4;j += 4)
1748 pixels[j+3] = basepixels[j+3];
1750 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);
1755 // _norm is the name used by tenebrae and has been adopted as standard
1758 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1760 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1764 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1766 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1767 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1768 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1770 Mem_Free(bumppixels);
1772 else if (r_shadow_bumpscale_basetexture.value > 0)
1774 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1775 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1776 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1780 // _luma is supported for tenebrae compatibility
1781 // (I think it's a very stupid name, but oh well)
1782 // _glow is the preferred name
1783 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;}
1784 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;}
1785 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;}
1786 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;}
1789 Mem_Free(basepixels);
1794 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)
1799 for (i = 0;i < width*height;i++)
1800 if (((unsigned char *)&palette[in[i]])[3] > 0)
1802 if (i == width*height)
1805 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1808 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1809 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1812 unsigned char *temp1, *temp2;
1813 skinframe_t *skinframe;
1815 if (cls.state == ca_dedicated)
1818 // if already loaded just return it, otherwise make a new skinframe
1819 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
1820 if (skinframe && skinframe->base)
1823 skinframe->stain = NULL;
1824 skinframe->merged = NULL;
1825 skinframe->base = r_texture_notexture;
1826 skinframe->pants = NULL;
1827 skinframe->shirt = NULL;
1828 skinframe->nmap = r_texture_blanknormalmap;
1829 skinframe->gloss = NULL;
1830 skinframe->glow = NULL;
1831 skinframe->fog = NULL;
1833 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1837 if (r_shadow_bumpscale_basetexture.value > 0)
1839 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1840 temp2 = temp1 + width * height * 4;
1841 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1842 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1845 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1846 if (textureflags & TEXF_ALPHA)
1848 for (i = 3;i < width * height * 4;i += 4)
1849 if (skindata[i] < 255)
1851 if (i < width * height * 4)
1853 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
1854 memcpy(fogpixels, skindata, width * height * 4);
1855 for (i = 0;i < width * height * 4;i += 4)
1856 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1857 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
1858 Mem_Free(fogpixels);
1865 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
1868 unsigned char *temp1, *temp2;
1869 skinframe_t *skinframe;
1871 if (cls.state == ca_dedicated)
1874 // if already loaded just return it, otherwise make a new skinframe
1875 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
1876 if (skinframe && skinframe->base)
1879 skinframe->stain = NULL;
1880 skinframe->merged = NULL;
1881 skinframe->base = r_texture_notexture;
1882 skinframe->pants = NULL;
1883 skinframe->shirt = NULL;
1884 skinframe->nmap = r_texture_blanknormalmap;
1885 skinframe->gloss = NULL;
1886 skinframe->glow = NULL;
1887 skinframe->fog = NULL;
1889 // if no data was provided, then clearly the caller wanted to get a blank skinframe
1893 if (r_shadow_bumpscale_basetexture.value > 0)
1895 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
1896 temp2 = temp1 + width * height * 4;
1897 // use either a custom palette or the quake palette
1898 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
1899 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1900 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
1903 // use either a custom palette, or the quake palette
1904 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
1905 if (loadglowtexture)
1906 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
1907 if (loadpantsandshirt)
1909 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
1910 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
1912 if (skinframe->pants || skinframe->shirt)
1913 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
1914 if (textureflags & TEXF_ALPHA)
1916 for (i = 0;i < width * height;i++)
1917 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
1919 if (i < width * height)
1920 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
1926 skinframe_t *R_SkinFrame_LoadMissing(void)
1928 skinframe_t *skinframe;
1930 if (cls.state == ca_dedicated)
1933 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
1934 skinframe->stain = NULL;
1935 skinframe->merged = NULL;
1936 skinframe->base = r_texture_notexture;
1937 skinframe->pants = NULL;
1938 skinframe->shirt = NULL;
1939 skinframe->nmap = r_texture_blanknormalmap;
1940 skinframe->gloss = NULL;
1941 skinframe->glow = NULL;
1942 skinframe->fog = NULL;
1947 void gl_main_start(void)
1949 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1950 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1952 // set up r_skinframe loading system for textures
1953 memset(&r_skinframe, 0, sizeof(r_skinframe));
1954 r_skinframe.loadsequence = 1;
1955 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
1957 r_main_texturepool = R_AllocTexturePool();
1958 R_BuildBlankTextures();
1960 if (gl_texturecubemap)
1963 R_BuildNormalizationCube();
1965 r_texture_fogattenuation = NULL;
1966 //r_texture_fogintensity = NULL;
1967 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1968 memset(&r_waterstate, 0, sizeof(r_waterstate));
1969 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1970 memset(&r_svbsp, 0, sizeof (r_svbsp));
1972 r_refdef.fogmasktable_density = 0;
1975 void gl_main_shutdown(void)
1977 memset(r_qwskincache, 0, sizeof(r_qwskincache));
1978 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
1980 // clear out the r_skinframe state
1981 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
1982 memset(&r_skinframe, 0, sizeof(r_skinframe));
1985 Mem_Free(r_svbsp.nodes);
1986 memset(&r_svbsp, 0, sizeof (r_svbsp));
1987 R_FreeTexturePool(&r_main_texturepool);
1988 r_texture_blanknormalmap = NULL;
1989 r_texture_white = NULL;
1990 r_texture_grey128 = NULL;
1991 r_texture_black = NULL;
1992 r_texture_whitecube = NULL;
1993 r_texture_normalizationcube = NULL;
1994 r_texture_fogattenuation = NULL;
1995 //r_texture_fogintensity = NULL;
1996 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
1997 memset(&r_waterstate, 0, sizeof(r_waterstate));
2001 extern void CL_ParseEntityLump(char *entitystring);
2002 void gl_main_newmap(void)
2004 // FIXME: move this code to client
2006 char *entities, entname[MAX_QPATH];
2009 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2010 l = (int)strlen(entname) - 4;
2011 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2013 memcpy(entname + l, ".ent", 5);
2014 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2016 CL_ParseEntityLump(entities);
2021 if (cl.worldmodel->brush.entities)
2022 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2026 void GL_Main_Init(void)
2028 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2030 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2031 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2032 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2033 if (gamemode == GAME_NEHAHRA)
2035 Cvar_RegisterVariable (&gl_fogenable);
2036 Cvar_RegisterVariable (&gl_fogdensity);
2037 Cvar_RegisterVariable (&gl_fogred);
2038 Cvar_RegisterVariable (&gl_foggreen);
2039 Cvar_RegisterVariable (&gl_fogblue);
2040 Cvar_RegisterVariable (&gl_fogstart);
2041 Cvar_RegisterVariable (&gl_fogend);
2042 Cvar_RegisterVariable (&gl_skyclip);
2044 Cvar_RegisterVariable(&r_depthfirst);
2045 Cvar_RegisterVariable(&r_nearclip);
2046 Cvar_RegisterVariable(&r_showbboxes);
2047 Cvar_RegisterVariable(&r_showsurfaces);
2048 Cvar_RegisterVariable(&r_showtris);
2049 Cvar_RegisterVariable(&r_shownormals);
2050 Cvar_RegisterVariable(&r_showlighting);
2051 Cvar_RegisterVariable(&r_showshadowvolumes);
2052 Cvar_RegisterVariable(&r_showcollisionbrushes);
2053 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2054 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2055 Cvar_RegisterVariable(&r_showdisabledepthtest);
2056 Cvar_RegisterVariable(&r_drawportals);
2057 Cvar_RegisterVariable(&r_drawentities);
2058 Cvar_RegisterVariable(&r_cullentities_trace);
2059 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2060 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2061 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2062 Cvar_RegisterVariable(&r_drawviewmodel);
2063 Cvar_RegisterVariable(&r_speeds);
2064 Cvar_RegisterVariable(&r_fullbrights);
2065 Cvar_RegisterVariable(&r_wateralpha);
2066 Cvar_RegisterVariable(&r_dynamic);
2067 Cvar_RegisterVariable(&r_fullbright);
2068 Cvar_RegisterVariable(&r_shadows);
2069 Cvar_RegisterVariable(&r_shadows_throwdistance);
2070 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2071 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2072 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2073 Cvar_RegisterVariable(&r_fog_exp2);
2074 Cvar_RegisterVariable(&r_textureunits);
2075 Cvar_RegisterVariable(&r_glsl);
2076 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2077 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2078 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2079 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2080 Cvar_RegisterVariable(&r_water);
2081 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2082 Cvar_RegisterVariable(&r_water_clippingplanebias);
2083 Cvar_RegisterVariable(&r_water_refractdistort);
2084 Cvar_RegisterVariable(&r_water_reflectdistort);
2085 Cvar_RegisterVariable(&r_lerpsprites);
2086 Cvar_RegisterVariable(&r_lerpmodels);
2087 Cvar_RegisterVariable(&r_lerplightstyles);
2088 Cvar_RegisterVariable(&r_waterscroll);
2089 Cvar_RegisterVariable(&r_bloom);
2090 Cvar_RegisterVariable(&r_bloom_colorscale);
2091 Cvar_RegisterVariable(&r_bloom_brighten);
2092 Cvar_RegisterVariable(&r_bloom_blur);
2093 Cvar_RegisterVariable(&r_bloom_resolution);
2094 Cvar_RegisterVariable(&r_bloom_colorexponent);
2095 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2096 Cvar_RegisterVariable(&r_hdr);
2097 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2098 Cvar_RegisterVariable(&r_glsl_contrastboost);
2099 Cvar_RegisterVariable(&r_hdr_glowintensity);
2100 Cvar_RegisterVariable(&r_hdr_range);
2101 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2102 Cvar_RegisterVariable(&developer_texturelogging);
2103 Cvar_RegisterVariable(&gl_lightmaps);
2104 Cvar_RegisterVariable(&r_test);
2105 Cvar_RegisterVariable(&r_batchmode);
2106 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2107 Cvar_SetValue("r_fullbrights", 0);
2108 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2110 Cvar_RegisterVariable(&r_track_sprites);
2111 Cvar_RegisterVariable(&r_track_sprites_flags);
2112 Cvar_RegisterVariable(&r_track_sprites_scalew);
2113 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2116 extern void R_Textures_Init(void);
2117 extern void GL_Draw_Init(void);
2118 extern void GL_Main_Init(void);
2119 extern void R_Shadow_Init(void);
2120 extern void R_Sky_Init(void);
2121 extern void GL_Surf_Init(void);
2122 extern void R_Particles_Init(void);
2123 extern void R_Explosion_Init(void);
2124 extern void gl_backend_init(void);
2125 extern void Sbar_Init(void);
2126 extern void R_LightningBeams_Init(void);
2127 extern void Mod_RenderInit(void);
2129 void Render_Init(void)
2141 R_LightningBeams_Init();
2150 extern char *ENGINE_EXTENSIONS;
2153 VID_CheckExtensions();
2155 // LordHavoc: report supported extensions
2156 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2158 // clear to black (loading plaque will be seen over this)
2160 qglClearColor(0,0,0,1);CHECKGLERROR
2161 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2164 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2168 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2170 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2173 p = r_refdef.view.frustum + i;
2178 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2182 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2186 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2190 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2194 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2198 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2202 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2206 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2214 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2218 for (i = 0;i < numplanes;i++)
2225 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2229 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2233 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2237 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2241 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2245 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2249 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2253 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2261 //==================================================================================
2263 static void R_View_UpdateEntityVisible (void)
2266 entity_render_t *ent;
2268 if (!r_drawentities.integer)
2271 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2272 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2274 // worldmodel can check visibility
2275 for (i = 0;i < r_refdef.scene.numentities;i++)
2277 ent = r_refdef.scene.entities[i];
2278 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2281 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2283 for (i = 0;i < r_refdef.scene.numentities;i++)
2285 ent = r_refdef.scene.entities[i];
2286 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2288 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))
2289 ent->last_trace_visibility = realtime;
2290 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2291 r_refdef.viewcache.entityvisible[i] = 0;
2298 // no worldmodel or it can't check visibility
2299 for (i = 0;i < r_refdef.scene.numentities;i++)
2301 ent = r_refdef.scene.entities[i];
2302 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));
2307 // only used if skyrendermasked, and normally returns false
2308 int R_DrawBrushModelsSky (void)
2311 entity_render_t *ent;
2313 if (!r_drawentities.integer)
2317 for (i = 0;i < r_refdef.scene.numentities;i++)
2319 if (!r_refdef.viewcache.entityvisible[i])
2321 ent = r_refdef.scene.entities[i];
2322 if (!ent->model || !ent->model->DrawSky)
2324 ent->model->DrawSky(ent);
2330 static void R_DrawNoModel(entity_render_t *ent);
2331 static void R_DrawModels(void)
2334 entity_render_t *ent;
2336 if (!r_drawentities.integer)
2339 for (i = 0;i < r_refdef.scene.numentities;i++)
2341 if (!r_refdef.viewcache.entityvisible[i])
2343 ent = r_refdef.scene.entities[i];
2344 r_refdef.stats.entities++;
2345 if (ent->model && ent->model->Draw != NULL)
2346 ent->model->Draw(ent);
2352 static void R_DrawModelsDepth(void)
2355 entity_render_t *ent;
2357 if (!r_drawentities.integer)
2360 for (i = 0;i < r_refdef.scene.numentities;i++)
2362 if (!r_refdef.viewcache.entityvisible[i])
2364 ent = r_refdef.scene.entities[i];
2365 if (ent->model && ent->model->DrawDepth != NULL)
2366 ent->model->DrawDepth(ent);
2370 static void R_DrawModelsDebug(void)
2373 entity_render_t *ent;
2375 if (!r_drawentities.integer)
2378 for (i = 0;i < r_refdef.scene.numentities;i++)
2380 if (!r_refdef.viewcache.entityvisible[i])
2382 ent = r_refdef.scene.entities[i];
2383 if (ent->model && ent->model->DrawDebug != NULL)
2384 ent->model->DrawDebug(ent);
2388 static void R_DrawModelsAddWaterPlanes(void)
2391 entity_render_t *ent;
2393 if (!r_drawentities.integer)
2396 for (i = 0;i < r_refdef.scene.numentities;i++)
2398 if (!r_refdef.viewcache.entityvisible[i])
2400 ent = r_refdef.scene.entities[i];
2401 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2402 ent->model->DrawAddWaterPlanes(ent);
2406 static void R_View_SetFrustum(void)
2409 double slopex, slopey;
2410 vec3_t forward, left, up, origin;
2412 // we can't trust r_refdef.view.forward and friends in reflected scenes
2413 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2416 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2417 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2418 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2419 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2420 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2421 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2422 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2423 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2424 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2425 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2426 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2427 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2431 zNear = r_refdef.nearclip;
2432 nudge = 1.0 - 1.0 / (1<<23);
2433 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2434 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2435 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2436 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2437 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2438 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2439 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2440 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2446 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2447 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2448 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2449 r_refdef.view.frustum[0].dist = m[15] - m[12];
2451 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2452 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2453 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2454 r_refdef.view.frustum[1].dist = m[15] + m[12];
2456 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2457 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2458 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2459 r_refdef.view.frustum[2].dist = m[15] - m[13];
2461 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2462 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2463 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2464 r_refdef.view.frustum[3].dist = m[15] + m[13];
2466 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2467 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2468 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2469 r_refdef.view.frustum[4].dist = m[15] - m[14];
2471 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2472 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2473 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2474 r_refdef.view.frustum[5].dist = m[15] + m[14];
2477 if (r_refdef.view.useperspective)
2479 slopex = 1.0 / r_refdef.view.frustum_x;
2480 slopey = 1.0 / r_refdef.view.frustum_y;
2481 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2482 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2483 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2484 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2485 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2487 // Leaving those out was a mistake, those were in the old code, and they
2488 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2489 // I couldn't reproduce it after adding those normalizations. --blub
2490 VectorNormalize(r_refdef.view.frustum[0].normal);
2491 VectorNormalize(r_refdef.view.frustum[1].normal);
2492 VectorNormalize(r_refdef.view.frustum[2].normal);
2493 VectorNormalize(r_refdef.view.frustum[3].normal);
2495 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2496 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2497 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2498 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2499 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2501 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2502 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2503 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2504 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2505 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2509 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2510 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2511 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2512 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2513 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2514 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2515 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2516 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2517 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2518 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2520 r_refdef.view.numfrustumplanes = 5;
2522 if (r_refdef.view.useclipplane)
2524 r_refdef.view.numfrustumplanes = 6;
2525 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2528 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2529 PlaneClassify(r_refdef.view.frustum + i);
2531 // LordHavoc: note to all quake engine coders, Quake had a special case
2532 // for 90 degrees which assumed a square view (wrong), so I removed it,
2533 // Quake2 has it disabled as well.
2535 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2536 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2537 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2538 //PlaneClassify(&frustum[0]);
2540 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2541 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2542 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2543 //PlaneClassify(&frustum[1]);
2545 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2546 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2547 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2548 //PlaneClassify(&frustum[2]);
2550 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2551 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2552 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2553 //PlaneClassify(&frustum[3]);
2556 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2557 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2558 //PlaneClassify(&frustum[4]);
2561 void R_View_Update(void)
2563 R_View_SetFrustum();
2564 R_View_WorldVisibility(r_refdef.view.useclipplane);
2565 R_View_UpdateEntityVisible();
2568 void R_SetupView(qboolean allowwaterclippingplane)
2570 if (!r_refdef.view.useperspective)
2571 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);
2572 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2573 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2575 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2577 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2579 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2581 // LordHavoc: couldn't figure out how to make this approach the
2582 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2583 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2584 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2585 dist = r_refdef.view.clipplane.dist;
2586 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2590 void R_ResetViewRendering2D(void)
2592 if (gl_support_fragment_shader)
2594 qglUseProgramObjectARB(0);CHECKGLERROR
2599 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2600 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2601 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2602 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2603 GL_Color(1, 1, 1, 1);
2604 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2605 GL_BlendFunc(GL_ONE, GL_ZERO);
2606 GL_AlphaTest(false);
2607 GL_ScissorTest(false);
2608 GL_DepthMask(false);
2609 GL_DepthRange(0, 1);
2610 GL_DepthTest(false);
2611 R_Mesh_Matrix(&identitymatrix);
2612 R_Mesh_ResetTextureState();
2613 GL_PolygonOffset(0, 0);
2614 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2615 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2616 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2617 qglStencilMask(~0);CHECKGLERROR
2618 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2619 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2620 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2623 void R_ResetViewRendering3D(void)
2625 if (gl_support_fragment_shader)
2627 qglUseProgramObjectARB(0);CHECKGLERROR
2632 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2633 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2635 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2636 GL_Color(1, 1, 1, 1);
2637 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2638 GL_BlendFunc(GL_ONE, GL_ZERO);
2639 GL_AlphaTest(false);
2640 GL_ScissorTest(true);
2642 GL_DepthRange(0, 1);
2644 R_Mesh_Matrix(&identitymatrix);
2645 R_Mesh_ResetTextureState();
2646 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2647 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2648 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2649 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2650 qglStencilMask(~0);CHECKGLERROR
2651 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2652 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2653 GL_CullFace(r_refdef.view.cullface_back);
2657 R_Bloom_SetupShader(
2659 "// written by Forest 'LordHavoc' Hale\n"
2661 "// common definitions between vertex shader and fragment shader:\n"
2663 "#ifdef __GLSL_CG_DATA_TYPES\n"
2664 "#define myhalf half\n"
2665 "#define myhalf2 half2\n"
2666 "#define myhalf3 half3\n"
2667 "#define myhalf4 half4\n"
2669 "#define myhalf float\n"
2670 "#define myhalf2 vec2\n"
2671 "#define myhalf3 vec3\n"
2672 "#define myhalf4 vec4\n"
2675 "varying vec2 ScreenTexCoord;\n"
2676 "varying vec2 BloomTexCoord;\n"
2681 "// vertex shader specific:\n"
2682 "#ifdef VERTEX_SHADER\n"
2686 " ScreenTexCoord = vec2(gl_MultiTexCoord0);\n"
2687 " BloomTexCoord = vec2(gl_MultiTexCoord1);\n"
2688 " // transform vertex to camera space, using ftransform to match non-VS\n"
2690 " gl_Position = ftransform();\n"
2693 "#endif // VERTEX_SHADER\n"
2698 "// fragment shader specific:\n"
2699 "#ifdef FRAGMENT_SHADER\n"
2704 " myhalf3 color = myhalf3(texture2D(Texture_Screen, ScreenTexCoord));\n"
2705 " for (x = -BLUR_X;x <= BLUR_X;x++)
2706 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2707 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2708 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2709 " color.rgb += myhalf3(texture2D(Texture_Bloom, BloomTexCoord));\n"
2711 " gl_FragColor = vec4(color);\n"
2714 "#endif // FRAGMENT_SHADER\n"
2717 void R_RenderScene(qboolean addwaterplanes);
2719 static void R_Water_StartFrame(void)
2722 int waterwidth, waterheight, texturewidth, textureheight;
2723 r_waterstate_waterplane_t *p;
2725 // set waterwidth and waterheight to the water resolution that will be
2726 // used (often less than the screen resolution for faster rendering)
2727 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2728 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2730 // calculate desired texture sizes
2731 // can't use water if the card does not support the texture size
2732 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2733 texturewidth = textureheight = waterwidth = waterheight = 0;
2734 else if (gl_support_arb_texture_non_power_of_two)
2736 texturewidth = waterwidth;
2737 textureheight = waterheight;
2741 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2742 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2745 // allocate textures as needed
2746 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2748 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2749 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2751 if (p->texture_refraction)
2752 R_FreeTexture(p->texture_refraction);
2753 p->texture_refraction = NULL;
2754 if (p->texture_reflection)
2755 R_FreeTexture(p->texture_reflection);
2756 p->texture_reflection = NULL;
2758 memset(&r_waterstate, 0, sizeof(r_waterstate));
2759 r_waterstate.waterwidth = waterwidth;
2760 r_waterstate.waterheight = waterheight;
2761 r_waterstate.texturewidth = texturewidth;
2762 r_waterstate.textureheight = textureheight;
2765 if (r_waterstate.waterwidth)
2767 r_waterstate.enabled = true;
2769 // set up variables that will be used in shader setup
2770 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2771 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2772 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2773 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2776 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2777 r_waterstate.numwaterplanes = 0;
2780 static void R_Water_AddWaterPlane(msurface_t *surface)
2782 int triangleindex, planeindex;
2787 r_waterstate_waterplane_t *p;
2788 // just use the first triangle with a valid normal for any decisions
2789 VectorClear(normal);
2790 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2792 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2793 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2794 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2795 TriangleNormal(vert[0], vert[1], vert[2], normal);
2796 if (VectorLength2(normal) >= 0.001)
2800 // find a matching plane if there is one
2801 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2802 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2804 if (planeindex >= r_waterstate.maxwaterplanes)
2805 return; // nothing we can do, out of planes
2807 // if this triangle does not fit any known plane rendered this frame, add one
2808 if (planeindex >= r_waterstate.numwaterplanes)
2810 // store the new plane
2811 r_waterstate.numwaterplanes++;
2812 VectorCopy(normal, p->plane.normal);
2813 VectorNormalize(p->plane.normal);
2814 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2815 PlaneClassify(&p->plane);
2816 // flip the plane if it does not face the viewer
2817 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2819 VectorNegate(p->plane.normal, p->plane.normal);
2820 p->plane.dist *= -1;
2821 PlaneClassify(&p->plane);
2823 // clear materialflags and pvs
2824 p->materialflags = 0;
2825 p->pvsvalid = false;
2827 // merge this surface's materialflags into the waterplane
2828 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2829 // merge this surface's PVS into the waterplane
2830 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2831 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2832 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2834 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2839 static void R_Water_ProcessPlanes(void)
2841 r_refdef_view_t originalview;
2843 r_waterstate_waterplane_t *p;
2845 originalview = r_refdef.view;
2847 // make sure enough textures are allocated
2848 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2850 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2852 if (!p->texture_refraction)
2853 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);
2854 if (!p->texture_refraction)
2858 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2860 if (!p->texture_reflection)
2861 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);
2862 if (!p->texture_reflection)
2868 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2870 r_refdef.view.showdebug = false;
2871 r_refdef.view.width = r_waterstate.waterwidth;
2872 r_refdef.view.height = r_waterstate.waterheight;
2873 r_refdef.view.useclipplane = true;
2874 r_waterstate.renderingscene = true;
2876 // render the normal view scene and copy into texture
2877 // (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)
2878 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2880 r_refdef.view.clipplane = p->plane;
2881 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
2882 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
2883 PlaneClassify(&r_refdef.view.clipplane);
2885 R_RenderScene(false);
2887 // copy view into the screen texture
2888 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
2889 GL_ActiveTexture(0);
2891 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
2894 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2896 // render reflected scene and copy into texture
2897 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
2898 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
2899 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
2900 r_refdef.view.clipplane = p->plane;
2901 // reverse the cullface settings for this render
2902 r_refdef.view.cullface_front = GL_FRONT;
2903 r_refdef.view.cullface_back = GL_BACK;
2904 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
2906 r_refdef.view.usecustompvs = true;
2908 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2910 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
2913 R_ResetViewRendering3D();
2914 R_ClearScreen(r_refdef.fogenabled);
2915 if (r_timereport_active)
2916 R_TimeReport("viewclear");
2918 R_RenderScene(false);
2920 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
2921 GL_ActiveTexture(0);
2923 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
2925 R_ResetViewRendering3D();
2926 R_ClearScreen(r_refdef.fogenabled);
2927 if (r_timereport_active)
2928 R_TimeReport("viewclear");
2931 r_refdef.view = originalview;
2932 r_refdef.view.clear = true;
2933 r_waterstate.renderingscene = false;
2937 r_refdef.view = originalview;
2938 r_waterstate.renderingscene = false;
2939 Cvar_SetValueQuick(&r_water, 0);
2940 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
2944 void R_Bloom_StartFrame(void)
2946 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
2948 // set bloomwidth and bloomheight to the bloom resolution that will be
2949 // used (often less than the screen resolution for faster rendering)
2950 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
2951 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
2952 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
2954 // calculate desired texture sizes
2955 if (gl_support_arb_texture_non_power_of_two)
2957 screentexturewidth = r_refdef.view.width;
2958 screentextureheight = r_refdef.view.height;
2959 bloomtexturewidth = r_bloomstate.bloomwidth;
2960 bloomtextureheight = r_bloomstate.bloomheight;
2964 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
2965 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
2966 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
2967 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
2972 screentexturewidth = screentextureheight = 0;
2974 else if (r_bloom.integer)
2979 screentexturewidth = screentextureheight = 0;
2980 bloomtexturewidth = bloomtextureheight = 0;
2983 if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size)
2985 // can't use bloom if the parameters are too weird
2986 // can't use bloom if the card does not support the texture size
2987 if (r_bloomstate.texture_screen)
2988 R_FreeTexture(r_bloomstate.texture_screen);
2989 if (r_bloomstate.texture_bloom)
2990 R_FreeTexture(r_bloomstate.texture_bloom);
2991 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2995 r_bloomstate.enabled = true;
2996 r_bloomstate.hdr = r_hdr.integer != 0;
2998 // allocate textures as needed
2999 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3001 if (r_bloomstate.texture_screen)
3002 R_FreeTexture(r_bloomstate.texture_screen);
3003 r_bloomstate.texture_screen = NULL;
3004 r_bloomstate.screentexturewidth = screentexturewidth;
3005 r_bloomstate.screentextureheight = screentextureheight;
3006 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3007 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);
3009 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3011 if (r_bloomstate.texture_bloom)
3012 R_FreeTexture(r_bloomstate.texture_bloom);
3013 r_bloomstate.texture_bloom = NULL;
3014 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3015 r_bloomstate.bloomtextureheight = bloomtextureheight;
3016 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3017 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);
3020 // set up a texcoord array for the full resolution screen image
3021 // (we have to keep this around to copy back during final render)
3022 r_bloomstate.screentexcoord2f[0] = 0;
3023 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3024 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3025 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3026 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3027 r_bloomstate.screentexcoord2f[5] = 0;
3028 r_bloomstate.screentexcoord2f[6] = 0;
3029 r_bloomstate.screentexcoord2f[7] = 0;
3031 // set up a texcoord array for the reduced resolution bloom image
3032 // (which will be additive blended over the screen image)
3033 r_bloomstate.bloomtexcoord2f[0] = 0;
3034 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3035 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3036 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3037 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3038 r_bloomstate.bloomtexcoord2f[5] = 0;
3039 r_bloomstate.bloomtexcoord2f[6] = 0;
3040 r_bloomstate.bloomtexcoord2f[7] = 0;
3043 void R_Bloom_CopyScreenTexture(float colorscale)
3045 r_refdef.stats.bloom++;
3047 R_ResetViewRendering2D();
3048 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3049 R_Mesh_ColorPointer(NULL, 0, 0);
3050 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3051 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3053 // copy view into the screen texture
3054 GL_ActiveTexture(0);
3056 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3057 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3059 // now scale it down to the bloom texture size
3061 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3062 GL_BlendFunc(GL_ONE, GL_ZERO);
3063 GL_Color(colorscale, colorscale, colorscale, 1);
3064 // TODO: optimize with multitexture or GLSL
3065 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3066 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3068 // we now have a bloom image in the framebuffer
3069 // copy it into the bloom image texture for later processing
3070 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3071 GL_ActiveTexture(0);
3073 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
3074 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3077 void R_Bloom_CopyHDRTexture(void)
3079 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3080 GL_ActiveTexture(0);
3082 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
3083 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3086 void R_Bloom_MakeTexture(void)
3089 float xoffset, yoffset, r, brighten;
3091 r_refdef.stats.bloom++;
3093 R_ResetViewRendering2D();
3094 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3095 R_Mesh_ColorPointer(NULL, 0, 0);
3097 // we have a bloom image in the framebuffer
3099 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3101 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3104 r = bound(0, r_bloom_colorexponent.value / x, 1);
3105 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3106 GL_Color(r, r, r, 1);
3107 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3108 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3109 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3110 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3112 // copy the vertically blurred bloom view to a texture
3113 GL_ActiveTexture(0);
3115 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
3116 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3119 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3120 brighten = r_bloom_brighten.value;
3122 brighten *= r_hdr_range.value;
3123 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3124 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3126 for (dir = 0;dir < 2;dir++)
3128 // blend on at multiple vertical offsets to achieve a vertical blur
3129 // TODO: do offset blends using GLSL
3130 GL_BlendFunc(GL_ONE, GL_ZERO);
3131 for (x = -range;x <= range;x++)
3133 if (!dir){xoffset = 0;yoffset = x;}
3134 else {xoffset = x;yoffset = 0;}
3135 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3136 yoffset /= (float)r_bloomstate.bloomtextureheight;
3137 // compute a texcoord array with the specified x and y offset
3138 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3139 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3140 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3141 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3142 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3143 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3144 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3145 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3146 // this r value looks like a 'dot' particle, fading sharply to
3147 // black at the edges
3148 // (probably not realistic but looks good enough)
3149 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3150 //r = (dir ? 1.0f : brighten)/(range*2+1);
3151 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3152 GL_Color(r, r, r, 1);
3153 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3154 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3155 GL_BlendFunc(GL_ONE, GL_ONE);
3158 // copy the vertically blurred bloom view to a texture
3159 GL_ActiveTexture(0);
3161 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
3162 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3165 // apply subtract last
3166 // (just like it would be in a GLSL shader)
3167 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3169 GL_BlendFunc(GL_ONE, GL_ZERO);
3170 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3171 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3172 GL_Color(1, 1, 1, 1);
3173 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3174 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3176 GL_BlendFunc(GL_ONE, GL_ONE);
3177 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3178 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3179 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3180 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3181 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3182 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3183 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3185 // copy the darkened bloom view to a texture
3186 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3187 GL_ActiveTexture(0);
3189 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
3190 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3194 void R_HDR_RenderBloomTexture(void)
3196 int oldwidth, oldheight;
3197 float oldcolorscale;
3199 oldcolorscale = r_refdef.view.colorscale;
3200 oldwidth = r_refdef.view.width;
3201 oldheight = r_refdef.view.height;
3202 r_refdef.view.width = r_bloomstate.bloomwidth;
3203 r_refdef.view.height = r_bloomstate.bloomheight;
3205 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3206 // TODO: add exposure compensation features
3207 // TODO: add fp16 framebuffer support
3209 r_refdef.view.showdebug = false;
3210 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3212 R_ClearScreen(r_refdef.fogenabled);
3213 if (r_timereport_active)
3214 R_TimeReport("HDRclear");
3216 r_waterstate.numwaterplanes = 0;
3217 R_RenderScene(r_waterstate.enabled);
3218 r_refdef.view.showdebug = true;
3220 R_ResetViewRendering2D();
3222 R_Bloom_CopyHDRTexture();
3223 R_Bloom_MakeTexture();
3225 // restore the view settings
3226 r_refdef.view.width = oldwidth;
3227 r_refdef.view.height = oldheight;
3228 r_refdef.view.colorscale = oldcolorscale;
3230 R_ResetViewRendering3D();
3232 R_ClearScreen(r_refdef.fogenabled);
3233 if (r_timereport_active)
3234 R_TimeReport("viewclear");
3237 static void R_BlendView(void)
3239 if (r_bloomstate.enabled && r_bloomstate.hdr)
3241 // render high dynamic range bloom effect
3242 // the bloom texture was made earlier this render, so we just need to
3243 // blend it onto the screen...
3244 R_ResetViewRendering2D();
3245 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3246 R_Mesh_ColorPointer(NULL, 0, 0);
3247 GL_Color(1, 1, 1, 1);
3248 GL_BlendFunc(GL_ONE, GL_ONE);
3249 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3250 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3251 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3252 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3254 else if (r_bloomstate.enabled)
3256 // render simple bloom effect
3257 // copy the screen and shrink it and darken it for the bloom process
3258 R_Bloom_CopyScreenTexture(r_bloom_colorscale.value);
3259 // make the bloom texture
3260 R_Bloom_MakeTexture();
3261 // put the original screen image back in place and blend the bloom
3263 R_ResetViewRendering2D();
3264 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3265 R_Mesh_ColorPointer(NULL, 0, 0);
3266 GL_Color(1, 1, 1, 1);
3267 GL_BlendFunc(GL_ONE, GL_ZERO);
3268 // do both in one pass if possible
3269 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3270 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3271 if (r_textureunits.integer >= 2 && gl_combine.integer)
3273 R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
3274 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3275 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3279 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3280 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3281 // now blend on the bloom texture
3282 GL_BlendFunc(GL_ONE, GL_ONE);
3283 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3284 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3286 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3287 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3289 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3291 // apply a color tint to the whole view
3292 R_ResetViewRendering2D();
3293 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3294 R_Mesh_ColorPointer(NULL, 0, 0);
3295 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3296 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3297 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3301 void R_RenderScene(qboolean addwaterplanes);
3303 matrix4x4_t r_waterscrollmatrix;
3305 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3307 if (r_refdef.fog_density)
3309 r_refdef.fogcolor[0] = r_refdef.fog_red;
3310 r_refdef.fogcolor[1] = r_refdef.fog_green;
3311 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3315 VectorCopy(r_refdef.fogcolor, fogvec);
3316 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3318 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3319 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3320 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3321 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3323 // color.rgb *= ContrastBoost * SceneBrightness;
3324 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3325 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3326 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3327 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3332 void R_UpdateVariables(void)
3336 r_refdef.farclip = 4096;
3337 if (r_refdef.scene.worldmodel)
3338 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3339 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3341 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3342 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3343 r_refdef.polygonfactor = 0;
3344 r_refdef.polygonoffset = 0;
3345 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3346 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3348 r_refdef.rtworld = r_shadow_realtime_world.integer;
3349 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3350 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3351 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3352 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3353 if (r_showsurfaces.integer)
3355 r_refdef.rtworld = false;
3356 r_refdef.rtworldshadows = false;
3357 r_refdef.rtdlight = false;
3358 r_refdef.rtdlightshadows = false;
3359 r_refdef.lightmapintensity = 0;
3362 if (gamemode == GAME_NEHAHRA)
3364 if (gl_fogenable.integer)
3366 r_refdef.oldgl_fogenable = true;
3367 r_refdef.fog_density = gl_fogdensity.value;
3368 r_refdef.fog_red = gl_fogred.value;
3369 r_refdef.fog_green = gl_foggreen.value;
3370 r_refdef.fog_blue = gl_fogblue.value;
3371 r_refdef.fog_alpha = 1;
3372 r_refdef.fog_start = 0;
3373 r_refdef.fog_end = gl_skyclip.value;
3375 else if (r_refdef.oldgl_fogenable)
3377 r_refdef.oldgl_fogenable = false;
3378 r_refdef.fog_density = 0;
3379 r_refdef.fog_red = 0;
3380 r_refdef.fog_green = 0;
3381 r_refdef.fog_blue = 0;
3382 r_refdef.fog_alpha = 0;
3383 r_refdef.fog_start = 0;
3384 r_refdef.fog_end = 0;
3388 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3389 r_refdef.fog_start = max(0, r_refdef.fog_start);
3390 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3392 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3394 if (r_refdef.fog_density)
3396 r_refdef.fogenabled = true;
3397 // this is the point where the fog reaches 0.9986 alpha, which we
3398 // consider a good enough cutoff point for the texture
3399 // (0.9986 * 256 == 255.6)
3400 if (r_fog_exp2.integer)
3401 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3403 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3404 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3405 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3406 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3407 // fog color was already set
3408 // update the fog texture
3409 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)
3410 R_BuildFogTexture();
3413 r_refdef.fogenabled = false;
3421 void R_RenderView(void)
3423 if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3424 return; //Host_Error ("R_RenderView: NULL worldmodel");
3426 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3428 // break apart the view matrix into vectors for various purposes
3429 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3430 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3431 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3432 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3433 // make an inverted copy of the view matrix for tracking sprites
3434 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3436 R_Shadow_UpdateWorldLightSelection();
3438 R_Bloom_StartFrame();
3439 R_Water_StartFrame();
3442 if (r_timereport_active)
3443 R_TimeReport("viewsetup");
3445 R_ResetViewRendering3D();
3447 if (r_refdef.view.clear || r_refdef.fogenabled)
3449 R_ClearScreen(r_refdef.fogenabled);
3450 if (r_timereport_active)
3451 R_TimeReport("viewclear");
3453 r_refdef.view.clear = true;
3455 r_refdef.view.showdebug = true;
3457 // this produces a bloom texture to be used in R_BlendView() later
3459 R_HDR_RenderBloomTexture();
3461 r_waterstate.numwaterplanes = 0;
3462 R_RenderScene(r_waterstate.enabled);
3465 if (r_timereport_active)
3466 R_TimeReport("blendview");
3468 GL_Scissor(0, 0, vid.width, vid.height);
3469 GL_ScissorTest(false);
3473 extern void R_DrawLightningBeams (void);
3474 extern void VM_CL_AddPolygonsToMeshQueue (void);
3475 extern void R_DrawPortals (void);
3476 extern cvar_t cl_locs_show;
3477 static void R_DrawLocs(void);
3478 static void R_DrawEntityBBoxes(void);
3479 void R_RenderScene(qboolean addwaterplanes)
3485 R_ResetViewRendering3D();
3488 if (r_timereport_active)
3489 R_TimeReport("watervis");
3491 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3493 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3494 if (r_timereport_active)
3495 R_TimeReport("waterworld");
3498 // don't let sound skip if going slow
3499 if (r_refdef.scene.extraupdate)
3502 R_DrawModelsAddWaterPlanes();
3503 if (r_timereport_active)
3504 R_TimeReport("watermodels");
3506 R_Water_ProcessPlanes();
3507 if (r_timereport_active)
3508 R_TimeReport("waterscenes");
3511 R_ResetViewRendering3D();
3513 // don't let sound skip if going slow
3514 if (r_refdef.scene.extraupdate)
3517 R_MeshQueue_BeginScene();
3522 if (r_timereport_active)
3523 R_TimeReport("visibility");
3525 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);
3527 if (cl.csqc_vidvars.drawworld)
3529 // don't let sound skip if going slow
3530 if (r_refdef.scene.extraupdate)
3533 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3535 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3536 if (r_timereport_active)
3537 R_TimeReport("worldsky");
3540 if (R_DrawBrushModelsSky() && r_timereport_active)
3541 R_TimeReport("bmodelsky");
3544 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3546 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3547 if (r_timereport_active)
3548 R_TimeReport("worlddepth");
3550 if (r_depthfirst.integer >= 2)
3552 R_DrawModelsDepth();
3553 if (r_timereport_active)
3554 R_TimeReport("modeldepth");
3557 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3559 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3560 if (r_timereport_active)
3561 R_TimeReport("world");
3564 // don't let sound skip if going slow
3565 if (r_refdef.scene.extraupdate)
3569 if (r_timereport_active)
3570 R_TimeReport("models");
3572 // don't let sound skip if going slow
3573 if (r_refdef.scene.extraupdate)
3576 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3578 R_DrawModelShadows();
3580 R_ResetViewRendering3D();
3582 // don't let sound skip if going slow
3583 if (r_refdef.scene.extraupdate)
3587 R_ShadowVolumeLighting(false);
3588 if (r_timereport_active)
3589 R_TimeReport("rtlights");
3591 // don't let sound skip if going slow
3592 if (r_refdef.scene.extraupdate)
3595 if (cl.csqc_vidvars.drawworld)
3597 R_DrawLightningBeams();
3598 if (r_timereport_active)
3599 R_TimeReport("lightning");
3602 if (r_timereport_active)
3603 R_TimeReport("decals");
3606 if (r_timereport_active)
3607 R_TimeReport("particles");
3610 if (r_timereport_active)
3611 R_TimeReport("explosions");
3614 if (gl_support_fragment_shader)
3616 qglUseProgramObjectARB(0);CHECKGLERROR
3618 VM_CL_AddPolygonsToMeshQueue();
3620 if (r_refdef.view.showdebug)
3622 if (cl_locs_show.integer)
3625 if (r_timereport_active)
3626 R_TimeReport("showlocs");
3629 if (r_drawportals.integer)
3632 if (r_timereport_active)
3633 R_TimeReport("portals");
3636 if (r_showbboxes.value > 0)
3638 R_DrawEntityBBoxes();
3639 if (r_timereport_active)
3640 R_TimeReport("bboxes");
3644 if (gl_support_fragment_shader)
3646 qglUseProgramObjectARB(0);CHECKGLERROR
3648 R_MeshQueue_RenderTransparent();
3649 if (r_timereport_active)
3650 R_TimeReport("drawtrans");
3652 if (gl_support_fragment_shader)
3654 qglUseProgramObjectARB(0);CHECKGLERROR
3657 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))
3659 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3660 if (r_timereport_active)
3661 R_TimeReport("worlddebug");
3662 R_DrawModelsDebug();
3663 if (r_timereport_active)
3664 R_TimeReport("modeldebug");
3667 if (gl_support_fragment_shader)
3669 qglUseProgramObjectARB(0);CHECKGLERROR
3672 if (cl.csqc_vidvars.drawworld)
3675 if (r_timereport_active)
3676 R_TimeReport("coronas");
3679 // don't let sound skip if going slow
3680 if (r_refdef.scene.extraupdate)
3683 R_ResetViewRendering2D();
3686 static const int bboxelements[36] =
3696 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3699 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3700 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3701 GL_DepthMask(false);
3702 GL_DepthRange(0, 1);
3703 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3704 R_Mesh_Matrix(&identitymatrix);
3705 R_Mesh_ResetTextureState();
3707 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3708 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3709 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3710 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3711 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3712 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3713 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3714 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3715 R_FillColors(color4f, 8, cr, cg, cb, ca);
3716 if (r_refdef.fogenabled)
3718 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3720 f1 = FogPoint_World(v);
3722 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3723 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3724 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3727 R_Mesh_VertexPointer(vertex3f, 0, 0);
3728 R_Mesh_ColorPointer(color4f, 0, 0);
3729 R_Mesh_ResetTextureState();
3730 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3733 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3737 prvm_edict_t *edict;
3738 // this function draws bounding boxes of server entities
3742 for (i = 0;i < numsurfaces;i++)
3744 edict = PRVM_EDICT_NUM(surfacelist[i]);
3745 switch ((int)edict->fields.server->solid)
3747 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
3748 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
3749 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
3750 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
3751 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
3752 default: Vector4Set(color, 0, 0, 0, 0.50);break;
3754 color[3] *= r_showbboxes.value;
3755 color[3] = bound(0, color[3], 1);
3756 GL_DepthTest(!r_showdisabledepthtest.integer);
3757 GL_CullFace(r_refdef.view.cullface_front);
3758 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
3763 static void R_DrawEntityBBoxes(void)
3766 prvm_edict_t *edict;
3768 // this function draws bounding boxes of server entities
3772 for (i = 0;i < prog->num_edicts;i++)
3774 edict = PRVM_EDICT_NUM(i);
3775 if (edict->priv.server->free)
3777 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
3778 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
3783 int nomodelelements[24] =
3795 float nomodelvertex3f[6*3] =
3805 float nomodelcolor4f[6*4] =
3807 0.0f, 0.0f, 0.5f, 1.0f,
3808 0.0f, 0.0f, 0.5f, 1.0f,
3809 0.0f, 0.5f, 0.0f, 1.0f,
3810 0.0f, 0.5f, 0.0f, 1.0f,
3811 0.5f, 0.0f, 0.0f, 1.0f,
3812 0.5f, 0.0f, 0.0f, 1.0f
3815 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3820 // this is only called once per entity so numsurfaces is always 1, and
3821 // surfacelist is always {0}, so this code does not handle batches
3822 R_Mesh_Matrix(&ent->matrix);
3824 if (ent->flags & EF_ADDITIVE)
3826 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
3827 GL_DepthMask(false);
3829 else if (ent->alpha < 1)
3831 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3832 GL_DepthMask(false);
3836 GL_BlendFunc(GL_ONE, GL_ZERO);
3839 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
3840 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3841 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
3842 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
3843 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
3844 if (r_refdef.fogenabled)
3847 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3848 R_Mesh_ColorPointer(color4f, 0, 0);
3849 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3850 f1 = FogPoint_World(org);
3852 for (i = 0, c = color4f;i < 6;i++, c += 4)
3854 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
3855 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
3856 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
3860 else if (ent->alpha != 1)
3862 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
3863 R_Mesh_ColorPointer(color4f, 0, 0);
3864 for (i = 0, c = color4f;i < 6;i++, c += 4)
3868 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
3869 R_Mesh_ResetTextureState();
3870 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
3873 void R_DrawNoModel(entity_render_t *ent)
3876 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3877 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
3878 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
3880 // R_DrawNoModelCallback(ent, 0);
3883 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
3885 vec3_t right1, right2, diff, normal;
3887 VectorSubtract (org2, org1, normal);
3889 // calculate 'right' vector for start
3890 VectorSubtract (r_refdef.view.origin, org1, diff);
3891 CrossProduct (normal, diff, right1);
3892 VectorNormalize (right1);
3894 // calculate 'right' vector for end
3895 VectorSubtract (r_refdef.view.origin, org2, diff);
3896 CrossProduct (normal, diff, right2);
3897 VectorNormalize (right2);
3899 vert[ 0] = org1[0] + width * right1[0];
3900 vert[ 1] = org1[1] + width * right1[1];
3901 vert[ 2] = org1[2] + width * right1[2];
3902 vert[ 3] = org1[0] - width * right1[0];
3903 vert[ 4] = org1[1] - width * right1[1];
3904 vert[ 5] = org1[2] - width * right1[2];
3905 vert[ 6] = org2[0] - width * right2[0];
3906 vert[ 7] = org2[1] - width * right2[1];
3907 vert[ 8] = org2[2] - width * right2[2];
3908 vert[ 9] = org2[0] + width * right2[0];
3909 vert[10] = org2[1] + width * right2[1];
3910 vert[11] = org2[2] + width * right2[2];
3913 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
3915 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)
3920 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
3921 fog = FogPoint_World(origin);
3923 R_Mesh_Matrix(&identitymatrix);
3924 GL_BlendFunc(blendfunc1, blendfunc2);
3930 GL_CullFace(r_refdef.view.cullface_front);
3933 GL_CullFace(r_refdef.view.cullface_back);
3934 GL_CullFace(GL_NONE);
3936 GL_DepthMask(false);
3937 GL_DepthRange(0, depthshort ? 0.0625 : 1);
3938 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3939 GL_DepthTest(!depthdisable);
3941 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
3942 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
3943 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
3944 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
3945 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
3946 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
3947 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
3948 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
3949 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
3950 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
3951 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
3952 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
3954 R_Mesh_VertexPointer(vertex3f, 0, 0);
3955 R_Mesh_ColorPointer(NULL, 0, 0);
3956 R_Mesh_ResetTextureState();
3957 R_Mesh_TexBind(0, R_GetTexture(texture));
3958 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
3959 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
3960 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
3961 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3963 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
3965 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
3966 GL_BlendFunc(blendfunc1, GL_ONE);
3968 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
3969 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3973 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
3978 VectorSet(v, x, y, z);
3979 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
3980 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
3982 if (i == mesh->numvertices)
3984 if (mesh->numvertices < mesh->maxvertices)
3986 VectorCopy(v, vertex3f);
3987 mesh->numvertices++;
3989 return mesh->numvertices;
3995 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
3999 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4000 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4001 e = mesh->element3i + mesh->numtriangles * 3;
4002 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4004 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4005 if (mesh->numtriangles < mesh->maxtriangles)
4010 mesh->numtriangles++;
4012 element[1] = element[2];
4016 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4020 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4021 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4022 e = mesh->element3i + mesh->numtriangles * 3;
4023 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4025 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4026 if (mesh->numtriangles < mesh->maxtriangles)
4031 mesh->numtriangles++;
4033 element[1] = element[2];
4037 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4038 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4040 int planenum, planenum2;
4043 mplane_t *plane, *plane2;
4045 double temppoints[2][256*3];
4046 // figure out how large a bounding box we need to properly compute this brush
4048 for (w = 0;w < numplanes;w++)
4049 maxdist = max(maxdist, planes[w].dist);
4050 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4051 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4052 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4056 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4057 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4059 if (planenum2 == planenum)
4061 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);
4064 if (tempnumpoints < 3)
4066 // generate elements forming a triangle fan for this polygon
4067 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4071 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)
4073 texturelayer_t *layer;
4074 layer = t->currentlayers + t->currentnumlayers++;
4076 layer->depthmask = depthmask;
4077 layer->blendfunc1 = blendfunc1;
4078 layer->blendfunc2 = blendfunc2;
4079 layer->texture = texture;
4080 layer->texmatrix = *matrix;
4081 layer->color[0] = r * r_refdef.view.colorscale;
4082 layer->color[1] = g * r_refdef.view.colorscale;
4083 layer->color[2] = b * r_refdef.view.colorscale;
4084 layer->color[3] = a;
4087 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4090 index = parms[2] + r_refdef.scene.time * parms[3];
4091 index -= floor(index);
4095 case Q3WAVEFUNC_NONE:
4096 case Q3WAVEFUNC_NOISE:
4097 case Q3WAVEFUNC_COUNT:
4100 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4101 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4102 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4103 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4104 case Q3WAVEFUNC_TRIANGLE:
4106 f = index - floor(index);
4117 return (float)(parms[0] + parms[1] * f);
4120 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4123 model_t *model = ent->model;
4126 q3shaderinfo_layer_tcmod_t *tcmod;
4128 // switch to an alternate material if this is a q1bsp animated material
4130 texture_t *texture = t;
4131 int s = ent->skinnum;
4132 if ((unsigned int)s >= (unsigned int)model->numskins)
4134 if (model->skinscenes)
4136 if (model->skinscenes[s].framecount > 1)
4137 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4139 s = model->skinscenes[s].firstframe;
4142 t = t + s * model->num_surfaces;
4145 // use an alternate animation if the entity's frame is not 0,
4146 // and only if the texture has an alternate animation
4147 if (ent->frame2 != 0 && t->anim_total[1])
4148 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4150 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4152 texture->currentframe = t;
4155 // update currentskinframe to be a qw skin or animation frame
4156 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4158 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4160 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4161 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4162 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);
4164 t->currentskinframe = r_qwskincache_skinframe[i];
4165 if (t->currentskinframe == NULL)
4166 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4168 else if (t->numskinframes >= 2)
4169 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4170 if (t->backgroundnumskinframes >= 2)
4171 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4173 t->currentmaterialflags = t->basematerialflags;
4174 t->currentalpha = ent->alpha;
4175 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4177 t->currentalpha *= r_wateralpha.value;
4179 * FIXME what is this supposed to do?
4180 // if rendering refraction/reflection, disable transparency
4181 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4182 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4185 if(!r_waterstate.enabled)
4186 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4187 if (!(ent->flags & RENDER_LIGHT))
4188 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4189 else if (rsurface.modeltexcoordlightmap2f == NULL)
4191 // pick a model lighting mode
4192 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4193 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4195 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4197 if (ent->effects & EF_ADDITIVE)
4198 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4199 else if (t->currentalpha < 1)
4200 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4201 if (ent->effects & EF_DOUBLESIDED)
4202 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4203 if (ent->effects & EF_NODEPTHTEST)
4204 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4205 if (ent->flags & RENDER_VIEWMODEL)
4206 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4207 if (t->backgroundnumskinframes)
4208 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4209 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4211 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4212 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4215 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4217 // there is no tcmod
4218 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4219 t->currenttexmatrix = r_waterscrollmatrix;
4221 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4224 switch(tcmod->tcmod)
4228 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4229 matrix = r_waterscrollmatrix;
4231 matrix = identitymatrix;
4233 case Q3TCMOD_ENTITYTRANSLATE:
4234 // this is used in Q3 to allow the gamecode to control texcoord
4235 // scrolling on the entity, which is not supported in darkplaces yet.
4236 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4238 case Q3TCMOD_ROTATE:
4239 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4240 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4241 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4244 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4246 case Q3TCMOD_SCROLL:
4247 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4249 case Q3TCMOD_STRETCH:
4250 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4251 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4253 case Q3TCMOD_TRANSFORM:
4254 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4255 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4256 VectorSet(tcmat + 6, 0 , 0 , 1);
4257 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4258 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4260 case Q3TCMOD_TURBULENT:
4261 // this is handled in the RSurf_PrepareVertices function
4262 matrix = identitymatrix;
4265 // either replace or concatenate the transformation
4267 t->currenttexmatrix = matrix;
4270 matrix4x4_t temp = t->currenttexmatrix;
4271 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4275 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4276 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4277 t->glosstexture = r_texture_black;
4278 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4279 t->backgroundglosstexture = r_texture_black;
4280 t->specularpower = r_shadow_glossexponent.value;
4281 // TODO: store reference values for these in the texture?
4282 t->specularscale = 0;
4283 if (r_shadow_gloss.integer > 0)
4285 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4287 if (r_shadow_glossintensity.value > 0)
4289 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4290 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4291 t->specularscale = r_shadow_glossintensity.value;
4294 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4296 t->glosstexture = r_texture_white;
4297 t->backgroundglosstexture = r_texture_white;
4298 t->specularscale = r_shadow_gloss2intensity.value;
4302 // lightmaps mode looks bad with dlights using actual texturing, so turn
4303 // off the colormap and glossmap, but leave the normalmap on as it still
4304 // accurately represents the shading involved
4305 if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
4307 t->basetexture = r_texture_white;
4308 t->specularscale = 0;
4311 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4312 VectorClear(t->dlightcolor);
4313 t->currentnumlayers = 0;
4314 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4316 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4318 int blendfunc1, blendfunc2, depthmask;
4319 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4321 blendfunc1 = GL_SRC_ALPHA;
4322 blendfunc2 = GL_ONE;
4324 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4326 blendfunc1 = GL_SRC_ALPHA;
4327 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4329 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4331 blendfunc1 = t->customblendfunc[0];
4332 blendfunc2 = t->customblendfunc[1];
4336 blendfunc1 = GL_ONE;
4337 blendfunc2 = GL_ZERO;
4339 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4340 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4342 rtexture_t *currentbasetexture;
4344 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4345 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4346 currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4347 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4349 // fullbright is not affected by r_refdef.lightmapintensity
4350 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4351 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4352 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]);
4353 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4354 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]);
4358 vec3_t ambientcolor;
4360 // set the color tint used for lights affecting this surface
4361 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4363 // q3bsp has no lightmap updates, so the lightstylevalue that
4364 // would normally be baked into the lightmap must be
4365 // applied to the color
4366 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4367 if (ent->model->type == mod_brushq3)
4368 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4369 colorscale *= r_refdef.lightmapintensity;
4370 VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4371 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4372 // basic lit geometry
4373 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4374 // add pants/shirt if needed
4375 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4376 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]);
4377 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4378 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]);
4379 // now add ambient passes if needed
4380 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4382 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4383 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4384 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]);
4385 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4386 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]);
4389 if (t->currentskinframe->glow != NULL)
4390 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]);
4391 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4393 // if this is opaque use alpha blend which will darken the earlier
4396 // if this is an alpha blended material, all the earlier passes
4397 // were darkened by fog already, so we only need to add the fog
4398 // color ontop through the fog mask texture
4400 // if this is an additive blended material, all the earlier passes
4401 // were darkened by fog already, and we should not add fog color
4402 // (because the background was not darkened, there is no fog color
4403 // that was lost behind it).
4404 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]);
4411 void R_UpdateAllTextureInfo(entity_render_t *ent)
4415 for (i = 0;i < ent->model->num_texturesperskin;i++)
4416 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4419 rsurfacestate_t rsurface;
4421 void R_Mesh_ResizeArrays(int newvertices)
4424 if (rsurface.array_size >= newvertices)
4426 if (rsurface.array_modelvertex3f)
4427 Mem_Free(rsurface.array_modelvertex3f);
4428 rsurface.array_size = (newvertices + 1023) & ~1023;
4429 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4430 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4431 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4432 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4433 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4434 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4435 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4436 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4437 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4438 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4439 rsurface.array_color4f = base + rsurface.array_size * 27;
4440 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4443 void RSurf_CleanUp(void)
4446 if (rsurface.mode == RSURFMODE_GLSL)
4448 qglUseProgramObjectARB(0);CHECKGLERROR
4450 GL_AlphaTest(false);
4451 rsurface.mode = RSURFMODE_NONE;
4452 rsurface.uselightmaptexture = false;
4453 rsurface.texture = NULL;
4456 void RSurf_ActiveWorldEntity(void)
4458 model_t *model = r_refdef.scene.worldmodel;
4460 if (rsurface.array_size < model->surfmesh.num_vertices)
4461 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4462 rsurface.matrix = identitymatrix;
4463 rsurface.inversematrix = identitymatrix;
4464 R_Mesh_Matrix(&identitymatrix);
4465 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4466 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4467 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4468 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4469 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4470 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4471 rsurface.frameblend[0].frame = 0;
4472 rsurface.frameblend[0].lerp = 1;
4473 rsurface.frameblend[1].frame = 0;
4474 rsurface.frameblend[1].lerp = 0;
4475 rsurface.frameblend[2].frame = 0;
4476 rsurface.frameblend[2].lerp = 0;
4477 rsurface.frameblend[3].frame = 0;
4478 rsurface.frameblend[3].lerp = 0;
4479 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4480 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4481 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4482 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4483 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4484 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4485 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4486 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4487 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4488 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4489 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4490 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4491 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4492 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4493 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4494 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4495 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4496 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4497 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4498 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4499 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4500 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4501 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4502 rsurface.modelelement3i = model->surfmesh.data_element3i;
4503 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4504 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4505 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4506 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4507 rsurface.modelsurfaces = model->data_surfaces;
4508 rsurface.generatedvertex = false;
4509 rsurface.vertex3f = rsurface.modelvertex3f;
4510 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4511 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4512 rsurface.svector3f = rsurface.modelsvector3f;
4513 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4514 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4515 rsurface.tvector3f = rsurface.modeltvector3f;
4516 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4517 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4518 rsurface.normal3f = rsurface.modelnormal3f;
4519 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4520 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4521 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4524 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4526 model_t *model = ent->model;
4528 if (rsurface.array_size < model->surfmesh.num_vertices)
4529 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4530 rsurface.matrix = ent->matrix;
4531 rsurface.inversematrix = ent->inversematrix;
4532 R_Mesh_Matrix(&rsurface.matrix);
4533 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4534 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4535 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4536 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4537 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4538 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4539 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4540 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4541 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4542 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4543 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4544 rsurface.frameblend[0] = ent->frameblend[0];
4545 rsurface.frameblend[1] = ent->frameblend[1];
4546 rsurface.frameblend[2] = ent->frameblend[2];
4547 rsurface.frameblend[3] = ent->frameblend[3];
4548 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4549 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4550 if (ent->model->brush.submodel)
4552 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4553 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4555 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4559 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4560 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4561 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4562 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4563 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4565 else if (wantnormals)
4567 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4568 rsurface.modelsvector3f = NULL;
4569 rsurface.modeltvector3f = NULL;
4570 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4571 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4575 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4576 rsurface.modelsvector3f = NULL;
4577 rsurface.modeltvector3f = NULL;
4578 rsurface.modelnormal3f = NULL;
4579 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4581 rsurface.modelvertex3f_bufferobject = 0;
4582 rsurface.modelvertex3f_bufferoffset = 0;
4583 rsurface.modelsvector3f_bufferobject = 0;
4584 rsurface.modelsvector3f_bufferoffset = 0;
4585 rsurface.modeltvector3f_bufferobject = 0;
4586 rsurface.modeltvector3f_bufferoffset = 0;
4587 rsurface.modelnormal3f_bufferobject = 0;
4588 rsurface.modelnormal3f_bufferoffset = 0;
4589 rsurface.generatedvertex = true;
4593 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4594 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4595 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4596 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4597 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4598 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4599 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4600 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4601 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4602 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4603 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4604 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4605 rsurface.generatedvertex = false;
4607 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4608 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4609 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4610 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4611 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4612 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4613 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4614 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4615 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4616 rsurface.modelelement3i = model->surfmesh.data_element3i;
4617 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4618 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4619 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4620 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4621 rsurface.modelsurfaces = model->data_surfaces;
4622 rsurface.vertex3f = rsurface.modelvertex3f;
4623 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4624 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4625 rsurface.svector3f = rsurface.modelsvector3f;
4626 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4627 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4628 rsurface.tvector3f = rsurface.modeltvector3f;
4629 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4630 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4631 rsurface.normal3f = rsurface.modelnormal3f;
4632 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4633 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4634 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4637 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4638 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4641 int texturesurfaceindex;
4646 const float *v1, *in_tc;
4648 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4650 q3shaderinfo_deform_t *deform;
4651 // 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
4652 if (rsurface.generatedvertex)
4654 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4655 generatenormals = true;
4656 for (i = 0;i < Q3MAXDEFORMS;i++)
4658 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4660 generatetangents = true;
4661 generatenormals = true;
4663 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4664 generatenormals = true;
4666 if (generatenormals && !rsurface.modelnormal3f)
4668 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4669 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4670 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4671 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4673 if (generatetangents && !rsurface.modelsvector3f)
4675 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4676 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4677 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4678 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4679 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4680 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4681 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);
4684 rsurface.vertex3f = rsurface.modelvertex3f;
4685 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4686 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4687 rsurface.svector3f = rsurface.modelsvector3f;
4688 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4689 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4690 rsurface.tvector3f = rsurface.modeltvector3f;
4691 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4692 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4693 rsurface.normal3f = rsurface.modelnormal3f;
4694 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4695 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4696 // if vertices are deformed (sprite flares and things in maps, possibly
4697 // water waves, bulges and other deformations), generate them into
4698 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4699 // (may be static model data or generated data for an animated model, or
4700 // the previous deform pass)
4701 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4703 switch (deform->deform)
4706 case Q3DEFORM_PROJECTIONSHADOW:
4707 case Q3DEFORM_TEXT0:
4708 case Q3DEFORM_TEXT1:
4709 case Q3DEFORM_TEXT2:
4710 case Q3DEFORM_TEXT3:
4711 case Q3DEFORM_TEXT4:
4712 case Q3DEFORM_TEXT5:
4713 case Q3DEFORM_TEXT6:
4714 case Q3DEFORM_TEXT7:
4717 case Q3DEFORM_AUTOSPRITE:
4718 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4719 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4720 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4721 VectorNormalize(newforward);
4722 VectorNormalize(newright);
4723 VectorNormalize(newup);
4724 // make deformed versions of only the model vertices used by the specified surfaces
4725 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4727 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4728 // a single autosprite surface can contain multiple sprites...
4729 for (j = 0;j < surface->num_vertices - 3;j += 4)
4731 VectorClear(center);
4732 for (i = 0;i < 4;i++)
4733 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4734 VectorScale(center, 0.25f, center);
4735 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4736 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4737 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4738 for (i = 0;i < 4;i++)
4740 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4741 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4744 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);
4745 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);
4747 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4748 rsurface.vertex3f_bufferobject = 0;
4749 rsurface.vertex3f_bufferoffset = 0;
4750 rsurface.svector3f = rsurface.array_deformedsvector3f;
4751 rsurface.svector3f_bufferobject = 0;
4752 rsurface.svector3f_bufferoffset = 0;
4753 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4754 rsurface.tvector3f_bufferobject = 0;
4755 rsurface.tvector3f_bufferoffset = 0;
4756 rsurface.normal3f = rsurface.array_deformednormal3f;
4757 rsurface.normal3f_bufferobject = 0;
4758 rsurface.normal3f_bufferoffset = 0;
4760 case Q3DEFORM_AUTOSPRITE2:
4761 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4762 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4763 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4764 VectorNormalize(newforward);
4765 VectorNormalize(newright);
4766 VectorNormalize(newup);
4767 // make deformed versions of only the model vertices used by the specified surfaces
4768 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4770 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4771 const float *v1, *v2;
4781 memset(shortest, 0, sizeof(shortest));
4782 // a single autosprite surface can contain multiple sprites...
4783 for (j = 0;j < surface->num_vertices - 3;j += 4)
4785 VectorClear(center);
4786 for (i = 0;i < 4;i++)
4787 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4788 VectorScale(center, 0.25f, center);
4789 // find the two shortest edges, then use them to define the
4790 // axis vectors for rotating around the central axis
4791 for (i = 0;i < 6;i++)
4793 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
4794 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
4796 Debug_PolygonBegin(NULL, 0, false, 0);
4797 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
4798 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);
4799 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
4802 l = VectorDistance2(v1, v2);
4803 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
4805 l += (1.0f / 1024.0f);
4806 if (shortest[0].length2 > l || i == 0)
4808 shortest[1] = shortest[0];
4809 shortest[0].length2 = l;
4810 shortest[0].v1 = v1;
4811 shortest[0].v2 = v2;
4813 else if (shortest[1].length2 > l || i == 1)
4815 shortest[1].length2 = l;
4816 shortest[1].v1 = v1;
4817 shortest[1].v2 = v2;
4820 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
4821 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
4823 Debug_PolygonBegin(NULL, 0, false, 0);
4824 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
4825 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);
4826 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
4829 // this calculates the right vector from the shortest edge
4830 // and the up vector from the edge midpoints
4831 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
4832 VectorNormalize(right);
4833 VectorSubtract(end, start, up);
4834 VectorNormalize(up);
4835 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
4836 //VectorSubtract(rsurface.modelorg, center, forward);
4837 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
4838 VectorNegate(forward, forward);
4839 VectorReflect(forward, 0, up, forward);
4840 VectorNormalize(forward);
4841 CrossProduct(up, forward, newright);
4842 VectorNormalize(newright);
4844 Debug_PolygonBegin(NULL, 0, false, 0);
4845 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);
4846 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
4847 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4851 Debug_PolygonBegin(NULL, 0, false, 0);
4852 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
4853 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
4854 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
4857 // rotate the quad around the up axis vector, this is made
4858 // especially easy by the fact we know the quad is flat,
4859 // so we only have to subtract the center position and
4860 // measure distance along the right vector, and then
4861 // multiply that by the newright vector and add back the
4863 // we also need to subtract the old position to undo the
4864 // displacement from the center, which we do with a
4865 // DotProduct, the subtraction/addition of center is also
4866 // optimized into DotProducts here
4867 l = DotProduct(right, center);
4868 for (i = 0;i < 4;i++)
4870 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
4871 f = DotProduct(right, v1) - l;
4872 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4875 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);
4876 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);
4878 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4879 rsurface.vertex3f_bufferobject = 0;
4880 rsurface.vertex3f_bufferoffset = 0;
4881 rsurface.svector3f = rsurface.array_deformedsvector3f;
4882 rsurface.svector3f_bufferobject = 0;
4883 rsurface.svector3f_bufferoffset = 0;
4884 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4885 rsurface.tvector3f_bufferobject = 0;
4886 rsurface.tvector3f_bufferoffset = 0;
4887 rsurface.normal3f = rsurface.array_deformednormal3f;
4888 rsurface.normal3f_bufferobject = 0;
4889 rsurface.normal3f_bufferoffset = 0;
4891 case Q3DEFORM_NORMAL:
4892 // deform the normals to make reflections wavey
4893 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4895 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4896 for (j = 0;j < surface->num_vertices;j++)
4899 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
4900 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
4901 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
4902 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4903 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4904 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
4905 VectorNormalize(normal);
4907 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);
4909 rsurface.svector3f = rsurface.array_deformedsvector3f;
4910 rsurface.svector3f_bufferobject = 0;
4911 rsurface.svector3f_bufferoffset = 0;
4912 rsurface.tvector3f = rsurface.array_deformedtvector3f;
4913 rsurface.tvector3f_bufferobject = 0;
4914 rsurface.tvector3f_bufferoffset = 0;
4915 rsurface.normal3f = rsurface.array_deformednormal3f;
4916 rsurface.normal3f_bufferobject = 0;
4917 rsurface.normal3f_bufferoffset = 0;
4920 // deform vertex array to make wavey water and flags and such
4921 waveparms[0] = deform->waveparms[0];
4922 waveparms[1] = deform->waveparms[1];
4923 waveparms[2] = deform->waveparms[2];
4924 waveparms[3] = deform->waveparms[3];
4925 // this is how a divisor of vertex influence on deformation
4926 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
4927 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4928 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4930 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4931 for (j = 0;j < surface->num_vertices;j++)
4933 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
4934 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
4935 // if the wavefunc depends on time, evaluate it per-vertex
4938 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
4939 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
4941 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
4944 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4945 rsurface.vertex3f_bufferobject = 0;
4946 rsurface.vertex3f_bufferoffset = 0;
4948 case Q3DEFORM_BULGE:
4949 // deform vertex array to make the surface have moving bulges
4950 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4952 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4953 for (j = 0;j < surface->num_vertices;j++)
4955 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
4956 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4959 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4960 rsurface.vertex3f_bufferobject = 0;
4961 rsurface.vertex3f_bufferoffset = 0;
4964 // deform vertex array
4965 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
4966 VectorScale(deform->parms, scale, waveparms);
4967 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4969 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4970 for (j = 0;j < surface->num_vertices;j++)
4971 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
4973 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4974 rsurface.vertex3f_bufferobject = 0;
4975 rsurface.vertex3f_bufferoffset = 0;
4979 // generate texcoords based on the chosen texcoord source
4980 switch(rsurface.texture->tcgen.tcgen)
4983 case Q3TCGEN_TEXTURE:
4984 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4985 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
4986 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
4988 case Q3TCGEN_LIGHTMAP:
4989 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
4990 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
4991 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
4993 case Q3TCGEN_VECTOR:
4994 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4996 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4997 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)
4999 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5000 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5003 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5004 rsurface.texcoordtexture2f_bufferobject = 0;
5005 rsurface.texcoordtexture2f_bufferoffset = 0;
5007 case Q3TCGEN_ENVIRONMENT:
5008 // make environment reflections using a spheremap
5009 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5011 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5012 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5013 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5014 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5015 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5017 float l, d, eyedir[3];
5018 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5019 l = 0.5f / VectorLength(eyedir);
5020 d = DotProduct(normal, eyedir)*2;
5021 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5022 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5025 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5026 rsurface.texcoordtexture2f_bufferobject = 0;
5027 rsurface.texcoordtexture2f_bufferoffset = 0;
5030 // the only tcmod that needs software vertex processing is turbulent, so
5031 // check for it here and apply the changes if needed
5032 // and we only support that as the first one
5033 // (handling a mixture of turbulent and other tcmods would be problematic
5034 // without punting it entirely to a software path)
5035 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5037 amplitude = rsurface.texture->tcmods[0].parms[1];
5038 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5039 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5041 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5042 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)
5044 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5045 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5048 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5049 rsurface.texcoordtexture2f_bufferobject = 0;
5050 rsurface.texcoordtexture2f_bufferoffset = 0;
5052 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5053 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5054 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5055 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5058 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5061 const msurface_t *surface = texturesurfacelist[0];
5062 const msurface_t *surface2;
5067 // TODO: lock all array ranges before render, rather than on each surface
5068 if (texturenumsurfaces == 1)
5070 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5071 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5073 else if (r_batchmode.integer == 2)
5075 #define MAXBATCHTRIANGLES 4096
5076 int batchtriangles = 0;
5077 int batchelements[MAXBATCHTRIANGLES*3];
5078 for (i = 0;i < texturenumsurfaces;i = j)
5080 surface = texturesurfacelist[i];
5082 if (surface->num_triangles > MAXBATCHTRIANGLES)
5084 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5087 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5088 batchtriangles = surface->num_triangles;
5089 firstvertex = surface->num_firstvertex;
5090 endvertex = surface->num_firstvertex + surface->num_vertices;
5091 for (;j < texturenumsurfaces;j++)
5093 surface2 = texturesurfacelist[j];
5094 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5096 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5097 batchtriangles += surface2->num_triangles;
5098 firstvertex = min(firstvertex, surface2->num_firstvertex);
5099 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5101 surface2 = texturesurfacelist[j-1];
5102 numvertices = endvertex - firstvertex;
5103 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5106 else if (r_batchmode.integer == 1)
5108 for (i = 0;i < texturenumsurfaces;i = j)
5110 surface = texturesurfacelist[i];
5111 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5112 if (texturesurfacelist[j] != surface2)
5114 surface2 = texturesurfacelist[j-1];
5115 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5116 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5117 GL_LockArrays(surface->num_firstvertex, numvertices);
5118 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5123 for (i = 0;i < texturenumsurfaces;i++)
5125 surface = texturesurfacelist[i];
5126 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5127 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5132 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5134 int i, planeindex, vertexindex;
5138 r_waterstate_waterplane_t *p, *bestp;
5139 msurface_t *surface;
5140 if (r_waterstate.renderingscene)
5142 for (i = 0;i < texturenumsurfaces;i++)
5144 surface = texturesurfacelist[i];
5145 if (lightmaptexunit >= 0)
5146 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5147 if (deluxemaptexunit >= 0)
5148 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5149 // pick the closest matching water plane
5152 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5155 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5157 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5158 d += fabs(PlaneDiff(vert, &p->plane));
5160 if (bestd > d || !bestp)
5168 if (refractiontexunit >= 0)
5169 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5170 if (reflectiontexunit >= 0)
5171 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5175 if (refractiontexunit >= 0)
5176 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5177 if (reflectiontexunit >= 0)
5178 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5180 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5181 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5185 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5189 const msurface_t *surface = texturesurfacelist[0];
5190 const msurface_t *surface2;
5195 // TODO: lock all array ranges before render, rather than on each surface
5196 if (texturenumsurfaces == 1)
5198 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5199 if (deluxemaptexunit >= 0)
5200 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5201 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5202 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5204 else if (r_batchmode.integer == 2)
5206 #define MAXBATCHTRIANGLES 4096
5207 int batchtriangles = 0;
5208 int batchelements[MAXBATCHTRIANGLES*3];
5209 for (i = 0;i < texturenumsurfaces;i = j)
5211 surface = texturesurfacelist[i];
5212 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5213 if (deluxemaptexunit >= 0)
5214 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5216 if (surface->num_triangles > MAXBATCHTRIANGLES)
5218 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5221 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5222 batchtriangles = surface->num_triangles;
5223 firstvertex = surface->num_firstvertex;
5224 endvertex = surface->num_firstvertex + surface->num_vertices;
5225 for (;j < texturenumsurfaces;j++)
5227 surface2 = texturesurfacelist[j];
5228 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5230 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5231 batchtriangles += surface2->num_triangles;
5232 firstvertex = min(firstvertex, surface2->num_firstvertex);
5233 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5235 surface2 = texturesurfacelist[j-1];
5236 numvertices = endvertex - firstvertex;
5237 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5240 else if (r_batchmode.integer == 1)
5243 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5244 for (i = 0;i < texturenumsurfaces;i = j)
5246 surface = texturesurfacelist[i];
5247 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5248 if (texturesurfacelist[j] != surface2)
5250 Con_Printf(" %i", j - i);
5253 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5255 for (i = 0;i < texturenumsurfaces;i = j)
5257 surface = texturesurfacelist[i];
5258 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5259 if (deluxemaptexunit >= 0)
5260 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5261 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5262 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5265 Con_Printf(" %i", j - i);
5267 surface2 = texturesurfacelist[j-1];
5268 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5269 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5270 GL_LockArrays(surface->num_firstvertex, numvertices);
5271 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5279 for (i = 0;i < texturenumsurfaces;i++)
5281 surface = texturesurfacelist[i];
5282 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5283 if (deluxemaptexunit >= 0)
5284 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5285 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5286 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5291 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5294 int texturesurfaceindex;
5295 if (r_showsurfaces.integer == 2)
5297 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5299 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5300 for (j = 0;j < surface->num_triangles;j++)
5302 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5303 GL_Color(f, f, f, 1);
5304 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5310 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5312 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5313 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5314 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);
5315 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5316 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5321 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5323 int texturesurfaceindex;
5327 if (rsurface.lightmapcolor4f)
5329 // generate color arrays for the surfaces in this list
5330 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5332 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5333 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)
5335 f = FogPoint_Model(v);
5345 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5347 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5348 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)
5350 f = FogPoint_Model(v);
5358 rsurface.lightmapcolor4f = rsurface.array_color4f;
5359 rsurface.lightmapcolor4f_bufferobject = 0;
5360 rsurface.lightmapcolor4f_bufferoffset = 0;
5363 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5365 int texturesurfaceindex;
5368 if (!rsurface.lightmapcolor4f)
5370 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5372 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5373 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)
5381 rsurface.lightmapcolor4f = rsurface.array_color4f;
5382 rsurface.lightmapcolor4f_bufferobject = 0;
5383 rsurface.lightmapcolor4f_bufferoffset = 0;
5386 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5389 rsurface.lightmapcolor4f = NULL;
5390 rsurface.lightmapcolor4f_bufferobject = 0;
5391 rsurface.lightmapcolor4f_bufferoffset = 0;
5392 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5393 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5394 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5395 GL_Color(r, g, b, a);
5396 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5399 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5401 // TODO: optimize applyfog && applycolor case
5402 // just apply fog if necessary, and tint the fog color array if necessary
5403 rsurface.lightmapcolor4f = NULL;
5404 rsurface.lightmapcolor4f_bufferobject = 0;
5405 rsurface.lightmapcolor4f_bufferoffset = 0;
5406 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5407 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5408 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5409 GL_Color(r, g, b, a);
5410 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5413 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5415 int texturesurfaceindex;
5419 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5421 // generate color arrays for the surfaces in this list
5422 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5424 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5425 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5427 if (surface->lightmapinfo->samples)
5429 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5430 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5431 VectorScale(lm, scale, c);
5432 if (surface->lightmapinfo->styles[1] != 255)
5434 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5436 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5437 VectorMA(c, scale, lm, c);
5438 if (surface->lightmapinfo->styles[2] != 255)
5441 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5442 VectorMA(c, scale, lm, c);
5443 if (surface->lightmapinfo->styles[3] != 255)
5446 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5447 VectorMA(c, scale, lm, c);
5457 rsurface.lightmapcolor4f = rsurface.array_color4f;
5458 rsurface.lightmapcolor4f_bufferobject = 0;
5459 rsurface.lightmapcolor4f_bufferoffset = 0;
5463 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5464 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5465 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5467 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5468 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5469 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5470 GL_Color(r, g, b, a);
5471 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5474 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5476 int texturesurfaceindex;
5480 vec3_t ambientcolor;
5481 vec3_t diffusecolor;
5485 VectorCopy(rsurface.modellight_lightdir, lightdir);
5486 f = 0.5f * r_refdef.lightmapintensity;
5487 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5488 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5489 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5490 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5491 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5492 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5493 if (VectorLength2(diffusecolor) > 0)
5495 // generate color arrays for the surfaces in this list
5496 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5498 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5499 int numverts = surface->num_vertices;
5500 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5501 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5502 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5503 // q3-style directional shading
5504 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5506 if ((f = DotProduct(c2, lightdir)) > 0)
5507 VectorMA(ambientcolor, f, diffusecolor, c);
5509 VectorCopy(ambientcolor, c);
5518 rsurface.lightmapcolor4f = rsurface.array_color4f;
5519 rsurface.lightmapcolor4f_bufferobject = 0;
5520 rsurface.lightmapcolor4f_bufferoffset = 0;
5524 r = ambientcolor[0];
5525 g = ambientcolor[1];
5526 b = ambientcolor[2];
5527 rsurface.lightmapcolor4f = NULL;
5528 rsurface.lightmapcolor4f_bufferobject = 0;
5529 rsurface.lightmapcolor4f_bufferoffset = 0;
5531 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5532 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5533 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5534 GL_Color(r, g, b, a);
5535 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5538 void RSurf_SetupDepthAndCulling(void)
5540 // submodels are biased to avoid z-fighting with world surfaces that they
5541 // may be exactly overlapping (avoids z-fighting artifacts on certain
5542 // doors and things in Quake maps)
5543 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5544 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5545 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5546 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5549 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5551 RSurf_SetupDepthAndCulling();
5552 if (rsurface.mode != RSURFMODE_SHOWSURFACES)
5554 rsurface.mode = RSURFMODE_SHOWSURFACES;
5556 GL_BlendFunc(GL_ONE, GL_ZERO);
5557 R_Mesh_ColorPointer(NULL, 0, 0);
5558 R_Mesh_ResetTextureState();
5560 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5561 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
5564 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5566 // transparent sky would be ridiculous
5567 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5569 if (rsurface.mode != RSURFMODE_SKY)
5571 if (rsurface.mode == RSURFMODE_GLSL)
5573 qglUseProgramObjectARB(0);CHECKGLERROR
5575 rsurface.mode = RSURFMODE_SKY;
5579 skyrendernow = false;
5580 // we have to force off the water clipping plane while rendering sky
5584 // restore entity matrix
5585 R_Mesh_Matrix(&rsurface.matrix);
5587 RSurf_SetupDepthAndCulling();
5589 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5590 // skymasking on them, and Quake3 never did sky masking (unlike
5591 // software Quake and software Quake2), so disable the sky masking
5592 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5593 // and skymasking also looks very bad when noclipping outside the
5594 // level, so don't use it then either.
5595 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5597 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5598 R_Mesh_ColorPointer(NULL, 0, 0);
5599 R_Mesh_ResetTextureState();
5600 if (skyrendermasked)
5602 // depth-only (masking)
5603 GL_ColorMask(0,0,0,0);
5604 // just to make sure that braindead drivers don't draw
5605 // anything despite that colormask...
5606 GL_BlendFunc(GL_ZERO, GL_ONE);
5611 GL_BlendFunc(GL_ONE, GL_ZERO);
5613 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5614 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5615 if (skyrendermasked)
5616 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5620 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist)
5622 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5625 if (rsurface.mode != RSURFMODE_GLSL)
5627 rsurface.mode = RSURFMODE_GLSL;
5628 R_Mesh_ResetTextureState();
5629 GL_Color(1, 1, 1, 1);
5632 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5633 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5634 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5635 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5636 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5637 if (rsurface.texture->backgroundcurrentskinframe)
5639 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5640 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5641 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5642 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5644 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5645 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5646 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5647 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5648 R_Mesh_ColorPointer(NULL, 0, 0);
5650 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5652 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5654 // render background
5655 GL_BlendFunc(GL_ONE, GL_ZERO);
5657 GL_AlphaTest(false);
5659 GL_Color(1, 1, 1, 1);
5660 R_Mesh_ColorPointer(NULL, 0, 0);
5662 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5663 if (r_glsl_permutation)
5665 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5666 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5667 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5668 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5669 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5670 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5671 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);
5674 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5675 GL_DepthMask(false);
5676 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5677 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5678 R_Mesh_ColorPointer(NULL, 0, 0);
5680 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5681 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5682 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5685 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5686 if (!r_glsl_permutation)
5689 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5690 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5691 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5692 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5693 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5694 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5696 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5698 GL_BlendFunc(GL_ONE, GL_ZERO);
5700 GL_AlphaTest(false);
5703 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5705 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5706 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);
5708 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5712 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5713 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);
5715 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5719 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist)
5721 // OpenGL 1.3 path - anything not completely ancient
5722 int texturesurfaceindex;
5723 qboolean applycolor;
5727 const texturelayer_t *layer;
5728 if (rsurface.mode != RSURFMODE_MULTIPASS)
5729 rsurface.mode = RSURFMODE_MULTIPASS;
5730 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5732 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5735 int layertexrgbscale;
5736 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5738 if (layerindex == 0)
5742 GL_AlphaTest(false);
5743 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5746 GL_DepthMask(layer->depthmask);
5747 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5748 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5750 layertexrgbscale = 4;
5751 VectorScale(layer->color, 0.25f, layercolor);
5753 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5755 layertexrgbscale = 2;
5756 VectorScale(layer->color, 0.5f, layercolor);
5760 layertexrgbscale = 1;
5761 VectorScale(layer->color, 1.0f, layercolor);
5763 layercolor[3] = layer->color[3];
5764 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5765 R_Mesh_ColorPointer(NULL, 0, 0);
5766 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5767 switch (layer->type)
5769 case TEXTURELAYERTYPE_LITTEXTURE:
5770 memset(&m, 0, sizeof(m));
5771 m.tex[0] = R_GetTexture(r_texture_white);
5772 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5773 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5774 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5775 m.tex[1] = R_GetTexture(layer->texture);
5776 m.texmatrix[1] = layer->texmatrix;
5777 m.texrgbscale[1] = layertexrgbscale;
5778 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
5779 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
5780 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
5781 R_Mesh_TextureState(&m);
5782 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5783 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5784 else if (rsurface.uselightmaptexture)
5785 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5787 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5789 case TEXTURELAYERTYPE_TEXTURE:
5790 memset(&m, 0, sizeof(m));
5791 m.tex[0] = R_GetTexture(layer->texture);
5792 m.texmatrix[0] = layer->texmatrix;
5793 m.texrgbscale[0] = layertexrgbscale;
5794 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5795 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5796 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5797 R_Mesh_TextureState(&m);
5798 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
5800 case TEXTURELAYERTYPE_FOG:
5801 memset(&m, 0, sizeof(m));
5802 m.texrgbscale[0] = layertexrgbscale;
5805 m.tex[0] = R_GetTexture(layer->texture);
5806 m.texmatrix[0] = layer->texmatrix;
5807 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5808 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5809 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5811 R_Mesh_TextureState(&m);
5812 // generate a color array for the fog pass
5813 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5814 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5818 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5819 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)
5821 f = 1 - FogPoint_Model(v);
5822 c[0] = layercolor[0];
5823 c[1] = layercolor[1];
5824 c[2] = layercolor[2];
5825 c[3] = f * layercolor[3];
5828 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5831 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5833 GL_LockArrays(0, 0);
5836 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5838 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5839 GL_AlphaTest(false);
5843 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
5845 // OpenGL 1.1 - crusty old voodoo path
5846 int texturesurfaceindex;
5850 const texturelayer_t *layer;
5851 if (rsurface.mode != RSURFMODE_MULTIPASS)
5852 rsurface.mode = RSURFMODE_MULTIPASS;
5853 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5855 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5857 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5859 if (layerindex == 0)
5863 GL_AlphaTest(false);
5864 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5867 GL_DepthMask(layer->depthmask);
5868 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5869 R_Mesh_ColorPointer(NULL, 0, 0);
5870 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5871 switch (layer->type)
5873 case TEXTURELAYERTYPE_LITTEXTURE:
5874 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
5876 // two-pass lit texture with 2x rgbscale
5877 // first the lightmap pass
5878 memset(&m, 0, sizeof(m));
5879 m.tex[0] = R_GetTexture(r_texture_white);
5880 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
5881 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
5882 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
5883 R_Mesh_TextureState(&m);
5884 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5885 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5886 else if (rsurface.uselightmaptexture)
5887 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5889 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
5890 GL_LockArrays(0, 0);
5891 // then apply the texture to it
5892 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
5893 memset(&m, 0, sizeof(m));
5894 m.tex[0] = R_GetTexture(layer->texture);
5895 m.texmatrix[0] = layer->texmatrix;
5896 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5897 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5898 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5899 R_Mesh_TextureState(&m);
5900 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);
5904 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
5905 memset(&m, 0, sizeof(m));
5906 m.tex[0] = R_GetTexture(layer->texture);
5907 m.texmatrix[0] = layer->texmatrix;
5908 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5909 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5910 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5911 R_Mesh_TextureState(&m);
5912 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
5913 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);
5915 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);
5918 case TEXTURELAYERTYPE_TEXTURE:
5919 // singletexture unlit texture with transparency support
5920 memset(&m, 0, sizeof(m));
5921 m.tex[0] = R_GetTexture(layer->texture);
5922 m.texmatrix[0] = layer->texmatrix;
5923 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5924 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5925 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5926 R_Mesh_TextureState(&m);
5927 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);
5929 case TEXTURELAYERTYPE_FOG:
5930 // singletexture fogging
5931 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
5934 memset(&m, 0, sizeof(m));
5935 m.tex[0] = R_GetTexture(layer->texture);
5936 m.texmatrix[0] = layer->texmatrix;
5937 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
5938 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
5939 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
5940 R_Mesh_TextureState(&m);
5943 R_Mesh_ResetTextureState();
5944 // generate a color array for the fog pass
5945 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5949 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5950 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)
5952 f = 1 - FogPoint_Model(v);
5953 c[0] = layer->color[0];
5954 c[1] = layer->color[1];
5955 c[2] = layer->color[2];
5956 c[3] = f * layer->color[3];
5959 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5962 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
5964 GL_LockArrays(0, 0);
5967 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5969 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
5970 GL_AlphaTest(false);
5974 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
5976 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW)
5978 rsurface.rtlight = NULL;
5982 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
5984 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
5986 if (rsurface.mode != RSURFMODE_MULTIPASS)
5987 rsurface.mode = RSURFMODE_MULTIPASS;
5988 if (r_depthfirst.integer == 3)
5990 int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces);
5991 if (!r_refdef.view.showdebug)
5992 GL_Color(0, 0, 0, 1);
5994 GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1);
5998 GL_ColorMask(0,0,0,0);
6001 RSurf_SetupDepthAndCulling();
6003 GL_BlendFunc(GL_ONE, GL_ZERO);
6005 GL_AlphaTest(false);
6006 R_Mesh_ColorPointer(NULL, 0, 0);
6007 R_Mesh_ResetTextureState();
6008 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6009 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6010 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6012 else if (r_depthfirst.integer == 3)
6014 else if (!r_refdef.view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer))
6016 GL_Color(0, 0, 0, 1);
6017 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6019 else if (r_showsurfaces.integer)
6021 if (rsurface.mode != RSURFMODE_MULTIPASS)
6022 rsurface.mode = RSURFMODE_MULTIPASS;
6023 RSurf_SetupDepthAndCulling();
6025 GL_BlendFunc(GL_ONE, GL_ZERO);
6026 GL_DepthMask(writedepth);
6028 GL_AlphaTest(false);
6029 R_Mesh_ColorPointer(NULL, 0, 0);
6030 R_Mesh_ResetTextureState();
6031 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6032 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6034 else if (gl_lightmaps.integer)
6037 if (rsurface.mode != RSURFMODE_MULTIPASS)
6038 rsurface.mode = RSURFMODE_MULTIPASS;
6039 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6041 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6042 GL_BlendFunc(GL_ONE, GL_ZERO);
6043 GL_DepthMask(writedepth);
6045 GL_AlphaTest(false);
6046 R_Mesh_ColorPointer(NULL, 0, 0);
6047 memset(&m, 0, sizeof(m));
6048 m.tex[0] = R_GetTexture(r_texture_white);
6049 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6050 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6051 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6052 R_Mesh_TextureState(&m);
6053 RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
6054 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6055 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6056 else if (rsurface.uselightmaptexture)
6057 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6059 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6061 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6062 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6063 else if (rsurface.texture->currentnumlayers)
6065 // write depth for anything we skipped on the depth-only pass earlier
6066 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6068 RSurf_SetupDepthAndCulling();
6069 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6070 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6071 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6072 if (r_glsl.integer && gl_support_fragment_shader)
6073 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
6074 else if (gl_combine.integer && r_textureunits.integer >= 2)
6075 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist);
6077 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist);
6080 GL_LockArrays(0, 0);
6083 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6086 int texturenumsurfaces, endsurface;
6088 msurface_t *surface;
6089 msurface_t *texturesurfacelist[1024];
6091 // if the model is static it doesn't matter what value we give for
6092 // wantnormals and wanttangents, so this logic uses only rules applicable
6093 // to a model, knowing that they are meaningless otherwise
6094 if (ent == r_refdef.scene.worldentity)
6095 RSurf_ActiveWorldEntity();
6096 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6097 RSurf_ActiveModelEntity(ent, false, false);
6099 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6101 for (i = 0;i < numsurfaces;i = j)
6104 surface = rsurface.modelsurfaces + surfacelist[i];
6105 texture = surface->texture;
6106 R_UpdateTextureInfo(ent, texture);
6107 rsurface.texture = texture->currentframe;
6108 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6109 // scan ahead until we find a different texture
6110 endsurface = min(i + 1024, numsurfaces);
6111 texturenumsurfaces = 0;
6112 texturesurfacelist[texturenumsurfaces++] = surface;
6113 for (;j < endsurface;j++)
6115 surface = rsurface.modelsurfaces + surfacelist[j];
6116 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6118 texturesurfacelist[texturenumsurfaces++] = surface;
6120 // render the range of surfaces
6121 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false);
6127 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6130 vec3_t tempcenter, center;
6132 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6135 for (i = 0;i < numsurfaces;i++)
6136 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6137 R_Water_AddWaterPlane(surfacelist[i]);
6140 // break the surface list down into batches by texture and use of lightmapping
6141 for (i = 0;i < numsurfaces;i = j)
6144 // texture is the base texture pointer, rsurface.texture is the
6145 // current frame/skin the texture is directing us to use (for example
6146 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6147 // use skin 1 instead)
6148 texture = surfacelist[i]->texture;
6149 rsurface.texture = texture->currentframe;
6150 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6151 if (!(rsurface.texture->currentmaterialflags & flagsmask))
6153 // if this texture is not the kind we want, skip ahead to the next one
6154 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6158 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6160 // transparent surfaces get pushed off into the transparent queue
6161 const msurface_t *surface = surfacelist[i];
6164 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6165 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6166 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6167 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6168 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight);
6172 // simply scan ahead until we find a different texture or lightmap state
6173 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6175 // render the range of surfaces
6176 R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6181 float locboxvertex3f[6*4*3] =
6183 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6184 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6185 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6186 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6187 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6188 1,0,0, 0,0,0, 0,1,0, 1,1,0
6191 int locboxelement3i[6*2*3] =
6201 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6204 cl_locnode_t *loc = (cl_locnode_t *)ent;
6206 float vertex3f[6*4*3];
6208 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6209 GL_DepthMask(false);
6210 GL_DepthRange(0, 1);
6211 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6213 GL_CullFace(GL_NONE);
6214 R_Mesh_Matrix(&identitymatrix);
6216 R_Mesh_VertexPointer(vertex3f, 0, 0);
6217 R_Mesh_ColorPointer(NULL, 0, 0);
6218 R_Mesh_ResetTextureState();
6221 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6222 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6223 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6224 surfacelist[0] < 0 ? 0.5f : 0.125f);
6226 if (VectorCompare(loc->mins, loc->maxs))
6228 VectorSet(size, 2, 2, 2);
6229 VectorMA(loc->mins, -0.5f, size, mins);
6233 VectorCopy(loc->mins, mins);
6234 VectorSubtract(loc->maxs, loc->mins, size);
6237 for (i = 0;i < 6*4*3;)
6238 for (j = 0;j < 3;j++, i++)
6239 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6241 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6244 void R_DrawLocs(void)
6247 cl_locnode_t *loc, *nearestloc;
6249 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6250 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6252 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6253 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6257 void R_DrawDebugModel(entity_render_t *ent)
6259 int i, j, k, l, flagsmask;
6260 const int *elements;
6262 msurface_t *surface;
6263 model_t *model = ent->model;
6266 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6268 R_Mesh_ColorPointer(NULL, 0, 0);
6269 R_Mesh_ResetTextureState();
6270 GL_DepthRange(0, 1);
6271 GL_DepthTest(!r_showdisabledepthtest.integer);
6272 GL_DepthMask(false);
6273 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6275 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6277 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6278 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6280 if (brush->colbrushf && brush->colbrushf->numtriangles)
6282 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6283 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);
6284 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6287 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6289 if (surface->num_collisiontriangles)
6291 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6292 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);
6293 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6298 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6300 if (r_showtris.integer || r_shownormals.integer)
6302 if (r_showdisabledepthtest.integer)
6304 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6305 GL_DepthMask(false);
6309 GL_BlendFunc(GL_ONE, GL_ZERO);
6312 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6314 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6316 rsurface.texture = surface->texture->currentframe;
6317 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6319 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6320 if (r_showtris.value > 0)
6322 if (!rsurface.texture->currentlayers->depthmask)
6323 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6324 else if (ent == r_refdef.scene.worldentity)
6325 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6327 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6328 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6331 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6333 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6334 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6335 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6336 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6341 if (r_shownormals.value > 0)
6344 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6346 VectorCopy(rsurface.vertex3f + l * 3, v);
6347 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6348 qglVertex3f(v[0], v[1], v[2]);
6349 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6350 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6351 qglVertex3f(v[0], v[1], v[2]);
6356 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6358 VectorCopy(rsurface.vertex3f + l * 3, v);
6359 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6360 qglVertex3f(v[0], v[1], v[2]);
6361 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6362 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6363 qglVertex3f(v[0], v[1], v[2]);
6368 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6370 VectorCopy(rsurface.vertex3f + l * 3, v);
6371 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6372 qglVertex3f(v[0], v[1], v[2]);
6373 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6374 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6375 qglVertex3f(v[0], v[1], v[2]);
6382 rsurface.texture = NULL;
6386 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6387 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6389 int i, j, endj, f, flagsmask;
6390 msurface_t *surface;
6392 model_t *model = r_refdef.scene.worldmodel;
6393 const int maxsurfacelist = 1024;
6394 int numsurfacelist = 0;
6395 msurface_t *surfacelist[1024];
6399 RSurf_ActiveWorldEntity();
6401 // update light styles on this submodel
6402 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6404 model_brush_lightstyleinfo_t *style;
6405 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6407 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6409 msurface_t *surfaces = model->data_surfaces;
6410 int *list = style->surfacelist;
6411 style->value = r_refdef.scene.lightstylevalue[style->style];
6412 for (j = 0;j < style->numsurfaces;j++)
6413 surfaces[list[j]].cached_dlight = true;
6418 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6419 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6423 R_DrawDebugModel(r_refdef.scene.worldentity);
6429 rsurface.uselightmaptexture = false;
6430 rsurface.texture = NULL;
6432 j = model->firstmodelsurface;
6433 endj = j + model->nummodelsurfaces;
6436 // quickly skip over non-visible surfaces
6437 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6439 // quickly iterate over visible surfaces
6440 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6442 // process this surface
6443 surface = model->data_surfaces + j;
6444 // if this surface fits the criteria, add it to the list
6445 if (surface->num_triangles)
6447 // if lightmap parameters changed, rebuild lightmap texture
6448 if (surface->cached_dlight)
6449 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6450 // add face to draw list
6451 surfacelist[numsurfacelist++] = surface;
6452 r_refdef.stats.world_triangles += surface->num_triangles;
6453 if (numsurfacelist >= maxsurfacelist)
6455 r_refdef.stats.world_surfaces += numsurfacelist;
6456 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6462 r_refdef.stats.world_surfaces += numsurfacelist;
6464 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6468 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6470 int i, j, f, flagsmask;
6471 msurface_t *surface, *endsurface;
6473 model_t *model = ent->model;
6474 const int maxsurfacelist = 1024;
6475 int numsurfacelist = 0;
6476 msurface_t *surfacelist[1024];
6480 // if the model is static it doesn't matter what value we give for
6481 // wantnormals and wanttangents, so this logic uses only rules applicable
6482 // to a model, knowing that they are meaningless otherwise
6483 if (ent == r_refdef.scene.worldentity)
6484 RSurf_ActiveWorldEntity();
6485 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6486 RSurf_ActiveModelEntity(ent, false, false);
6488 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6490 // update light styles
6491 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6493 model_brush_lightstyleinfo_t *style;
6494 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6496 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6498 msurface_t *surfaces = model->data_surfaces;
6499 int *list = style->surfacelist;
6500 style->value = r_refdef.scene.lightstylevalue[style->style];
6501 for (j = 0;j < style->numsurfaces;j++)
6502 surfaces[list[j]].cached_dlight = true;
6507 R_UpdateAllTextureInfo(ent);
6508 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6512 R_DrawDebugModel(ent);
6518 rsurface.uselightmaptexture = false;
6519 rsurface.texture = NULL;
6521 surface = model->data_surfaces + model->firstmodelsurface;
6522 endsurface = surface + model->nummodelsurfaces;
6523 for (;surface < endsurface;surface++)
6525 // if this surface fits the criteria, add it to the list
6526 if (surface->num_triangles)
6528 // if lightmap parameters changed, rebuild lightmap texture
6529 if (surface->cached_dlight)
6530 R_BuildLightMap(ent, surface);
6531 // add face to draw list
6532 surfacelist[numsurfacelist++] = surface;
6533 r_refdef.stats.entities_triangles += surface->num_triangles;
6534 if (numsurfacelist >= maxsurfacelist)
6536 r_refdef.stats.entities_surfaces += numsurfacelist;
6537 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6542 r_refdef.stats.entities_surfaces += numsurfacelist;
6544 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);