2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
33 qboolean r_loadnormalmap;
42 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
43 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
44 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
45 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
46 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
47 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
48 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
49 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
51 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
52 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
53 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
54 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
55 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
57 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
59 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
60 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
61 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
62 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
63 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
64 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
65 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)"};
66 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
67 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
68 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"};
69 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"};
70 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
71 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"};
72 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"};
73 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"};
74 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
75 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
76 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
77 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
78 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
79 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
80 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
81 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
82 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
83 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
84 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
85 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
86 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
87 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
88 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
89 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
90 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
91 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
92 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
93 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
94 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"};
95 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
96 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
97 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
98 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
99 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
101 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
102 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
103 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
104 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
105 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
106 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
107 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
108 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
110 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
111 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
112 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
114 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)"};
115 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
116 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
117 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
118 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
119 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
120 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
121 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
122 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
124 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)"};
125 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
126 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"};
127 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
128 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
130 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
131 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
132 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
133 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
135 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
136 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
137 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
138 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
139 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
140 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
141 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
143 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
144 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
145 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
146 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)"};
148 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"};
150 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"};
152 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
154 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
155 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
156 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"};
157 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
158 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
159 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
160 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
162 extern cvar_t v_glslgamma;
164 extern qboolean v_flipped_state;
166 static struct r_bloomstate_s
171 int bloomwidth, bloomheight;
173 int screentexturewidth, screentextureheight;
174 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
176 int bloomtexturewidth, bloomtextureheight;
177 rtexture_t *texture_bloom;
179 // arrays for rendering the screen passes
180 float screentexcoord2f[8];
181 float bloomtexcoord2f[8];
182 float offsettexcoord2f[8];
184 r_viewport_t viewport;
188 r_waterstate_t r_waterstate;
190 /// shadow volume bsp struct with automatically growing nodes buffer
193 rtexture_t *r_texture_blanknormalmap;
194 rtexture_t *r_texture_white;
195 rtexture_t *r_texture_grey128;
196 rtexture_t *r_texture_black;
197 rtexture_t *r_texture_notexture;
198 rtexture_t *r_texture_whitecube;
199 rtexture_t *r_texture_normalizationcube;
200 rtexture_t *r_texture_fogattenuation;
201 rtexture_t *r_texture_gammaramps;
202 unsigned int r_texture_gammaramps_serial;
203 //rtexture_t *r_texture_fogintensity;
205 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
206 unsigned int r_numqueries;
207 unsigned int r_maxqueries;
209 typedef struct r_qwskincache_s
211 char name[MAX_QPATH];
212 skinframe_t *skinframe;
216 static r_qwskincache_t *r_qwskincache;
217 static int r_qwskincache_size;
219 /// vertex coordinates for a quad that covers the screen exactly
220 const float r_screenvertex3f[12] =
228 extern void R_DrawModelShadows(void);
230 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
233 for (i = 0;i < verts;i++)
244 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
247 for (i = 0;i < verts;i++)
257 // FIXME: move this to client?
260 if (gamemode == GAME_NEHAHRA)
262 Cvar_Set("gl_fogenable", "0");
263 Cvar_Set("gl_fogdensity", "0.2");
264 Cvar_Set("gl_fogred", "0.3");
265 Cvar_Set("gl_foggreen", "0.3");
266 Cvar_Set("gl_fogblue", "0.3");
268 r_refdef.fog_density = 0;
269 r_refdef.fog_red = 0;
270 r_refdef.fog_green = 0;
271 r_refdef.fog_blue = 0;
272 r_refdef.fog_alpha = 1;
273 r_refdef.fog_start = 0;
274 r_refdef.fog_end = 16384;
275 r_refdef.fog_height = 1<<30;
276 r_refdef.fog_fadedepth = 128;
279 static void R_BuildBlankTextures(void)
281 unsigned char data[4];
282 data[2] = 128; // normal X
283 data[1] = 128; // normal Y
284 data[0] = 255; // normal Z
285 data[3] = 128; // height
286 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
291 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
296 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
301 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
304 static void R_BuildNoTexture(void)
307 unsigned char pix[16][16][4];
308 // this makes a light grey/dark grey checkerboard texture
309 for (y = 0;y < 16;y++)
311 for (x = 0;x < 16;x++)
313 if ((y < 8) ^ (x < 8))
329 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
332 static void R_BuildWhiteCube(void)
334 unsigned char data[6*1*1*4];
335 memset(data, 255, sizeof(data));
336 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
339 static void R_BuildNormalizationCube(void)
343 vec_t s, t, intensity;
345 unsigned char data[6][NORMSIZE][NORMSIZE][4];
346 for (side = 0;side < 6;side++)
348 for (y = 0;y < NORMSIZE;y++)
350 for (x = 0;x < NORMSIZE;x++)
352 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
353 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
388 intensity = 127.0f / sqrt(DotProduct(v, v));
389 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
390 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
391 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
392 data[side][y][x][3] = 255;
396 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
399 static void R_BuildFogTexture(void)
403 unsigned char data1[FOGWIDTH][4];
404 //unsigned char data2[FOGWIDTH][4];
407 r_refdef.fogmasktable_start = r_refdef.fog_start;
408 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
409 r_refdef.fogmasktable_range = r_refdef.fogrange;
410 r_refdef.fogmasktable_density = r_refdef.fog_density;
412 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
413 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
415 d = (x * r - r_refdef.fogmasktable_start);
416 if(developer.integer >= 100)
417 Con_Printf("%f ", d);
419 if (r_fog_exp2.integer)
420 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
422 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
423 if(developer.integer >= 100)
424 Con_Printf(" : %f ", alpha);
425 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
426 if(developer.integer >= 100)
427 Con_Printf(" = %f\n", alpha);
428 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
431 for (x = 0;x < FOGWIDTH;x++)
433 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
438 //data2[x][0] = 255 - b;
439 //data2[x][1] = 255 - b;
440 //data2[x][2] = 255 - b;
443 if (r_texture_fogattenuation)
445 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
446 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
450 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
451 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
455 static const char *builtinshaderstring =
456 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
457 "// written by Forest 'LordHavoc' Hale\n"
459 "// enable various extensions depending on permutation:\n"
461 "#ifdef USESHADOWMAPRECT\n"
462 "# extension GL_ARB_texture_rectangle : enable\n"
465 "#ifdef USESHADOWMAP2D\n"
466 "# ifdef GL_EXT_gpu_shader4\n"
467 "# extension GL_EXT_gpu_shader4 : enable\n"
469 "# ifdef GL_ARB_texture_gather\n"
470 "# extension GL_ARB_texture_gather : enable\n"
472 "# ifdef GL_AMD_texture_texture4\n"
473 "# extension GL_AMD_texture_texture4 : enable\n"
478 "#ifdef USESHADOWMAPCUBE\n"
479 "# extension GL_EXT_gpu_shader4 : enable\n"
482 "#ifdef USESHADOWSAMPLER\n"
483 "# extension GL_ARB_shadow : enable\n"
486 "// common definitions between vertex shader and fragment shader:\n"
488 "//#ifdef __GLSL_CG_DATA_TYPES\n"
489 "//# define myhalf half\n"
490 "//# define myhalf2 half2\n"
491 "//# define myhalf3half3\n"
492 "//# define myhalf4 half4\n"
494 "# define myhalf float\n"
495 "# define myhalf2 vec2\n"
496 "# define myhalf3 vec3\n"
497 "# define myhalf4 vec4\n"
500 "#ifdef USEFOGINSIDE\n"
503 "# ifdef USEFOGOUTSIDE\n"
508 "#ifdef MODE_DEPTH_OR_SHADOW\n"
510 "# ifdef VERTEX_SHADER\n"
513 " gl_Position = ftransform();\n"
518 "#ifdef MODE_SHOWDEPTH\n"
519 "# ifdef VERTEX_SHADER\n"
522 " gl_Position = ftransform();\n"
523 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
526 "# ifdef FRAGMENT_SHADER\n"
529 " gl_FragColor = gl_Color;\n"
533 "#else // !MODE_SHOWDEPTH\n"
535 "#ifdef MODE_POSTPROCESS\n"
536 "# ifdef VERTEX_SHADER\n"
539 " gl_FrontColor = gl_Color;\n"
540 " gl_Position = ftransform();\n"
541 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
543 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
547 "# ifdef FRAGMENT_SHADER\n"
549 "uniform sampler2D Texture_First;\n"
551 "uniform sampler2D Texture_Second;\n"
553 "#ifdef USEGAMMARAMPS\n"
554 "uniform sampler2D Texture_GammaRamps;\n"
556 "#ifdef USESATURATION\n"
557 "uniform float Saturation;\n"
559 "#ifdef USEVIEWTINT\n"
560 "uniform vec4 TintColor;\n"
562 "//uncomment these if you want to use them:\n"
563 "uniform vec4 UserVec1;\n"
564 "// uniform vec4 UserVec2;\n"
565 "// uniform vec4 UserVec3;\n"
566 "// uniform vec4 UserVec4;\n"
567 "// uniform float ClientTime;\n"
568 "uniform vec2 PixelSize;\n"
571 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
573 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
575 "#ifdef USEVIEWTINT\n"
576 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
579 "#ifdef USEPOSTPROCESSING\n"
580 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
581 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
582 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
583 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
584 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
585 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
586 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
587 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
590 "#ifdef USESATURATION\n"
591 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
592 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
593 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
594 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
597 "#ifdef USEGAMMARAMPS\n"
598 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
599 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
600 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
607 "#ifdef MODE_GENERIC\n"
608 "# ifdef VERTEX_SHADER\n"
611 " gl_FrontColor = gl_Color;\n"
612 "# ifdef USEDIFFUSE\n"
613 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
615 "# ifdef USESPECULAR\n"
616 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
618 " gl_Position = ftransform();\n"
621 "# ifdef FRAGMENT_SHADER\n"
623 "# ifdef USEDIFFUSE\n"
624 "uniform sampler2D Texture_First;\n"
626 "# ifdef USESPECULAR\n"
627 "uniform sampler2D Texture_Second;\n"
632 " gl_FragColor = gl_Color;\n"
633 "# ifdef USEDIFFUSE\n"
634 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
637 "# ifdef USESPECULAR\n"
638 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
640 "# ifdef USECOLORMAPPING\n"
641 " gl_FragColor *= tex2;\n"
644 " gl_FragColor += tex2;\n"
646 "# ifdef USEVERTEXTEXTUREBLEND\n"
647 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
652 "#else // !MODE_GENERIC\n"
653 "#ifdef MODE_BLOOMBLUR\n"
654 "# ifdef VERTEX_SHADER\n"
657 " gl_FrontColor = gl_Color;\n"
658 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
659 " gl_Position = ftransform();\n"
662 "# ifdef FRAGMENT_SHADER\n"
664 "uniform sampler2D Texture_First;\n"
665 "uniform vec4 BloomBlur_Parameters;\n"
670 " vec2 tc = gl_TexCoord[0].xy;\n"
671 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
672 " tc += BloomBlur_Parameters.xy;\n"
673 " for (i = 1;i < SAMPLES;i++)\n"
675 " color += texture2D(Texture_First, tc).rgb;\n"
676 " tc += BloomBlur_Parameters.xy;\n"
678 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
682 "#else // !MODE_BLOOMBLUR\n"
684 "varying vec2 TexCoord;\n"
685 "#ifdef USEVERTEXTEXTUREBLEND\n"
686 "varying vec2 TexCoord2;\n"
688 "varying vec2 TexCoordLightmap;\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 CubeVector;\n"
694 "#ifdef MODE_LIGHTSOURCE\n"
695 "varying vec3 LightVector;\n"
697 "#ifdef MODE_LIGHTDIRECTION\n"
698 "varying vec3 LightVector;\n"
701 "varying vec3 EyeVector;\n"
703 "varying vec3 EyeVectorModelSpace;\n"
704 "varying float FogPlaneVertexDist;\n"
707 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
708 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
709 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
711 "#ifdef MODE_WATER\n"
712 "varying vec4 ModelViewProjectionPosition;\n"
714 "#ifdef MODE_REFRACTION\n"
715 "varying vec4 ModelViewProjectionPosition;\n"
717 "#ifdef USEREFLECTION\n"
718 "varying vec4 ModelViewProjectionPosition;\n"
725 "// vertex shader specific:\n"
726 "#ifdef VERTEX_SHADER\n"
728 "uniform vec3 LightPosition;\n"
729 "uniform vec3 EyePosition;\n"
730 "uniform vec3 LightDir;\n"
731 "uniform vec4 FogPlane;\n"
733 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
737 " gl_FrontColor = gl_Color;\n"
738 " // copy the surface texcoord\n"
739 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
740 "#ifdef USEVERTEXTEXTUREBLEND\n"
741 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
743 "#ifndef MODE_LIGHTSOURCE\n"
744 "# ifndef MODE_LIGHTDIRECTION\n"
745 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
749 "#ifdef MODE_LIGHTSOURCE\n"
750 " // transform vertex position into light attenuation/cubemap space\n"
751 " // (-1 to +1 across the light box)\n"
752 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
754 " // transform unnormalized light direction into tangent space\n"
755 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
756 " // normalize it per pixel)\n"
757 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
758 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
759 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
760 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
763 "#ifdef MODE_LIGHTDIRECTION\n"
764 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
765 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
766 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
769 " // transform unnormalized eye direction into tangent space\n"
771 " vec3 EyeVectorModelSpace;\n"
773 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
774 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
775 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
776 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
779 " FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
782 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
783 " VectorS = gl_MultiTexCoord1.xyz;\n"
784 " VectorT = gl_MultiTexCoord2.xyz;\n"
785 " VectorR = gl_MultiTexCoord3.xyz;\n"
788 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
789 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
790 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
791 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
794 "// transform vertex to camera space, using ftransform to match non-VS\n"
796 " gl_Position = ftransform();\n"
798 "#ifdef MODE_WATER\n"
799 " ModelViewProjectionPosition = gl_Position;\n"
801 "#ifdef MODE_REFRACTION\n"
802 " ModelViewProjectionPosition = gl_Position;\n"
804 "#ifdef USEREFLECTION\n"
805 " ModelViewProjectionPosition = gl_Position;\n"
809 "#endif // VERTEX_SHADER\n"
814 "// fragment shader specific:\n"
815 "#ifdef FRAGMENT_SHADER\n"
817 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
818 "uniform sampler2D Texture_Normal;\n"
819 "uniform sampler2D Texture_Color;\n"
820 "uniform sampler2D Texture_Gloss;\n"
821 "uniform sampler2D Texture_Glow;\n"
822 "uniform sampler2D Texture_SecondaryNormal;\n"
823 "uniform sampler2D Texture_SecondaryColor;\n"
824 "uniform sampler2D Texture_SecondaryGloss;\n"
825 "uniform sampler2D Texture_SecondaryGlow;\n"
826 "uniform sampler2D Texture_Pants;\n"
827 "uniform sampler2D Texture_Shirt;\n"
828 "uniform sampler2D Texture_FogMask;\n"
829 "uniform sampler2D Texture_Lightmap;\n"
830 "uniform sampler2D Texture_Deluxemap;\n"
831 "uniform sampler2D Texture_Refraction;\n"
832 "uniform sampler2D Texture_Reflection;\n"
833 "uniform sampler2D Texture_Attenuation;\n"
834 "uniform samplerCube Texture_Cube;\n"
836 "#define showshadowmap 0\n"
838 "#ifdef USESHADOWMAPRECT\n"
839 "# ifdef USESHADOWSAMPLER\n"
840 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
842 "uniform sampler2DRect Texture_ShadowMapRect;\n"
846 "#ifdef USESHADOWMAP2D\n"
847 "# ifdef USESHADOWSAMPLER\n"
848 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
850 "uniform sampler2D Texture_ShadowMap2D;\n"
854 "#ifdef USESHADOWMAPVSDCT\n"
855 "uniform samplerCube Texture_CubeProjection;\n"
858 "#ifdef USESHADOWMAPCUBE\n"
859 "# ifdef USESHADOWSAMPLER\n"
860 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
862 "uniform samplerCube Texture_ShadowMapCube;\n"
866 "uniform myhalf3 LightColor;\n"
867 "uniform myhalf3 AmbientColor;\n"
868 "uniform myhalf3 DiffuseColor;\n"
869 "uniform myhalf3 SpecularColor;\n"
870 "uniform myhalf3 Color_Pants;\n"
871 "uniform myhalf3 Color_Shirt;\n"
872 "uniform myhalf3 FogColor;\n"
874 "uniform myhalf4 TintColor;\n"
877 "//#ifdef MODE_WATER\n"
878 "uniform vec4 DistortScaleRefractReflect;\n"
879 "uniform vec4 ScreenScaleRefractReflect;\n"
880 "uniform vec4 ScreenCenterRefractReflect;\n"
881 "uniform myhalf4 RefractColor;\n"
882 "uniform myhalf4 ReflectColor;\n"
883 "uniform myhalf ReflectFactor;\n"
884 "uniform myhalf ReflectOffset;\n"
886 "//# ifdef MODE_REFRACTION\n"
887 "//uniform vec4 DistortScaleRefractReflect;\n"
888 "//uniform vec4 ScreenScaleRefractReflect;\n"
889 "//uniform vec4 ScreenCenterRefractReflect;\n"
890 "//uniform myhalf4 RefractColor;\n"
891 "//# ifdef USEREFLECTION\n"
892 "//uniform myhalf4 ReflectColor;\n"
895 "//# ifdef USEREFLECTION\n"
896 "//uniform vec4 DistortScaleRefractReflect;\n"
897 "//uniform vec4 ScreenScaleRefractReflect;\n"
898 "//uniform vec4 ScreenCenterRefractReflect;\n"
899 "//uniform myhalf4 ReflectColor;\n"
904 "uniform myhalf3 GlowColor;\n"
905 "uniform myhalf SceneBrightness;\n"
907 "uniform float OffsetMapping_Scale;\n"
908 "uniform float OffsetMapping_Bias;\n"
909 "uniform float FogRangeRecip;\n"
910 "uniform float FogPlaneViewDist;\n"
911 "uniform float FogHeightFade;\n"
913 "uniform myhalf AmbientScale;\n"
914 "uniform myhalf DiffuseScale;\n"
915 "uniform myhalf SpecularScale;\n"
916 "uniform myhalf SpecularPower;\n"
918 "#ifdef USEOFFSETMAPPING\n"
919 "vec2 OffsetMapping(vec2 TexCoord)\n"
921 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
922 " // 14 sample relief mapping: linear search and then binary search\n"
923 " // this basically steps forward a small amount repeatedly until it finds\n"
924 " // itself inside solid, then jitters forward and back using decreasing\n"
925 " // amounts to find the impact\n"
926 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
927 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
928 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
929 " vec3 RT = vec3(TexCoord, 1);\n"
930 " OffsetVector *= 0.1;\n"
931 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
937 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
938 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
939 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
940 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
941 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
942 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
943 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
944 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
947 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
948 " // this basically moves forward the full distance, and then backs up based\n"
949 " // on height of samples\n"
950 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
951 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
952 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
953 " TexCoord += OffsetVector;\n"
954 " OffsetVector *= 0.333;\n"
955 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
956 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
957 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
958 " return TexCoord;\n"
961 "#endif // USEOFFSETMAPPING\n"
963 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
964 "uniform vec2 ShadowMap_TextureScale;\n"
965 "uniform vec4 ShadowMap_Parameters;\n"
968 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
969 "vec3 GetShadowMapTC2D(vec3 dir)\n"
971 " vec3 adir = abs(dir);\n"
972 "# ifndef USESHADOWMAPVSDCT\n"
976 " if (adir.x > adir.y)\n"
978 " if (adir.x > adir.z) // X\n"
982 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
988 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
993 " if (adir.y > adir.z) // Y\n"
997 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
1003 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1007 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1008 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1009 " stc.z += ShadowMap_Parameters.z;\n"
1010 "# if showshadowmap\n"
1011 " stc.xy *= ShadowMap_TextureScale;\n"
1015 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1016 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1017 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1018 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1019 " stc.z += ShadowMap_Parameters.z;\n"
1020 "# if showshadowmap\n"
1021 " stc.xy *= ShadowMap_TextureScale;\n"
1026 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1028 "#ifdef USESHADOWMAPCUBE\n"
1029 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1031 " vec3 adir = abs(dir);\n"
1032 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1036 "#if !showshadowmap\n"
1037 "# ifdef USESHADOWMAPRECT\n"
1038 "float ShadowMapCompare(vec3 dir)\n"
1040 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1042 "# ifdef USESHADOWSAMPLER\n"
1044 "# ifdef USESHADOWMAPPCF\n"
1045 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1046 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1048 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1053 "# ifdef USESHADOWMAPPCF\n"
1054 "# if USESHADOWMAPPCF > 1\n"
1055 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1056 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1057 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1058 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1059 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1060 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1061 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1062 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1064 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1065 " vec2 offset = fract(shadowmaptc.xy);\n"
1066 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1067 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1068 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1069 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1070 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1073 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1081 "# ifdef USESHADOWMAP2D\n"
1082 "float ShadowMapCompare(vec3 dir)\n"
1084 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1087 "# ifdef USESHADOWSAMPLER\n"
1088 "# ifdef USESHADOWMAPPCF\n"
1089 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1090 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1091 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1093 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1096 "# ifdef USESHADOWMAPPCF\n"
1097 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1098 "# ifdef GL_ARB_texture_gather\n"
1099 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1101 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1103 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1104 " center *= ShadowMap_TextureScale;\n"
1105 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1106 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1107 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1108 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1109 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1110 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1111 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1113 "# ifdef GL_EXT_gpu_shader4\n"
1114 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1116 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1118 "# if USESHADOWMAPPCF > 1\n"
1119 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1120 " center *= ShadowMap_TextureScale;\n"
1121 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1122 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1123 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1124 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1125 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1126 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1128 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1129 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1130 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1131 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1132 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1133 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1137 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1144 "# ifdef USESHADOWMAPCUBE\n"
1145 "float ShadowMapCompare(vec3 dir)\n"
1147 " // apply depth texture cubemap as light filter\n"
1148 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1150 "# ifdef USESHADOWSAMPLER\n"
1151 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1153 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1160 "#ifdef MODE_WATER\n"
1165 "#ifdef USEOFFSETMAPPING\n"
1166 " // apply offsetmapping\n"
1167 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1168 "#define TexCoord TexCoordOffset\n"
1171 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1172 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1173 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1174 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1175 " // FIXME temporary hack to detect the case that the reflection\n"
1176 " // gets blackened at edges due to leaving the area that contains actual\n"
1178 " // Remove this 'ack once we have a better way to stop this thing from\n"
1180 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1181 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1182 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1183 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1184 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1185 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1186 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1187 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1188 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1189 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1190 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1191 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1194 "#else // !MODE_WATER\n"
1195 "#ifdef MODE_REFRACTION\n"
1197 "// refraction pass\n"
1200 "#ifdef USEOFFSETMAPPING\n"
1201 " // apply offsetmapping\n"
1202 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1203 "#define TexCoord TexCoordOffset\n"
1206 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1207 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1208 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1209 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1210 " // FIXME temporary hack to detect the case that the reflection\n"
1211 " // gets blackened at edges due to leaving the area that contains actual\n"
1213 " // Remove this 'ack once we have a better way to stop this thing from\n"
1215 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1216 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1217 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1218 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1219 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1220 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1223 "#else // !MODE_REFRACTION\n"
1226 "#ifdef USEOFFSETMAPPING\n"
1227 " // apply offsetmapping\n"
1228 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1229 "#define TexCoord TexCoordOffset\n"
1232 " // combine the diffuse textures (base, pants, shirt)\n"
1233 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1234 "#ifdef USECOLORMAPPING\n"
1235 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1237 "#ifdef USEVERTEXTEXTUREBLEND\n"
1238 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1239 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1240 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1241 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1243 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1246 "#ifdef USEDIFFUSE\n"
1247 " // get the surface normal and the gloss color\n"
1248 "# ifdef USEVERTEXTEXTUREBLEND\n"
1249 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1250 "# ifdef USESPECULAR\n"
1251 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1254 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1255 "# ifdef USESPECULAR\n"
1256 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1263 "#ifdef MODE_LIGHTSOURCE\n"
1264 " // light source\n"
1266 " // calculate surface normal, light normal, and specular normal\n"
1267 " // compute color intensity for the two textures (colormap and glossmap)\n"
1268 " // scale by light color and attenuation as efficiently as possible\n"
1269 " // (do as much scalar math as possible rather than vector math)\n"
1270 "# ifdef USEDIFFUSE\n"
1271 " // get the light normal\n"
1272 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1274 "# ifdef USESPECULAR\n"
1275 "# ifndef USEEXACTSPECULARMATH\n"
1276 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1279 " // calculate directional shading\n"
1280 "# ifdef USEEXACTSPECULARMATH\n"
1281 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1283 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1286 "# ifdef USEDIFFUSE\n"
1287 " // calculate directional shading\n"
1288 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1290 " // calculate directionless shading\n"
1291 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1295 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1296 "#if !showshadowmap\n"
1297 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1301 "# ifdef USECUBEFILTER\n"
1302 " // apply light cubemap filter\n"
1303 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1304 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1306 "#endif // MODE_LIGHTSOURCE\n"
1311 "#ifdef MODE_LIGHTDIRECTION\n"
1312 " // directional model lighting\n"
1313 "# ifdef USEDIFFUSE\n"
1314 " // get the light normal\n"
1315 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1317 "# ifdef USESPECULAR\n"
1318 " // calculate directional shading\n"
1319 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1320 "# ifdef USEEXACTSPECULARMATH\n"
1321 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1323 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1324 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1327 "# ifdef USEDIFFUSE\n"
1329 " // calculate directional shading\n"
1330 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1332 " color.rgb *= AmbientColor;\n"
1335 "#endif // MODE_LIGHTDIRECTION\n"
1340 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1341 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1343 " // get the light normal\n"
1344 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1345 " myhalf3 diffusenormal;\n"
1346 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1347 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1348 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1349 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1350 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1351 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1352 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1353 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1354 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1355 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1356 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1357 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1358 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1359 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1360 "# ifdef USESPECULAR\n"
1361 "# ifdef USEEXACTSPECULARMATH\n"
1362 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1364 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1365 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1369 " // apply lightmap color\n"
1370 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1371 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1376 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1377 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1379 " // get the light normal\n"
1380 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1381 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1382 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1383 "# ifdef USESPECULAR\n"
1384 "# ifdef USEEXACTSPECULARMATH\n"
1385 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1387 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1388 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1392 " // apply lightmap color\n"
1393 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1394 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1399 "#ifdef MODE_LIGHTMAP\n"
1400 " // apply lightmap color\n"
1401 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1402 "#endif // MODE_LIGHTMAP\n"
1407 "#ifdef MODE_VERTEXCOLOR\n"
1408 " // apply lightmap color\n"
1409 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1410 "#endif // MODE_VERTEXCOLOR\n"
1415 "#ifdef MODE_FLATCOLOR\n"
1416 "#endif // MODE_FLATCOLOR\n"
1424 " color *= TintColor;\n"
1427 "#ifdef USEVERTEXTEXTUREBLEND\n"
1428 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1430 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1434 " color.rgb *= SceneBrightness;\n"
1436 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1439 "#ifdef USEFOGOUTSIDE\n"
1440 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1442 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1444 "// float FogHeightFade1 = -0.5/1024.0;\n"
1445 "// if (FogPlaneViewDist >= 0.0)\n"
1446 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1448 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1449 "//# ifdef USEFOGABOVE\n"
1450 "// if (FogPlaneViewDist >= 0.0)\n"
1451 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1453 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1454 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1455 "// fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1456 "// fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1457 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1459 " //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1460 " //float fade = -0.5/128.0;\n"
1461 " //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1462 " //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1464 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1465 " //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1466 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1467 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1468 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1470 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1473 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1474 "#ifdef USEREFLECTION\n"
1475 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1476 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1477 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1478 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1479 " // FIXME temporary hack to detect the case that the reflection\n"
1480 " // gets blackened at edges due to leaving the area that contains actual\n"
1482 " // Remove this 'ack once we have a better way to stop this thing from\n"
1484 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1485 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1486 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1487 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1488 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1489 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1492 " gl_FragColor = vec4(color);\n"
1494 "#if showshadowmap\n"
1495 "# ifdef USESHADOWMAPRECT\n"
1496 "# ifdef USESHADOWSAMPLER\n"
1497 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1499 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1502 "# ifdef USESHADOWMAP2D\n"
1503 "# ifdef USESHADOWSAMPLER\n"
1504 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1506 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1510 "# ifdef USESHADOWMAPCUBE\n"
1511 "# ifdef USESHADOWSAMPLER\n"
1512 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1514 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1519 "#endif // !MODE_REFRACTION\n"
1520 "#endif // !MODE_WATER\n"
1522 "#endif // FRAGMENT_SHADER\n"
1524 "#endif // !MODE_BLOOMBLUR\n"
1525 "#endif // !MODE_GENERIC\n"
1526 "#endif // !MODE_POSTPROCESS\n"
1527 "#endif // !MODE_SHOWDEPTH\n"
1528 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1531 typedef struct shaderpermutationinfo_s
1533 const char *pretext;
1536 shaderpermutationinfo_t;
1538 typedef struct shadermodeinfo_s
1540 const char *vertexfilename;
1541 const char *geometryfilename;
1542 const char *fragmentfilename;
1543 const char *pretext;
1548 typedef enum shaderpermutation_e
1550 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1551 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1552 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1553 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1554 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1555 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1556 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1557 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1558 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1559 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1560 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1561 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1562 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1563 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1564 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1565 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1566 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1567 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1568 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1569 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1570 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1571 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1572 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1573 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1574 SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1575 SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1577 shaderpermutation_t;
1579 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1580 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1582 {"#define USEDIFFUSE\n", " diffuse"},
1583 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1584 {"#define USEVIEWTINT\n", " viewtint"},
1585 {"#define USECOLORMAPPING\n", " colormapping"},
1586 {"#define USESATURATION\n", " saturation"},
1587 {"#define USEFOGINSIDE\n", " foginside"},
1588 {"#define USEFOGOUTSIDE\n", " fogoutside"},
1589 {"#define USEGAMMARAMPS\n", " gammaramps"},
1590 {"#define USECUBEFILTER\n", " cubefilter"},
1591 {"#define USEGLOW\n", " glow"},
1592 {"#define USEBLOOM\n", " bloom"},
1593 {"#define USESPECULAR\n", " specular"},
1594 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1595 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1596 {"#define USEREFLECTION\n", " reflection"},
1597 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1598 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1599 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1600 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1601 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1602 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1603 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1604 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1605 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1608 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1609 typedef enum shadermode_e
1611 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1612 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1613 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1614 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1615 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1616 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1617 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1618 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1619 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1620 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1621 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1622 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1623 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1628 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1629 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1631 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1632 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1633 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1634 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1635 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1636 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1637 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1638 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1639 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1640 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1641 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1642 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1643 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1646 struct r_glsl_permutation_s;
1647 typedef struct r_glsl_permutation_s
1649 /// hash lookup data
1650 struct r_glsl_permutation_s *hashnext;
1652 unsigned int permutation;
1654 /// indicates if we have tried compiling this permutation already
1656 /// 0 if compilation failed
1658 /// locations of detected uniforms in program object, or -1 if not found
1659 int loc_Texture_First;
1660 int loc_Texture_Second;
1661 int loc_Texture_GammaRamps;
1662 int loc_Texture_Normal;
1663 int loc_Texture_Color;
1664 int loc_Texture_Gloss;
1665 int loc_Texture_Glow;
1666 int loc_Texture_SecondaryNormal;
1667 int loc_Texture_SecondaryColor;
1668 int loc_Texture_SecondaryGloss;
1669 int loc_Texture_SecondaryGlow;
1670 int loc_Texture_Pants;
1671 int loc_Texture_Shirt;
1672 int loc_Texture_FogMask;
1673 int loc_Texture_Lightmap;
1674 int loc_Texture_Deluxemap;
1675 int loc_Texture_Attenuation;
1676 int loc_Texture_Cube;
1677 int loc_Texture_Refraction;
1678 int loc_Texture_Reflection;
1679 int loc_Texture_ShadowMapRect;
1680 int loc_Texture_ShadowMapCube;
1681 int loc_Texture_ShadowMap2D;
1682 int loc_Texture_CubeProjection;
1684 int loc_LightPosition;
1685 int loc_EyePosition;
1686 int loc_Color_Pants;
1687 int loc_Color_Shirt;
1689 int loc_FogPlaneViewDist;
1690 int loc_FogRangeRecip;
1691 int loc_FogHeightFade;
1692 int loc_AmbientScale;
1693 int loc_DiffuseScale;
1694 int loc_SpecularScale;
1695 int loc_SpecularPower;
1697 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1698 int loc_OffsetMapping_Scale;
1700 int loc_AmbientColor;
1701 int loc_DiffuseColor;
1702 int loc_SpecularColor;
1704 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1705 int loc_GammaCoeff; ///< 1 / gamma
1706 int loc_DistortScaleRefractReflect;
1707 int loc_ScreenScaleRefractReflect;
1708 int loc_ScreenCenterRefractReflect;
1709 int loc_RefractColor;
1710 int loc_ReflectColor;
1711 int loc_ReflectFactor;
1712 int loc_ReflectOffset;
1720 int loc_ShadowMap_TextureScale;
1721 int loc_ShadowMap_Parameters;
1723 r_glsl_permutation_t;
1725 #define SHADERPERMUTATION_HASHSIZE 256
1727 /// information about each possible shader permutation
1728 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1729 /// currently selected permutation
1730 r_glsl_permutation_t *r_glsl_permutation;
1731 /// storage for permutations linked in the hash table
1732 memexpandablearray_t r_glsl_permutationarray;
1734 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1736 //unsigned int hashdepth = 0;
1737 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1738 r_glsl_permutation_t *p;
1739 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1741 if (p->mode == mode && p->permutation == permutation)
1743 //if (hashdepth > 10)
1744 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1749 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1751 p->permutation = permutation;
1752 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1753 r_glsl_permutationhash[mode][hashindex] = p;
1754 //if (hashdepth > 10)
1755 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1759 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1762 if (!filename || !filename[0])
1764 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1767 if (printfromdisknotice)
1768 Con_DPrint("from disk... ");
1769 return shaderstring;
1771 else if (!strcmp(filename, "glsl/default.glsl"))
1773 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1774 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1776 return shaderstring;
1779 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1782 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1783 int vertstrings_count = 0;
1784 int geomstrings_count = 0;
1785 int fragstrings_count = 0;
1786 char *vertexstring, *geometrystring, *fragmentstring;
1787 const char *vertstrings_list[32+3];
1788 const char *geomstrings_list[32+3];
1789 const char *fragstrings_list[32+3];
1790 char permutationname[256];
1797 permutationname[0] = 0;
1798 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1799 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1800 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1802 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1804 // the first pretext is which type of shader to compile as
1805 // (later these will all be bound together as a program object)
1806 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1807 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1808 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1810 // the second pretext is the mode (for example a light source)
1811 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1812 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1813 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1814 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1816 // now add all the permutation pretexts
1817 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1819 if (permutation & (1<<i))
1821 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1822 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1823 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1824 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1828 // keep line numbers correct
1829 vertstrings_list[vertstrings_count++] = "\n";
1830 geomstrings_list[geomstrings_count++] = "\n";
1831 fragstrings_list[fragstrings_count++] = "\n";
1835 // now append the shader text itself
1836 vertstrings_list[vertstrings_count++] = vertexstring;
1837 geomstrings_list[geomstrings_count++] = geometrystring;
1838 fragstrings_list[fragstrings_count++] = fragmentstring;
1840 // if any sources were NULL, clear the respective list
1842 vertstrings_count = 0;
1843 if (!geometrystring)
1844 geomstrings_count = 0;
1845 if (!fragmentstring)
1846 fragstrings_count = 0;
1848 // compile the shader program
1849 if (vertstrings_count + geomstrings_count + fragstrings_count)
1850 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1854 qglUseProgramObjectARB(p->program);CHECKGLERROR
1855 // look up all the uniform variable names we care about, so we don't
1856 // have to look them up every time we set them
1857 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1858 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1859 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1860 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1861 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1862 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1863 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1864 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1865 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1866 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1867 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1868 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1869 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1870 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1871 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1872 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1873 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1874 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1875 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1876 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1877 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1878 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1879 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1880 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1881 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1882 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1883 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1884 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1885 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1886 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
1887 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1888 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1889 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
1890 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1891 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1892 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1893 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1894 p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
1895 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1896 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1897 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1898 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1899 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1900 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1901 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1902 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1903 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1904 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1905 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1906 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1907 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1908 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1909 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1910 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1911 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1912 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1913 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1914 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1915 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1916 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1917 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1918 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1919 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1920 // initialize the samplers to refer to the texture units we use
1921 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1922 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1923 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1924 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1925 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1926 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1927 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1928 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1929 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1930 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1931 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1932 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1933 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1934 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1935 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1936 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1937 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1938 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1939 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1940 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1941 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1942 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1943 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1944 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1946 if (developer.integer)
1947 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1950 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1954 Mem_Free(vertexstring);
1956 Mem_Free(geometrystring);
1958 Mem_Free(fragmentstring);
1961 void R_GLSL_Restart_f(void)
1963 unsigned int i, limit;
1964 r_glsl_permutation_t *p;
1965 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1966 for (i = 0;i < limit;i++)
1968 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1970 GL_Backend_FreeProgram(p->program);
1971 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1974 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1977 void R_GLSL_DumpShader_f(void)
1981 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1984 Con_Printf("failed to write to glsl/default.glsl\n");
1988 FS_Print(file, "/* The engine may define the following macros:\n");
1989 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1990 for (i = 0;i < SHADERMODE_COUNT;i++)
1991 FS_Print(file, shadermodeinfo[i].pretext);
1992 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1993 FS_Print(file, shaderpermutationinfo[i].pretext);
1994 FS_Print(file, "*/\n");
1995 FS_Print(file, builtinshaderstring);
1998 Con_Printf("glsl/default.glsl written\n");
2001 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
2003 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2004 if (r_glsl_permutation != perm)
2006 r_glsl_permutation = perm;
2007 if (!r_glsl_permutation->program)
2009 if (!r_glsl_permutation->compiled)
2010 R_GLSL_CompilePermutation(perm, mode, permutation);
2011 if (!r_glsl_permutation->program)
2013 // remove features until we find a valid permutation
2015 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2017 // reduce i more quickly whenever it would not remove any bits
2018 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2019 if (!(permutation & j))
2022 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2023 if (!r_glsl_permutation->compiled)
2024 R_GLSL_CompilePermutation(perm, mode, permutation);
2025 if (r_glsl_permutation->program)
2028 if (i >= SHADERPERMUTATION_COUNT)
2030 Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
2031 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2032 qglUseProgramObjectARB(0);CHECKGLERROR
2033 return; // no bit left to clear, entire mode is broken
2038 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2042 void R_SetupGenericShader(qboolean usetexture)
2044 switch(vid.renderpath)
2046 case RENDERPATH_GL20:
2047 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2049 case RENDERPATH_GL13:
2050 case RENDERPATH_GL11:
2055 void R_SetupGenericTwoTextureShader(int texturemode)
2057 switch (vid.renderpath)
2059 case RENDERPATH_GL20:
2060 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2062 case RENDERPATH_GL13:
2063 case RENDERPATH_GL11:
2064 R_Mesh_TexCombine(1, GL_DECAL, GL_DECAL, 1, 1);
2069 void R_SetupDepthOrShadowShader(void)
2071 switch (vid.renderpath)
2073 case RENDERPATH_GL20:
2074 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2076 case RENDERPATH_GL13:
2078 case RENDERPATH_GL11:
2083 void R_SetupShowDepthShader(void)
2085 switch (vid.renderpath)
2087 case RENDERPATH_GL20:
2088 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2090 case RENDERPATH_GL13:
2092 case RENDERPATH_GL11:
2097 extern rtexture_t *r_shadow_attenuationgradienttexture;
2098 extern rtexture_t *r_shadow_attenuation2dtexture;
2099 extern rtexture_t *r_shadow_attenuation3dtexture;
2100 extern qboolean r_shadow_usingshadowmaprect;
2101 extern qboolean r_shadow_usingshadowmapcube;
2102 extern qboolean r_shadow_usingshadowmap2d;
2103 extern float r_shadow_shadowmap_texturescale[2];
2104 extern float r_shadow_shadowmap_parameters[4];
2105 extern qboolean r_shadow_shadowmapvsdct;
2106 extern qboolean r_shadow_shadowmapsampler;
2107 extern int r_shadow_shadowmappcf;
2108 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2110 // select a permutation of the lighting shader appropriate to this
2111 // combination of texture, entity, light source, and fogging, only use the
2112 // minimum features necessary to avoid wasting rendering time in the
2113 // fragment shader on features that are not being used
2114 unsigned int permutation = 0;
2115 unsigned int mode = 0;
2116 // TODO: implement geometry-shader based shadow volumes someday
2117 if (r_glsl_offsetmapping.integer)
2119 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2120 if (r_glsl_offsetmapping_reliefmapping.integer)
2121 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2123 if (rsurfacepass == RSURFPASS_BACKGROUND)
2125 // distorted background
2126 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2127 mode = SHADERMODE_WATER;
2129 mode = SHADERMODE_REFRACTION;
2131 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2134 mode = SHADERMODE_LIGHTSOURCE;
2135 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2136 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2137 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2138 permutation |= SHADERPERMUTATION_CUBEFILTER;
2139 if (diffusescale > 0)
2140 permutation |= SHADERPERMUTATION_DIFFUSE;
2141 if (specularscale > 0)
2142 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2143 if (r_refdef.fogenabled)
2144 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2145 if (rsurface.texture->colormapping)
2146 permutation |= SHADERPERMUTATION_COLORMAPPING;
2147 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2149 if (r_shadow_usingshadowmaprect)
2150 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2151 if (r_shadow_usingshadowmap2d)
2152 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2153 if (r_shadow_usingshadowmapcube)
2154 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2155 else if(r_shadow_shadowmapvsdct)
2156 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2158 if (r_shadow_shadowmapsampler)
2159 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2160 if (r_shadow_shadowmappcf > 1)
2161 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2162 else if (r_shadow_shadowmappcf)
2163 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2166 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2168 // unshaded geometry (fullbright or ambient model lighting)
2169 mode = SHADERMODE_FLATCOLOR;
2170 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2171 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2172 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2173 permutation |= SHADERPERMUTATION_GLOW;
2174 if (r_refdef.fogenabled)
2175 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2176 if (rsurface.texture->colormapping)
2177 permutation |= SHADERPERMUTATION_COLORMAPPING;
2178 if (r_glsl_offsetmapping.integer)
2180 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2181 if (r_glsl_offsetmapping_reliefmapping.integer)
2182 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2184 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2185 permutation |= SHADERPERMUTATION_REFLECTION;
2187 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2189 // directional model lighting
2190 mode = SHADERMODE_LIGHTDIRECTION;
2191 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2192 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2193 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2194 permutation |= SHADERPERMUTATION_GLOW;
2195 permutation |= SHADERPERMUTATION_DIFFUSE;
2196 if (specularscale > 0)
2197 permutation |= SHADERPERMUTATION_SPECULAR;
2198 if (r_refdef.fogenabled)
2199 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2200 if (rsurface.texture->colormapping)
2201 permutation |= SHADERPERMUTATION_COLORMAPPING;
2202 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2203 permutation |= SHADERPERMUTATION_REFLECTION;
2205 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2207 // ambient model lighting
2208 mode = SHADERMODE_LIGHTDIRECTION;
2209 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2210 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2211 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2212 permutation |= SHADERPERMUTATION_GLOW;
2213 if (r_refdef.fogenabled)
2214 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2215 if (rsurface.texture->colormapping)
2216 permutation |= SHADERPERMUTATION_COLORMAPPING;
2217 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2218 permutation |= SHADERPERMUTATION_REFLECTION;
2223 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2225 // deluxemapping (light direction texture)
2226 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2227 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2229 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2230 permutation |= SHADERPERMUTATION_DIFFUSE;
2231 if (specularscale > 0)
2232 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2234 else if (r_glsl_deluxemapping.integer >= 2)
2236 // fake deluxemapping (uniform light direction in tangentspace)
2237 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2238 permutation |= SHADERPERMUTATION_DIFFUSE;
2239 if (specularscale > 0)
2240 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2242 else if (rsurface.uselightmaptexture)
2244 // ordinary lightmapping (q1bsp, q3bsp)
2245 mode = SHADERMODE_LIGHTMAP;
2249 // ordinary vertex coloring (q3bsp)
2250 mode = SHADERMODE_VERTEXCOLOR;
2252 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2253 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2254 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2255 permutation |= SHADERPERMUTATION_GLOW;
2256 if (r_refdef.fogenabled)
2257 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2258 if (rsurface.texture->colormapping)
2259 permutation |= SHADERPERMUTATION_COLORMAPPING;
2260 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2261 permutation |= SHADERPERMUTATION_REFLECTION;
2263 if(permutation & SHADERPERMUTATION_SPECULAR)
2264 if(r_shadow_glossexact.integer)
2265 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2266 R_SetupShader_SetPermutation(mode, permutation);
2267 if (mode == SHADERMODE_LIGHTSOURCE)
2269 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2270 if (permutation & SHADERPERMUTATION_DIFFUSE)
2272 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2273 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2274 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2275 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2279 // ambient only is simpler
2280 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2281 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2282 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2283 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2285 // additive passes are only darkened by fog, not tinted
2286 if (r_glsl_permutation->loc_FogColor >= 0)
2287 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2288 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2289 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2293 if (mode == SHADERMODE_LIGHTDIRECTION)
2295 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
2296 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
2297 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2298 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2302 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2303 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2304 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2306 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2307 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2308 // additive passes are only darkened by fog, not tinted
2309 if (r_glsl_permutation->loc_FogColor >= 0)
2311 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2312 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2314 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2316 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2317 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2318 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2319 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2320 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2321 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2322 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2324 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2325 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2326 if (r_glsl_permutation->loc_Color_Pants >= 0)
2328 if (rsurface.texture->currentskinframe->pants)
2329 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2331 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2333 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2335 if (rsurface.texture->currentskinframe->shirt)
2336 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2338 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2340 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2341 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2342 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2343 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2344 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2346 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2350 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2352 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2356 #define SKINFRAME_HASH 1024
2360 int loadsequence; // incremented each level change
2361 memexpandablearray_t array;
2362 skinframe_t *hash[SKINFRAME_HASH];
2365 r_skinframe_t r_skinframe;
2367 void R_SkinFrame_PrepareForPurge(void)
2369 r_skinframe.loadsequence++;
2370 // wrap it without hitting zero
2371 if (r_skinframe.loadsequence >= 200)
2372 r_skinframe.loadsequence = 1;
2375 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2379 // mark the skinframe as used for the purging code
2380 skinframe->loadsequence = r_skinframe.loadsequence;
2383 void R_SkinFrame_Purge(void)
2387 for (i = 0;i < SKINFRAME_HASH;i++)
2389 for (s = r_skinframe.hash[i];s;s = s->next)
2391 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2393 if (s->merged == s->base)
2395 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2396 R_PurgeTexture(s->stain );s->stain = NULL;
2397 R_PurgeTexture(s->merged);s->merged = NULL;
2398 R_PurgeTexture(s->base );s->base = NULL;
2399 R_PurgeTexture(s->pants );s->pants = NULL;
2400 R_PurgeTexture(s->shirt );s->shirt = NULL;
2401 R_PurgeTexture(s->nmap );s->nmap = NULL;
2402 R_PurgeTexture(s->gloss );s->gloss = NULL;
2403 R_PurgeTexture(s->glow );s->glow = NULL;
2404 R_PurgeTexture(s->fog );s->fog = NULL;
2405 s->loadsequence = 0;
2411 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2413 char basename[MAX_QPATH];
2415 Image_StripImageExtension(name, basename, sizeof(basename));
2417 if( last == NULL ) {
2419 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2420 item = r_skinframe.hash[hashindex];
2425 // linearly search through the hash bucket
2426 for( ; item ; item = item->next ) {
2427 if( !strcmp( item->basename, basename ) ) {
2434 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2438 char basename[MAX_QPATH];
2440 Image_StripImageExtension(name, basename, sizeof(basename));
2442 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2443 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2444 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2448 rtexture_t *dyntexture;
2449 // check whether its a dynamic texture
2450 dyntexture = CL_GetDynTexture( basename );
2451 if (!add && !dyntexture)
2453 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2454 memset(item, 0, sizeof(*item));
2455 strlcpy(item->basename, basename, sizeof(item->basename));
2456 item->base = dyntexture; // either NULL or dyntexture handle
2457 item->textureflags = textureflags;
2458 item->comparewidth = comparewidth;
2459 item->compareheight = compareheight;
2460 item->comparecrc = comparecrc;
2461 item->next = r_skinframe.hash[hashindex];
2462 r_skinframe.hash[hashindex] = item;
2464 else if( item->base == NULL )
2466 rtexture_t *dyntexture;
2467 // check whether its a dynamic texture
2468 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
2469 dyntexture = CL_GetDynTexture( basename );
2470 item->base = dyntexture; // either NULL or dyntexture handle
2473 R_SkinFrame_MarkUsed(item);
2477 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2479 unsigned long long avgcolor[5], wsum; \
2487 for(pix = 0; pix < cnt; ++pix) \
2490 for(comp = 0; comp < 3; ++comp) \
2492 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2495 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2497 for(comp = 0; comp < 3; ++comp) \
2498 avgcolor[comp] += getpixel * w; \
2501 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2502 avgcolor[4] += getpixel; \
2504 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2506 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2507 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2508 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2509 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2512 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2515 unsigned char *pixels;
2516 unsigned char *bumppixels;
2517 unsigned char *basepixels = NULL;
2518 int basepixels_width;
2519 int basepixels_height;
2520 skinframe_t *skinframe;
2522 if (cls.state == ca_dedicated)
2525 // return an existing skinframe if already loaded
2526 // if loading of the first image fails, don't make a new skinframe as it
2527 // would cause all future lookups of this to be missing
2528 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2529 if (skinframe && skinframe->base)
2532 basepixels = loadimagepixelsbgra(name, complain, true);
2533 if (basepixels == NULL)
2536 if (developer_loading.integer)
2537 Con_Printf("loading skin \"%s\"\n", name);
2539 // we've got some pixels to store, so really allocate this new texture now
2541 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2542 skinframe->stain = NULL;
2543 skinframe->merged = NULL;
2544 skinframe->base = r_texture_notexture;
2545 skinframe->pants = NULL;
2546 skinframe->shirt = NULL;
2547 skinframe->nmap = r_texture_blanknormalmap;
2548 skinframe->gloss = NULL;
2549 skinframe->glow = NULL;
2550 skinframe->fog = NULL;
2551 skinframe->hasalpha = false;
2553 basepixels_width = image_width;
2554 basepixels_height = image_height;
2555 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2557 if (textureflags & TEXF_ALPHA)
2559 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2561 if (basepixels[j] < 255)
2563 skinframe->hasalpha = true;
2567 if (r_loadfog && skinframe->hasalpha)
2569 // has transparent pixels
2570 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2571 for (j = 0;j < image_width * image_height * 4;j += 4)
2576 pixels[j+3] = basepixels[j+3];
2578 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2583 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2584 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2586 // _norm is the name used by tenebrae and has been adopted as standard
2587 if (r_loadnormalmap)
2589 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2591 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2595 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2597 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2598 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2599 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2601 Mem_Free(bumppixels);
2603 else if (r_shadow_bumpscale_basetexture.value > 0)
2605 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2606 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2607 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2611 // _luma is supported for tenebrae compatibility
2612 // (I think it's a very stupid name, but oh well)
2613 // _glow is the preferred name
2614 if ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false))) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2615 if (r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false))) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2616 if ((pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false))) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2617 if ((pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false))) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2620 Mem_Free(basepixels);
2625 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2626 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2629 unsigned char *temp1, *temp2;
2630 skinframe_t *skinframe;
2632 if (cls.state == ca_dedicated)
2635 // if already loaded just return it, otherwise make a new skinframe
2636 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2637 if (skinframe && skinframe->base)
2640 skinframe->stain = NULL;
2641 skinframe->merged = NULL;
2642 skinframe->base = r_texture_notexture;
2643 skinframe->pants = NULL;
2644 skinframe->shirt = NULL;
2645 skinframe->nmap = r_texture_blanknormalmap;
2646 skinframe->gloss = NULL;
2647 skinframe->glow = NULL;
2648 skinframe->fog = NULL;
2649 skinframe->hasalpha = false;
2651 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2655 if (developer_loading.integer)
2656 Con_Printf("loading 32bit skin \"%s\"\n", name);
2658 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2660 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2661 temp2 = temp1 + width * height * 4;
2662 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2663 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2666 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2667 if (textureflags & TEXF_ALPHA)
2669 for (i = 3;i < width * height * 4;i += 4)
2671 if (skindata[i] < 255)
2673 skinframe->hasalpha = true;
2677 if (r_loadfog && skinframe->hasalpha)
2679 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2680 memcpy(fogpixels, skindata, width * height * 4);
2681 for (i = 0;i < width * height * 4;i += 4)
2682 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2683 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2684 Mem_Free(fogpixels);
2688 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2689 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2694 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2698 skinframe_t *skinframe;
2700 if (cls.state == ca_dedicated)
2703 // if already loaded just return it, otherwise make a new skinframe
2704 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2705 if (skinframe && skinframe->base)
2708 skinframe->stain = NULL;
2709 skinframe->merged = NULL;
2710 skinframe->base = r_texture_notexture;
2711 skinframe->pants = NULL;
2712 skinframe->shirt = NULL;
2713 skinframe->nmap = r_texture_blanknormalmap;
2714 skinframe->gloss = NULL;
2715 skinframe->glow = NULL;
2716 skinframe->fog = NULL;
2717 skinframe->hasalpha = false;
2719 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2723 if (developer_loading.integer)
2724 Con_Printf("loading quake skin \"%s\"\n", name);
2726 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2727 skinframe->qpixels = Mem_Alloc(r_main_mempool, width*height);
2728 memcpy(skinframe->qpixels, skindata, width*height);
2729 skinframe->qwidth = width;
2730 skinframe->qheight = height;
2733 for (i = 0;i < width * height;i++)
2734 featuresmask |= palette_featureflags[skindata[i]];
2736 skinframe->hasalpha = false;
2737 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2738 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2739 skinframe->qgeneratemerged = true;
2740 skinframe->qgeneratebase = skinframe->qhascolormapping;
2741 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2743 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2744 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2749 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2753 unsigned char *skindata;
2755 if (!skinframe->qpixels)
2758 if (!skinframe->qhascolormapping)
2759 colormapped = false;
2763 if (!skinframe->qgeneratebase)
2768 if (!skinframe->qgeneratemerged)
2772 width = skinframe->qwidth;
2773 height = skinframe->qheight;
2774 skindata = skinframe->qpixels;
2776 if (skinframe->qgeneratenmap)
2778 unsigned char *temp1, *temp2;
2779 skinframe->qgeneratenmap = false;
2780 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2781 temp2 = temp1 + width * height * 4;
2782 // use either a custom palette or the quake palette
2783 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2784 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2785 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2789 if (skinframe->qgenerateglow)
2791 skinframe->qgenerateglow = false;
2792 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_onlyfullbrights); // glow
2797 skinframe->qgeneratebase = false;
2798 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2799 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_pantsaswhite);
2800 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette_bgra_shirtaswhite);
2804 skinframe->qgeneratemerged = false;
2805 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2808 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2810 Mem_Free(skinframe->qpixels);
2811 skinframe->qpixels = NULL;
2815 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2818 skinframe_t *skinframe;
2820 if (cls.state == ca_dedicated)
2823 // if already loaded just return it, otherwise make a new skinframe
2824 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2825 if (skinframe && skinframe->base)
2828 skinframe->stain = NULL;
2829 skinframe->merged = NULL;
2830 skinframe->base = r_texture_notexture;
2831 skinframe->pants = NULL;
2832 skinframe->shirt = NULL;
2833 skinframe->nmap = r_texture_blanknormalmap;
2834 skinframe->gloss = NULL;
2835 skinframe->glow = NULL;
2836 skinframe->fog = NULL;
2837 skinframe->hasalpha = false;
2839 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2843 if (developer_loading.integer)
2844 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2846 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, palette);
2847 if (textureflags & TEXF_ALPHA)
2849 for (i = 0;i < width * height;i++)
2851 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2853 skinframe->hasalpha = true;
2857 if (r_loadfog && skinframe->hasalpha)
2858 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, skinframe->textureflags, alphapalette);
2861 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2862 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2867 skinframe_t *R_SkinFrame_LoadMissing(void)
2869 skinframe_t *skinframe;
2871 if (cls.state == ca_dedicated)
2874 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2875 skinframe->stain = NULL;
2876 skinframe->merged = NULL;
2877 skinframe->base = r_texture_notexture;
2878 skinframe->pants = NULL;
2879 skinframe->shirt = NULL;
2880 skinframe->nmap = r_texture_blanknormalmap;
2881 skinframe->gloss = NULL;
2882 skinframe->glow = NULL;
2883 skinframe->fog = NULL;
2884 skinframe->hasalpha = false;
2886 skinframe->avgcolor[0] = rand() / RAND_MAX;
2887 skinframe->avgcolor[1] = rand() / RAND_MAX;
2888 skinframe->avgcolor[2] = rand() / RAND_MAX;
2889 skinframe->avgcolor[3] = 1;
2894 void R_Main_FreeViewCache(void)
2896 if (r_refdef.viewcache.entityvisible)
2897 Mem_Free(r_refdef.viewcache.entityvisible);
2898 if (r_refdef.viewcache.world_pvsbits)
2899 Mem_Free(r_refdef.viewcache.world_pvsbits);
2900 if (r_refdef.viewcache.world_leafvisible)
2901 Mem_Free(r_refdef.viewcache.world_leafvisible);
2902 if (r_refdef.viewcache.world_surfacevisible)
2903 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2904 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2907 void R_Main_ResizeViewCache(void)
2909 int numentities = r_refdef.scene.numentities;
2910 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2911 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2912 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2913 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2914 if (r_refdef.viewcache.maxentities < numentities)
2916 r_refdef.viewcache.maxentities = numentities;
2917 if (r_refdef.viewcache.entityvisible)
2918 Mem_Free(r_refdef.viewcache.entityvisible);
2919 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2921 if (r_refdef.viewcache.world_numclusters != numclusters)
2923 r_refdef.viewcache.world_numclusters = numclusters;
2924 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2925 if (r_refdef.viewcache.world_pvsbits)
2926 Mem_Free(r_refdef.viewcache.world_pvsbits);
2927 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2929 if (r_refdef.viewcache.world_numleafs != numleafs)
2931 r_refdef.viewcache.world_numleafs = numleafs;
2932 if (r_refdef.viewcache.world_leafvisible)
2933 Mem_Free(r_refdef.viewcache.world_leafvisible);
2934 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2936 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2938 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2939 if (r_refdef.viewcache.world_surfacevisible)
2940 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2941 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2945 void gl_main_start(void)
2947 switch(vid.renderpath)
2949 case RENDERPATH_GL20:
2950 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2951 Cvar_SetValueQuick(&gl_combine, 1);
2952 Cvar_SetValueQuick(&r_glsl, 1);
2953 r_loadnormalmap = true;
2957 case RENDERPATH_GL13:
2958 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2959 Cvar_SetValueQuick(&gl_combine, 1);
2960 Cvar_SetValueQuick(&r_glsl, 0);
2961 r_loadnormalmap = false;
2962 r_loadgloss = false;
2965 case RENDERPATH_GL11:
2966 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
2967 Cvar_SetValueQuick(&gl_combine, 0);
2968 Cvar_SetValueQuick(&r_glsl, 0);
2969 r_loadnormalmap = false;
2970 r_loadgloss = false;
2977 memset(r_queries, 0, sizeof(r_queries));
2979 r_qwskincache = NULL;
2980 r_qwskincache_size = 0;
2982 // set up r_skinframe loading system for textures
2983 memset(&r_skinframe, 0, sizeof(r_skinframe));
2984 r_skinframe.loadsequence = 1;
2985 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2987 r_main_texturepool = R_AllocTexturePool();
2988 R_BuildBlankTextures();
2990 if (vid.support.arb_texture_cube_map)
2993 R_BuildNormalizationCube();
2995 r_texture_fogattenuation = NULL;
2996 r_texture_gammaramps = NULL;
2997 //r_texture_fogintensity = NULL;
2998 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2999 memset(&r_waterstate, 0, sizeof(r_waterstate));
3000 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3001 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3002 memset(&r_svbsp, 0, sizeof (r_svbsp));
3004 r_refdef.fogmasktable_density = 0;
3007 extern rtexture_t *loadingscreentexture;
3008 void gl_main_shutdown(void)
3010 R_Main_FreeViewCache();
3013 qglDeleteQueriesARB(r_maxqueries, r_queries);
3017 memset(r_queries, 0, sizeof(r_queries));
3019 r_qwskincache = NULL;
3020 r_qwskincache_size = 0;
3022 // clear out the r_skinframe state
3023 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3024 memset(&r_skinframe, 0, sizeof(r_skinframe));
3027 Mem_Free(r_svbsp.nodes);
3028 memset(&r_svbsp, 0, sizeof (r_svbsp));
3029 R_FreeTexturePool(&r_main_texturepool);
3030 loadingscreentexture = NULL;
3031 r_texture_blanknormalmap = NULL;
3032 r_texture_white = NULL;
3033 r_texture_grey128 = NULL;
3034 r_texture_black = NULL;
3035 r_texture_whitecube = NULL;
3036 r_texture_normalizationcube = NULL;
3037 r_texture_fogattenuation = NULL;
3038 r_texture_gammaramps = NULL;
3039 //r_texture_fogintensity = NULL;
3040 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
3041 memset(&r_waterstate, 0, sizeof(r_waterstate));
3045 extern void CL_ParseEntityLump(char *entitystring);
3046 void gl_main_newmap(void)
3048 // FIXME: move this code to client
3050 char *entities, entname[MAX_QPATH];
3052 Mem_Free(r_qwskincache);
3053 r_qwskincache = NULL;
3054 r_qwskincache_size = 0;
3057 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
3058 l = (int)strlen(entname) - 4;
3059 if (l >= 0 && !strcmp(entname + l, ".bsp"))
3061 memcpy(entname + l, ".ent", 5);
3062 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3064 CL_ParseEntityLump(entities);
3069 if (cl.worldmodel->brush.entities)
3070 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3072 R_Main_FreeViewCache();
3075 void GL_Main_Init(void)
3077 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3079 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3080 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3081 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3082 if (gamemode == GAME_NEHAHRA)
3084 Cvar_RegisterVariable (&gl_fogenable);
3085 Cvar_RegisterVariable (&gl_fogdensity);
3086 Cvar_RegisterVariable (&gl_fogred);
3087 Cvar_RegisterVariable (&gl_foggreen);
3088 Cvar_RegisterVariable (&gl_fogblue);
3089 Cvar_RegisterVariable (&gl_fogstart);
3090 Cvar_RegisterVariable (&gl_fogend);
3091 Cvar_RegisterVariable (&gl_skyclip);
3093 Cvar_RegisterVariable(&r_motionblur);
3094 Cvar_RegisterVariable(&r_motionblur_maxblur);
3095 Cvar_RegisterVariable(&r_motionblur_bmin);
3096 Cvar_RegisterVariable(&r_motionblur_vmin);
3097 Cvar_RegisterVariable(&r_motionblur_vmax);
3098 Cvar_RegisterVariable(&r_motionblur_vcoeff);
3099 Cvar_RegisterVariable(&r_motionblur_randomize);
3100 Cvar_RegisterVariable(&r_damageblur);
3101 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3102 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3103 Cvar_RegisterVariable(&r_equalize_entities_by);
3104 Cvar_RegisterVariable(&r_equalize_entities_to);
3105 Cvar_RegisterVariable(&r_animcache);
3106 Cvar_RegisterVariable(&r_depthfirst);
3107 Cvar_RegisterVariable(&r_useinfinitefarclip);
3108 Cvar_RegisterVariable(&r_farclip_base);
3109 Cvar_RegisterVariable(&r_farclip_world);
3110 Cvar_RegisterVariable(&r_nearclip);
3111 Cvar_RegisterVariable(&r_showbboxes);
3112 Cvar_RegisterVariable(&r_showsurfaces);
3113 Cvar_RegisterVariable(&r_showtris);
3114 Cvar_RegisterVariable(&r_shownormals);
3115 Cvar_RegisterVariable(&r_showlighting);
3116 Cvar_RegisterVariable(&r_showshadowvolumes);
3117 Cvar_RegisterVariable(&r_showcollisionbrushes);
3118 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3119 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3120 Cvar_RegisterVariable(&r_showdisabledepthtest);
3121 Cvar_RegisterVariable(&r_drawportals);
3122 Cvar_RegisterVariable(&r_drawentities);
3123 Cvar_RegisterVariable(&r_cullentities_trace);
3124 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3125 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3126 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3127 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3128 Cvar_RegisterVariable(&r_drawviewmodel);
3129 Cvar_RegisterVariable(&r_speeds);
3130 Cvar_RegisterVariable(&r_fullbrights);
3131 Cvar_RegisterVariable(&r_wateralpha);
3132 Cvar_RegisterVariable(&r_dynamic);
3133 Cvar_RegisterVariable(&r_fullbright);
3134 Cvar_RegisterVariable(&r_shadows);
3135 Cvar_RegisterVariable(&r_shadows_darken);
3136 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3137 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3138 Cvar_RegisterVariable(&r_shadows_throwdistance);
3139 Cvar_RegisterVariable(&r_shadows_throwdirection);
3140 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3141 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3142 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3143 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3144 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3145 Cvar_RegisterVariable(&r_fog_exp2);
3146 Cvar_RegisterVariable(&r_drawfog);
3147 Cvar_RegisterVariable(&r_textureunits);
3148 Cvar_RegisterVariable(&gl_combine);
3149 Cvar_RegisterVariable(&r_glsl);
3150 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3151 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3152 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3153 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3154 Cvar_RegisterVariable(&r_glsl_postprocess);
3155 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3156 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3157 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3158 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3159 Cvar_RegisterVariable(&r_water);
3160 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3161 Cvar_RegisterVariable(&r_water_clippingplanebias);
3162 Cvar_RegisterVariable(&r_water_refractdistort);
3163 Cvar_RegisterVariable(&r_water_reflectdistort);
3164 Cvar_RegisterVariable(&r_lerpsprites);
3165 Cvar_RegisterVariable(&r_lerpmodels);
3166 Cvar_RegisterVariable(&r_lerplightstyles);
3167 Cvar_RegisterVariable(&r_waterscroll);
3168 Cvar_RegisterVariable(&r_bloom);
3169 Cvar_RegisterVariable(&r_bloom_colorscale);
3170 Cvar_RegisterVariable(&r_bloom_brighten);
3171 Cvar_RegisterVariable(&r_bloom_blur);
3172 Cvar_RegisterVariable(&r_bloom_resolution);
3173 Cvar_RegisterVariable(&r_bloom_colorexponent);
3174 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3175 Cvar_RegisterVariable(&r_hdr);
3176 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3177 Cvar_RegisterVariable(&r_hdr_glowintensity);
3178 Cvar_RegisterVariable(&r_hdr_range);
3179 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3180 Cvar_RegisterVariable(&developer_texturelogging);
3181 Cvar_RegisterVariable(&gl_lightmaps);
3182 Cvar_RegisterVariable(&r_test);
3183 Cvar_RegisterVariable(&r_batchmode);
3184 Cvar_RegisterVariable(&r_glsl_saturation);
3185 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3186 Cvar_SetValue("r_fullbrights", 0);
3187 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3189 Cvar_RegisterVariable(&r_track_sprites);
3190 Cvar_RegisterVariable(&r_track_sprites_flags);
3191 Cvar_RegisterVariable(&r_track_sprites_scalew);
3192 Cvar_RegisterVariable(&r_track_sprites_scaleh);
3195 extern void R_Textures_Init(void);
3196 extern void GL_Draw_Init(void);
3197 extern void GL_Main_Init(void);
3198 extern void R_Shadow_Init(void);
3199 extern void R_Sky_Init(void);
3200 extern void GL_Surf_Init(void);
3201 extern void R_Particles_Init(void);
3202 extern void R_Explosion_Init(void);
3203 extern void gl_backend_init(void);
3204 extern void Sbar_Init(void);
3205 extern void R_LightningBeams_Init(void);
3206 extern void Mod_RenderInit(void);
3208 void Render_Init(void)
3220 R_LightningBeams_Init();
3229 extern char *ENGINE_EXTENSIONS;
3232 gl_renderer = (const char *)qglGetString(GL_RENDERER);
3233 gl_vendor = (const char *)qglGetString(GL_VENDOR);
3234 gl_version = (const char *)qglGetString(GL_VERSION);
3235 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3239 if (!gl_platformextensions)
3240 gl_platformextensions = "";
3242 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3243 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3244 Con_Printf("GL_VERSION: %s\n", gl_version);
3245 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3246 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3248 VID_CheckExtensions();
3250 // LordHavoc: report supported extensions
3251 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3253 // clear to black (loading plaque will be seen over this)
3255 qglClearColor(0,0,0,1);CHECKGLERROR
3256 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3259 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3263 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3265 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3268 p = r_refdef.view.frustum + i;
3273 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3277 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3281 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3285 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3289 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3293 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3297 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3301 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3309 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3313 for (i = 0;i < numplanes;i++)
3320 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3324 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3328 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3332 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3336 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3340 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3344 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3348 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3356 //==================================================================================
3358 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3361 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3362 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3363 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3366 typedef struct r_animcache_entity_s
3373 qboolean wantnormals;
3374 qboolean wanttangents;
3376 r_animcache_entity_t;
3378 typedef struct r_animcache_s
3380 r_animcache_entity_t entity[MAX_EDICTS];
3386 static r_animcache_t r_animcachestate;
3388 void R_AnimCache_Free(void)
3391 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3393 r_animcachestate.entity[idx].maxvertices = 0;
3394 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3395 r_animcachestate.entity[idx].vertex3f = NULL;
3396 r_animcachestate.entity[idx].normal3f = NULL;
3397 r_animcachestate.entity[idx].svector3f = NULL;
3398 r_animcachestate.entity[idx].tvector3f = NULL;
3400 r_animcachestate.currentindex = 0;
3401 r_animcachestate.maxindex = 0;
3404 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3408 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3410 if (cache->maxvertices >= numvertices)
3413 // Release existing memory
3414 if (cache->vertex3f)
3415 Mem_Free(cache->vertex3f);
3417 // Pad by 1024 verts
3418 cache->maxvertices = (numvertices + 1023) & ~1023;
3419 arraySize = cache->maxvertices * 3;
3421 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3422 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3423 r_animcachestate.entity[cacheIdx].vertex3f = base;
3424 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3425 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3426 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3428 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3431 void R_AnimCache_NewFrame(void)
3435 if (r_animcache.integer && r_drawentities.integer)
3436 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3437 else if (r_animcachestate.maxindex)
3440 r_animcachestate.currentindex = 0;
3442 for (i = 0;i < r_refdef.scene.numentities;i++)
3443 r_refdef.scene.entities[i]->animcacheindex = -1;
3446 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3448 dp_model_t *model = ent->model;
3449 r_animcache_entity_t *c;
3450 // see if it's already cached this frame
3451 if (ent->animcacheindex >= 0)
3453 // add normals/tangents if needed
3454 c = r_animcachestate.entity + ent->animcacheindex;
3456 wantnormals = false;
3457 if (c->wanttangents)
3458 wanttangents = false;
3459 if (wantnormals || wanttangents)
3460 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3464 // see if this ent is worth caching
3465 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3467 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3469 // assign it a cache entry and make sure the arrays are big enough
3470 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3471 ent->animcacheindex = r_animcachestate.currentindex++;
3472 c = r_animcachestate.entity + ent->animcacheindex;
3473 c->wantnormals = wantnormals;
3474 c->wanttangents = wanttangents;
3475 model->AnimateVertices(model, ent->frameblend, ent->skeleton, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3480 void R_AnimCache_CacheVisibleEntities(void)
3483 qboolean wantnormals = !r_showsurfaces.integer;
3484 qboolean wanttangents = !r_showsurfaces.integer;
3486 if (!r_animcachestate.maxindex)
3489 switch(vid.renderpath)
3491 case RENDERPATH_GL20:
3493 case RENDERPATH_GL13:
3494 case RENDERPATH_GL11:
3495 wanttangents = false;
3499 // TODO: thread this?
3501 for (i = 0;i < r_refdef.scene.numentities;i++)
3503 if (!r_refdef.viewcache.entityvisible[i])
3505 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3509 //==================================================================================
3511 static void R_View_UpdateEntityLighting (void)
3514 entity_render_t *ent;
3515 vec3_t tempdiffusenormal, avg;
3516 vec_t f, fa, fd, fdd;
3518 for (i = 0;i < r_refdef.scene.numentities;i++)
3520 ent = r_refdef.scene.entities[i];
3522 // skip unseen models
3523 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3527 if (ent->model && ent->model->brush.num_leafs)
3529 // TODO: use modellight for r_ambient settings on world?
3530 VectorSet(ent->modellight_ambient, 0, 0, 0);
3531 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3532 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3536 // fetch the lighting from the worldmodel data
3537 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3538 VectorClear(ent->modellight_diffuse);
3539 VectorClear(tempdiffusenormal);
3540 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3543 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3544 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3545 if(ent->flags & RENDER_EQUALIZE)
3547 // first fix up ambient lighting...
3548 if(r_equalize_entities_minambient.value > 0)
3550 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3553 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3554 if(fa < r_equalize_entities_minambient.value * fd)
3557 // fa'/fd' = minambient
3558 // fa'+0.25*fd' = fa+0.25*fd
3560 // fa' = fd' * minambient
3561 // fd'*(0.25+minambient) = fa+0.25*fd
3563 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3564 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3566 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3567 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
3568 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3569 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3574 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3576 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3577 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3580 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3581 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3582 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3588 VectorSet(ent->modellight_ambient, 1, 1, 1);
3590 // move the light direction into modelspace coordinates for lighting code
3591 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3592 if(VectorLength2(ent->modellight_lightdir) == 0)
3593 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3594 VectorNormalize(ent->modellight_lightdir);
3598 #define MAX_LINEOFSIGHTTRACES 64
3600 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3603 vec3_t boxmins, boxmaxs;
3606 dp_model_t *model = r_refdef.scene.worldmodel;
3608 if (!model || !model->brush.TraceLineOfSight)
3611 // expand the box a little
3612 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3613 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3614 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3615 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3616 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3617 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3620 VectorCopy(eye, start);
3621 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3622 if (model->brush.TraceLineOfSight(model, start, end))
3625 // try various random positions
3626 for (i = 0;i < numsamples;i++)
3628 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3629 if (model->brush.TraceLineOfSight(model, start, end))
3637 static void R_View_UpdateEntityVisible (void)
3642 entity_render_t *ent;
3644 if (!r_drawentities.integer)
3647 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3648 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3650 // worldmodel can check visibility
3651 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3652 for (i = 0;i < r_refdef.scene.numentities;i++)
3654 ent = r_refdef.scene.entities[i];
3655 if (!(ent->flags & renderimask))
3656 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3657 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
3658 r_refdef.viewcache.entityvisible[i] = true;
3660 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3662 for (i = 0;i < r_refdef.scene.numentities;i++)
3664 ent = r_refdef.scene.entities[i];
3665 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3667 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3669 continue; // temp entities do pvs only
3670 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3671 ent->last_trace_visibility = realtime;
3672 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3673 r_refdef.viewcache.entityvisible[i] = 0;
3680 // no worldmodel or it can't check visibility
3681 for (i = 0;i < r_refdef.scene.numentities;i++)
3683 ent = r_refdef.scene.entities[i];
3684 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));
3689 /// only used if skyrendermasked, and normally returns false
3690 int R_DrawBrushModelsSky (void)
3693 entity_render_t *ent;
3695 if (!r_drawentities.integer)
3699 for (i = 0;i < r_refdef.scene.numentities;i++)
3701 if (!r_refdef.viewcache.entityvisible[i])
3703 ent = r_refdef.scene.entities[i];
3704 if (!ent->model || !ent->model->DrawSky)
3706 ent->model->DrawSky(ent);
3712 static void R_DrawNoModel(entity_render_t *ent);
3713 static void R_DrawModels(void)
3716 entity_render_t *ent;
3718 if (!r_drawentities.integer)
3721 for (i = 0;i < r_refdef.scene.numentities;i++)
3723 if (!r_refdef.viewcache.entityvisible[i])
3725 ent = r_refdef.scene.entities[i];
3726 r_refdef.stats.entities++;
3727 if (ent->model && ent->model->Draw != NULL)
3728 ent->model->Draw(ent);
3734 static void R_DrawModelsDepth(void)
3737 entity_render_t *ent;
3739 if (!r_drawentities.integer)
3742 for (i = 0;i < r_refdef.scene.numentities;i++)
3744 if (!r_refdef.viewcache.entityvisible[i])
3746 ent = r_refdef.scene.entities[i];
3747 if (ent->model && ent->model->DrawDepth != NULL)
3748 ent->model->DrawDepth(ent);
3752 static void R_DrawModelsDebug(void)
3755 entity_render_t *ent;
3757 if (!r_drawentities.integer)
3760 for (i = 0;i < r_refdef.scene.numentities;i++)
3762 if (!r_refdef.viewcache.entityvisible[i])
3764 ent = r_refdef.scene.entities[i];
3765 if (ent->model && ent->model->DrawDebug != NULL)
3766 ent->model->DrawDebug(ent);
3770 static void R_DrawModelsAddWaterPlanes(void)
3773 entity_render_t *ent;
3775 if (!r_drawentities.integer)
3778 for (i = 0;i < r_refdef.scene.numentities;i++)
3780 if (!r_refdef.viewcache.entityvisible[i])
3782 ent = r_refdef.scene.entities[i];
3783 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3784 ent->model->DrawAddWaterPlanes(ent);
3788 static void R_View_SetFrustum(void)
3791 double slopex, slopey;
3792 vec3_t forward, left, up, origin;
3794 // we can't trust r_refdef.view.forward and friends in reflected scenes
3795 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3798 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3799 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3800 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3801 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3802 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3803 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3804 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3805 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3806 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3807 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3808 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3809 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3813 zNear = r_refdef.nearclip;
3814 nudge = 1.0 - 1.0 / (1<<23);
3815 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3816 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3817 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3818 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3819 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3820 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3821 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3822 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3828 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3829 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3830 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3831 r_refdef.view.frustum[0].dist = m[15] - m[12];
3833 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3834 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3835 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3836 r_refdef.view.frustum[1].dist = m[15] + m[12];
3838 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3839 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3840 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3841 r_refdef.view.frustum[2].dist = m[15] - m[13];
3843 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3844 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3845 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3846 r_refdef.view.frustum[3].dist = m[15] + m[13];
3848 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3849 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3850 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3851 r_refdef.view.frustum[4].dist = m[15] - m[14];
3853 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3854 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3855 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3856 r_refdef.view.frustum[5].dist = m[15] + m[14];
3859 if (r_refdef.view.useperspective)
3861 slopex = 1.0 / r_refdef.view.frustum_x;
3862 slopey = 1.0 / r_refdef.view.frustum_y;
3863 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3864 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3865 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3866 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3867 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3869 // Leaving those out was a mistake, those were in the old code, and they
3870 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3871 // I couldn't reproduce it after adding those normalizations. --blub
3872 VectorNormalize(r_refdef.view.frustum[0].normal);
3873 VectorNormalize(r_refdef.view.frustum[1].normal);
3874 VectorNormalize(r_refdef.view.frustum[2].normal);
3875 VectorNormalize(r_refdef.view.frustum[3].normal);
3877 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3878 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3879 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3880 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3881 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3883 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3884 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3885 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3886 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3887 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3891 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3892 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3893 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3894 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3895 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3896 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3897 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3898 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3899 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3900 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3902 r_refdef.view.numfrustumplanes = 5;
3904 if (r_refdef.view.useclipplane)
3906 r_refdef.view.numfrustumplanes = 6;
3907 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3910 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3911 PlaneClassify(r_refdef.view.frustum + i);
3913 // LordHavoc: note to all quake engine coders, Quake had a special case
3914 // for 90 degrees which assumed a square view (wrong), so I removed it,
3915 // Quake2 has it disabled as well.
3917 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3918 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3919 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3920 //PlaneClassify(&frustum[0]);
3922 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3923 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3924 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3925 //PlaneClassify(&frustum[1]);
3927 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3928 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3929 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3930 //PlaneClassify(&frustum[2]);
3932 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3933 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3934 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3935 //PlaneClassify(&frustum[3]);
3938 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3939 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3940 //PlaneClassify(&frustum[4]);
3943 void R_View_Update(void)
3945 R_Main_ResizeViewCache();
3946 R_View_SetFrustum();
3947 R_View_WorldVisibility(r_refdef.view.useclipplane);
3948 R_View_UpdateEntityVisible();
3949 R_View_UpdateEntityLighting();
3952 void R_SetupView(qboolean allowwaterclippingplane)
3954 const double *customclipplane = NULL;
3956 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3958 // LordHavoc: couldn't figure out how to make this approach the
3959 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3960 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3961 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3962 dist = r_refdef.view.clipplane.dist;
3963 plane[0] = r_refdef.view.clipplane.normal[0];
3964 plane[1] = r_refdef.view.clipplane.normal[1];
3965 plane[2] = r_refdef.view.clipplane.normal[2];
3967 customclipplane = plane;
3970 if (!r_refdef.view.useperspective)
3971 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
3972 else if (vid.stencil && r_useinfinitefarclip.integer)
3973 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3975 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3976 R_SetViewport(&r_refdef.view.viewport);
3979 void R_ResetViewRendering2D(void)
3981 r_viewport_t viewport;
3984 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3985 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
3986 R_SetViewport(&viewport);
3987 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3988 GL_Color(1, 1, 1, 1);
3989 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3990 GL_BlendFunc(GL_ONE, GL_ZERO);
3991 GL_AlphaTest(false);
3992 GL_ScissorTest(false);
3993 GL_DepthMask(false);
3994 GL_DepthRange(0, 1);
3995 GL_DepthTest(false);
3996 R_Mesh_Matrix(&identitymatrix);
3997 R_Mesh_ResetTextureState();
3998 GL_PolygonOffset(0, 0);
3999 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4000 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4001 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4002 qglStencilMask(~0);CHECKGLERROR
4003 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4004 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4005 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
4006 R_SetupGenericShader(true);
4009 void R_ResetViewRendering3D(void)
4014 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4015 GL_Color(1, 1, 1, 1);
4016 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4017 GL_BlendFunc(GL_ONE, GL_ZERO);
4018 GL_AlphaTest(false);
4019 GL_ScissorTest(true);
4021 GL_DepthRange(0, 1);
4023 R_Mesh_Matrix(&identitymatrix);
4024 R_Mesh_ResetTextureState();
4025 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4026 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4027 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
4028 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
4029 qglStencilMask(~0);CHECKGLERROR
4030 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
4031 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
4032 GL_CullFace(r_refdef.view.cullface_back);
4033 R_SetupGenericShader(true);
4036 void R_RenderScene(void);
4037 void R_RenderWaterPlanes(void);
4039 static void R_Water_StartFrame(void)
4042 int waterwidth, waterheight, texturewidth, textureheight;
4043 r_waterstate_waterplane_t *p;
4045 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4048 switch(vid.renderpath)
4050 case RENDERPATH_GL20:
4052 case RENDERPATH_GL13:
4053 case RENDERPATH_GL11:
4057 // set waterwidth and waterheight to the water resolution that will be
4058 // used (often less than the screen resolution for faster rendering)
4059 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
4060 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
4062 // calculate desired texture sizes
4063 // can't use water if the card does not support the texture size
4064 if (!r_water.integer || r_showsurfaces.integer)
4065 texturewidth = textureheight = waterwidth = waterheight = 0;
4066 else if (vid.support.arb_texture_non_power_of_two)
4068 texturewidth = waterwidth;
4069 textureheight = waterheight;
4073 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
4074 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
4077 // allocate textures as needed
4078 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
4080 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4081 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
4083 if (p->texture_refraction)
4084 R_FreeTexture(p->texture_refraction);
4085 p->texture_refraction = NULL;
4086 if (p->texture_reflection)
4087 R_FreeTexture(p->texture_reflection);
4088 p->texture_reflection = NULL;
4090 memset(&r_waterstate, 0, sizeof(r_waterstate));
4091 r_waterstate.texturewidth = texturewidth;
4092 r_waterstate.textureheight = textureheight;
4095 if (r_waterstate.texturewidth)
4097 r_waterstate.enabled = true;
4099 // when doing a reduced render (HDR) we want to use a smaller area
4100 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4101 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4103 // set up variables that will be used in shader setup
4104 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4105 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4106 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4107 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4110 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4111 r_waterstate.numwaterplanes = 0;
4114 void R_Water_AddWaterPlane(msurface_t *surface)
4116 int triangleindex, planeindex;
4122 r_waterstate_waterplane_t *p;
4123 texture_t *t = R_GetCurrentTexture(surface->texture);
4124 // just use the first triangle with a valid normal for any decisions
4125 VectorClear(normal);
4126 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4128 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4129 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4130 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4131 TriangleNormal(vert[0], vert[1], vert[2], normal);
4132 if (VectorLength2(normal) >= 0.001)
4136 VectorCopy(normal, plane.normal);
4137 VectorNormalize(plane.normal);
4138 plane.dist = DotProduct(vert[0], plane.normal);
4139 PlaneClassify(&plane);
4140 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4142 // skip backfaces (except if nocullface is set)
4143 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4145 VectorNegate(plane.normal, plane.normal);
4147 PlaneClassify(&plane);
4151 // find a matching plane if there is one
4152 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4153 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4155 if (planeindex >= r_waterstate.maxwaterplanes)
4156 return; // nothing we can do, out of planes
4158 // if this triangle does not fit any known plane rendered this frame, add one
4159 if (planeindex >= r_waterstate.numwaterplanes)
4161 // store the new plane
4162 r_waterstate.numwaterplanes++;
4164 // clear materialflags and pvs
4165 p->materialflags = 0;
4166 p->pvsvalid = false;
4168 // merge this surface's materialflags into the waterplane
4169 p->materialflags |= t->currentmaterialflags;
4170 // merge this surface's PVS into the waterplane
4171 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4172 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4173 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4175 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4180 static void R_Water_ProcessPlanes(void)
4182 r_refdef_view_t originalview;
4183 r_refdef_view_t myview;
4185 r_waterstate_waterplane_t *p;
4187 originalview = r_refdef.view;
4189 // make sure enough textures are allocated
4190 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4192 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4194 if (!p->texture_refraction)
4195 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);
4196 if (!p->texture_refraction)
4200 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4202 if (!p->texture_reflection)
4203 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);
4204 if (!p->texture_reflection)
4210 r_refdef.view = originalview;
4211 r_refdef.view.showdebug = false;
4212 r_refdef.view.width = r_waterstate.waterwidth;
4213 r_refdef.view.height = r_waterstate.waterheight;
4214 r_refdef.view.useclipplane = true;
4215 myview = r_refdef.view;
4216 r_waterstate.renderingscene = true;
4217 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4219 // render the normal view scene and copy into texture
4220 // (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)
4221 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4223 r_refdef.view = myview;
4224 r_refdef.view.clipplane = p->plane;
4225 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4226 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4227 PlaneClassify(&r_refdef.view.clipplane);
4229 R_ResetViewRendering3D();
4230 R_ClearScreen(r_refdef.fogenabled);
4234 // copy view into the screen texture
4235 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4236 GL_ActiveTexture(0);
4238 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4241 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4243 r_refdef.view = myview;
4244 // render reflected scene and copy into texture
4245 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4246 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4247 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4248 r_refdef.view.clipplane = p->plane;
4249 // reverse the cullface settings for this render
4250 r_refdef.view.cullface_front = GL_FRONT;
4251 r_refdef.view.cullface_back = GL_BACK;
4252 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4254 r_refdef.view.usecustompvs = true;
4256 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4258 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4261 R_ResetViewRendering3D();
4262 R_ClearScreen(r_refdef.fogenabled);
4266 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4267 GL_ActiveTexture(0);
4269 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4272 r_waterstate.renderingscene = false;
4273 r_refdef.view = originalview;
4274 R_ResetViewRendering3D();
4275 R_ClearScreen(r_refdef.fogenabled);
4279 r_refdef.view = originalview;
4280 r_waterstate.renderingscene = false;
4281 Cvar_SetValueQuick(&r_water, 0);
4282 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
4286 void R_Bloom_StartFrame(void)
4288 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4290 switch(vid.renderpath)
4292 case RENDERPATH_GL20:
4294 case RENDERPATH_GL13:
4295 case RENDERPATH_GL11:
4299 // set bloomwidth and bloomheight to the bloom resolution that will be
4300 // used (often less than the screen resolution for faster rendering)
4301 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4302 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4303 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4304 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
4305 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
4307 // calculate desired texture sizes
4308 if (vid.support.arb_texture_non_power_of_two)
4310 screentexturewidth = r_refdef.view.width;
4311 screentextureheight = r_refdef.view.height;
4312 bloomtexturewidth = r_bloomstate.bloomwidth;
4313 bloomtextureheight = r_bloomstate.bloomheight;
4317 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
4318 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
4319 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
4320 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
4323 if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
4325 Cvar_SetValueQuick(&r_hdr, 0);
4326 Cvar_SetValueQuick(&r_bloom, 0);
4327 Cvar_SetValueQuick(&r_motionblur, 0);
4328 Cvar_SetValueQuick(&r_damageblur, 0);
4331 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)))
4332 screentexturewidth = screentextureheight = 0;
4333 if (!r_hdr.integer && !r_bloom.integer)
4334 bloomtexturewidth = bloomtextureheight = 0;
4336 // allocate textures as needed
4337 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4339 if (r_bloomstate.texture_screen)
4340 R_FreeTexture(r_bloomstate.texture_screen);
4341 r_bloomstate.texture_screen = NULL;
4342 r_bloomstate.screentexturewidth = screentexturewidth;
4343 r_bloomstate.screentextureheight = screentextureheight;
4344 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4345 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);
4347 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4349 if (r_bloomstate.texture_bloom)
4350 R_FreeTexture(r_bloomstate.texture_bloom);
4351 r_bloomstate.texture_bloom = NULL;
4352 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4353 r_bloomstate.bloomtextureheight = bloomtextureheight;
4354 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4355 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);
4358 // when doing a reduced render (HDR) we want to use a smaller area
4359 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4360 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4361 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4362 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4363 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4365 // set up a texcoord array for the full resolution screen image
4366 // (we have to keep this around to copy back during final render)
4367 r_bloomstate.screentexcoord2f[0] = 0;
4368 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4369 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4370 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4371 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4372 r_bloomstate.screentexcoord2f[5] = 0;
4373 r_bloomstate.screentexcoord2f[6] = 0;
4374 r_bloomstate.screentexcoord2f[7] = 0;
4376 // set up a texcoord array for the reduced resolution bloom image
4377 // (which will be additive blended over the screen image)
4378 r_bloomstate.bloomtexcoord2f[0] = 0;
4379 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4380 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4381 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4382 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4383 r_bloomstate.bloomtexcoord2f[5] = 0;
4384 r_bloomstate.bloomtexcoord2f[6] = 0;
4385 r_bloomstate.bloomtexcoord2f[7] = 0;
4387 if (r_hdr.integer || r_bloom.integer)
4389 r_bloomstate.enabled = true;
4390 r_bloomstate.hdr = r_hdr.integer != 0;
4393 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
4396 void R_Bloom_CopyBloomTexture(float colorscale)
4398 r_refdef.stats.bloom++;
4400 // scale down screen texture to the bloom texture size
4402 R_SetViewport(&r_bloomstate.viewport);
4403 GL_BlendFunc(GL_ONE, GL_ZERO);
4404 GL_Color(colorscale, colorscale, colorscale, 1);
4405 // TODO: optimize with multitexture or GLSL
4406 R_SetupGenericShader(true);
4407 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4408 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4409 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4410 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4412 // we now have a bloom image in the framebuffer
4413 // copy it into the bloom image texture for later processing
4414 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4415 GL_ActiveTexture(0);
4417 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4418 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4421 void R_Bloom_CopyHDRTexture(void)
4423 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4424 GL_ActiveTexture(0);
4426 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4427 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4430 void R_Bloom_MakeTexture(void)
4433 float xoffset, yoffset, r, brighten;
4435 r_refdef.stats.bloom++;
4437 R_ResetViewRendering2D();
4438 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4439 R_Mesh_ColorPointer(NULL, 0, 0);
4440 R_SetupGenericShader(true);
4442 // we have a bloom image in the framebuffer
4444 R_SetViewport(&r_bloomstate.viewport);
4446 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4449 r = bound(0, r_bloom_colorexponent.value / x, 1);
4450 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4451 GL_Color(r, r, r, 1);
4452 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4453 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4454 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4455 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4457 // copy the vertically blurred bloom view to a texture
4458 GL_ActiveTexture(0);
4460 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4461 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4464 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4465 brighten = r_bloom_brighten.value;
4467 brighten *= r_hdr_range.value;
4468 brighten = sqrt(brighten);
4470 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4471 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4472 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4474 for (dir = 0;dir < 2;dir++)
4476 // blend on at multiple vertical offsets to achieve a vertical blur
4477 // TODO: do offset blends using GLSL
4478 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4479 GL_BlendFunc(GL_ONE, GL_ZERO);
4480 for (x = -range;x <= range;x++)
4482 if (!dir){xoffset = 0;yoffset = x;}
4483 else {xoffset = x;yoffset = 0;}
4484 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4485 yoffset /= (float)r_bloomstate.bloomtextureheight;
4486 // compute a texcoord array with the specified x and y offset
4487 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4488 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4489 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4490 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4491 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4492 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4493 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4494 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4495 // this r value looks like a 'dot' particle, fading sharply to
4496 // black at the edges
4497 // (probably not realistic but looks good enough)
4498 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4499 //r = brighten/(range*2+1);
4500 r = brighten / (range * 2 + 1);
4502 r *= (1 - x*x/(float)(range*range));
4503 GL_Color(r, r, r, 1);
4504 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4505 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4506 GL_BlendFunc(GL_ONE, GL_ONE);
4509 // copy the vertically blurred bloom view to a texture
4510 GL_ActiveTexture(0);
4512 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4513 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4516 // apply subtract last
4517 // (just like it would be in a GLSL shader)
4518 if (r_bloom_colorsubtract.value > 0 && vid.support.ext_blend_subtract)
4520 GL_BlendFunc(GL_ONE, GL_ZERO);
4521 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4522 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4523 GL_Color(1, 1, 1, 1);
4524 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4525 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4527 GL_BlendFunc(GL_ONE, GL_ONE);
4528 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4529 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4530 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4531 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4532 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4533 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4534 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4536 // copy the darkened bloom view to a texture
4537 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4538 GL_ActiveTexture(0);
4540 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4541 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4545 void R_HDR_RenderBloomTexture(void)
4547 int oldwidth, oldheight;
4548 float oldcolorscale;
4550 oldcolorscale = r_refdef.view.colorscale;
4551 oldwidth = r_refdef.view.width;
4552 oldheight = r_refdef.view.height;
4553 r_refdef.view.width = r_bloomstate.bloomwidth;
4554 r_refdef.view.height = r_bloomstate.bloomheight;
4556 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4557 // TODO: add exposure compensation features
4558 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4560 r_refdef.view.showdebug = false;
4561 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4563 R_ResetViewRendering3D();
4565 R_ClearScreen(r_refdef.fogenabled);
4566 if (r_timereport_active)
4567 R_TimeReport("HDRclear");
4570 if (r_timereport_active)
4571 R_TimeReport("visibility");
4573 // only do secondary renders with HDR if r_hdr is 2 or higher
4574 r_waterstate.numwaterplanes = 0;
4575 if (r_waterstate.enabled && r_hdr.integer >= 2)
4576 R_RenderWaterPlanes();
4578 r_refdef.view.showdebug = true;
4580 r_waterstate.numwaterplanes = 0;
4582 R_ResetViewRendering2D();
4584 R_Bloom_CopyHDRTexture();
4585 R_Bloom_MakeTexture();
4587 // restore the view settings
4588 r_refdef.view.width = oldwidth;
4589 r_refdef.view.height = oldheight;
4590 r_refdef.view.colorscale = oldcolorscale;
4592 R_ResetViewRendering3D();
4594 R_ClearScreen(r_refdef.fogenabled);
4595 if (r_timereport_active)
4596 R_TimeReport("viewclear");
4599 static void R_BlendView(void)
4601 unsigned int permutation;
4603 switch (vid.renderpath)
4605 case RENDERPATH_GL20:
4607 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4608 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4609 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4610 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4611 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4613 if (r_bloomstate.texture_screen)
4615 // make sure the buffer is available
4616 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4618 R_ResetViewRendering2D();
4619 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4620 R_Mesh_ColorPointer(NULL, 0, 0);
4621 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4622 GL_ActiveTexture(0);CHECKGLERROR
4624 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4626 // declare variables
4628 static float avgspeed;
4630 speed = VectorLength(cl.movement_velocity);
4632 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4633 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4635 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4636 speed = bound(0, speed, 1);
4637 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4639 // calculate values into a standard alpha
4640 cl.motionbluralpha = 1 - exp(-
4642 (r_motionblur.value * speed / 80)
4644 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4647 max(0.0001, cl.time - cl.oldtime) // fps independent
4650 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4651 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4653 if (cl.motionbluralpha > 0)
4655 R_SetupGenericShader(true);
4656 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4657 GL_Color(1, 1, 1, cl.motionbluralpha);
4658 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4659 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4660 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4661 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4665 // copy view into the screen texture
4666 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4667 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4669 else if (!r_bloomstate.texture_bloom)
4670 break; // no screen processing, no bloom, skip it
4672 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4674 // render simple bloom effect
4675 // copy the screen and shrink it and darken it for the bloom process
4676 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4677 // make the bloom texture
4678 R_Bloom_MakeTexture();
4681 R_ResetViewRendering2D();
4682 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4683 R_Mesh_ColorPointer(NULL, 0, 0);
4684 GL_Color(1, 1, 1, 1);
4685 GL_BlendFunc(GL_ONE, GL_ZERO);
4686 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4687 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4688 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4689 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4690 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4691 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4692 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4693 if (r_glsl_permutation->loc_TintColor >= 0)
4694 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4695 if (r_glsl_permutation->loc_ClientTime >= 0)
4696 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4697 if (r_glsl_permutation->loc_PixelSize >= 0)
4698 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4699 if (r_glsl_permutation->loc_UserVec1 >= 0)
4701 float a=0, b=0, c=0, d=0;
4702 #if _MSC_VER >= 1400
4703 #define sscanf sscanf_s
4705 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4706 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4708 if (r_glsl_permutation->loc_UserVec2 >= 0)
4710 float a=0, b=0, c=0, d=0;
4711 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4712 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4714 if (r_glsl_permutation->loc_UserVec3 >= 0)
4716 float a=0, b=0, c=0, d=0;
4717 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4718 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4720 if (r_glsl_permutation->loc_UserVec4 >= 0)
4722 float a=0, b=0, c=0, d=0;
4723 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4724 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4726 if (r_glsl_permutation->loc_Saturation >= 0)
4727 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4728 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4729 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4731 case RENDERPATH_GL13:
4732 case RENDERPATH_GL11:
4733 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4735 // apply a color tint to the whole view
4736 R_ResetViewRendering2D();
4737 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4738 R_Mesh_ColorPointer(NULL, 0, 0);
4739 R_SetupGenericShader(false);
4740 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4741 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4742 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4748 matrix4x4_t r_waterscrollmatrix;
4750 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4752 if (r_refdef.fog_density)
4754 r_refdef.fogcolor[0] = r_refdef.fog_red;
4755 r_refdef.fogcolor[1] = r_refdef.fog_green;
4756 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4758 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
4759 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
4760 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
4761 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
4765 VectorCopy(r_refdef.fogcolor, fogvec);
4766 // color.rgb *= ContrastBoost * SceneBrightness;
4767 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4768 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4769 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4770 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4775 void R_UpdateVariables(void)
4779 r_refdef.scene.ambient = r_ambient.value;
4781 r_refdef.farclip = r_farclip_base.value;
4782 if (r_refdef.scene.worldmodel)
4783 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
4784 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4786 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4787 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4788 r_refdef.polygonfactor = 0;
4789 r_refdef.polygonoffset = 0;
4790 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4791 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4793 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4794 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
4795 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4796 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
4797 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4798 if (r_showsurfaces.integer)
4800 r_refdef.scene.rtworld = false;
4801 r_refdef.scene.rtworldshadows = false;
4802 r_refdef.scene.rtdlight = false;
4803 r_refdef.scene.rtdlightshadows = false;
4804 r_refdef.lightmapintensity = 0;
4807 if (gamemode == GAME_NEHAHRA)
4809 if (gl_fogenable.integer)
4811 r_refdef.oldgl_fogenable = true;
4812 r_refdef.fog_density = gl_fogdensity.value;
4813 r_refdef.fog_red = gl_fogred.value;
4814 r_refdef.fog_green = gl_foggreen.value;
4815 r_refdef.fog_blue = gl_fogblue.value;
4816 r_refdef.fog_alpha = 1;
4817 r_refdef.fog_start = 0;
4818 r_refdef.fog_end = gl_skyclip.value;
4819 r_refdef.fog_height = 1<<30;
4820 r_refdef.fog_fadedepth = 128;
4822 else if (r_refdef.oldgl_fogenable)
4824 r_refdef.oldgl_fogenable = false;
4825 r_refdef.fog_density = 0;
4826 r_refdef.fog_red = 0;
4827 r_refdef.fog_green = 0;
4828 r_refdef.fog_blue = 0;
4829 r_refdef.fog_alpha = 0;
4830 r_refdef.fog_start = 0;
4831 r_refdef.fog_end = 0;
4832 r_refdef.fog_height = 1<<30;
4833 r_refdef.fog_fadedepth = 128;
4837 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4838 r_refdef.fog_start = max(0, r_refdef.fog_start);
4839 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4841 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4843 if (r_refdef.fog_density && r_drawfog.integer)
4845 r_refdef.fogenabled = true;
4846 // this is the point where the fog reaches 0.9986 alpha, which we
4847 // consider a good enough cutoff point for the texture
4848 // (0.9986 * 256 == 255.6)
4849 if (r_fog_exp2.integer)
4850 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4852 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4853 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4854 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4855 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4856 // fog color was already set
4857 // update the fog texture
4858 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)
4859 R_BuildFogTexture();
4862 r_refdef.fogenabled = false;
4864 switch(vid.renderpath)
4866 case RENDERPATH_GL20:
4867 if(v_glslgamma.integer && !vid_gammatables_trivial)
4869 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4871 // build GLSL gamma texture
4872 #define RAMPWIDTH 256
4873 unsigned short ramp[RAMPWIDTH * 3];
4874 unsigned char rampbgr[RAMPWIDTH][4];
4877 r_texture_gammaramps_serial = vid_gammatables_serial;
4879 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4880 for(i = 0; i < RAMPWIDTH; ++i)
4882 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4883 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4884 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4887 if (r_texture_gammaramps)
4889 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4893 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4899 // remove GLSL gamma texture
4902 case RENDERPATH_GL13:
4903 case RENDERPATH_GL11:
4908 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4909 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4915 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4916 if( scenetype != r_currentscenetype ) {
4917 // store the old scenetype
4918 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4919 r_currentscenetype = scenetype;
4920 // move in the new scene
4921 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4930 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4932 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4933 if( scenetype == r_currentscenetype ) {
4934 return &r_refdef.scene;
4936 return &r_scenes_store[ scenetype ];
4945 void R_RenderView(void)
4947 if (r_timereport_active)
4948 R_TimeReport("start");
4949 r_frame++; // used only by R_GetCurrentTexture
4950 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4952 R_AnimCache_NewFrame();
4954 if (r_refdef.view.isoverlay)
4956 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4957 GL_Clear( GL_DEPTH_BUFFER_BIT );
4958 R_TimeReport("depthclear");
4960 r_refdef.view.showdebug = false;
4962 r_waterstate.enabled = false;
4963 r_waterstate.numwaterplanes = 0;
4971 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4972 return; //Host_Error ("R_RenderView: NULL worldmodel");
4974 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4976 // break apart the view matrix into vectors for various purposes
4977 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4978 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4979 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4980 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4981 // make an inverted copy of the view matrix for tracking sprites
4982 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4984 R_Shadow_UpdateWorldLightSelection();
4986 R_Bloom_StartFrame();
4987 R_Water_StartFrame();
4990 if (r_timereport_active)
4991 R_TimeReport("viewsetup");
4993 R_ResetViewRendering3D();
4995 if (r_refdef.view.clear || r_refdef.fogenabled)
4997 R_ClearScreen(r_refdef.fogenabled);
4998 if (r_timereport_active)
4999 R_TimeReport("viewclear");
5001 r_refdef.view.clear = true;
5003 // this produces a bloom texture to be used in R_BlendView() later
5004 if (r_hdr.integer && r_bloomstate.bloomwidth)
5005 R_HDR_RenderBloomTexture();
5007 r_refdef.view.showdebug = true;
5010 if (r_timereport_active)
5011 R_TimeReport("visibility");
5013 r_waterstate.numwaterplanes = 0;
5014 if (r_waterstate.enabled)
5015 R_RenderWaterPlanes();
5018 r_waterstate.numwaterplanes = 0;
5021 if (r_timereport_active)
5022 R_TimeReport("blendview");
5024 GL_Scissor(0, 0, vid.width, vid.height);
5025 GL_ScissorTest(false);
5029 void R_RenderWaterPlanes(void)
5031 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5033 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5034 if (r_timereport_active)
5035 R_TimeReport("waterworld");
5038 // don't let sound skip if going slow
5039 if (r_refdef.scene.extraupdate)
5042 R_DrawModelsAddWaterPlanes();
5043 if (r_timereport_active)
5044 R_TimeReport("watermodels");
5046 if (r_waterstate.numwaterplanes)
5048 R_Water_ProcessPlanes();
5049 if (r_timereport_active)
5050 R_TimeReport("waterscenes");
5054 extern void R_DrawLightningBeams (void);
5055 extern void VM_CL_AddPolygonsToMeshQueue (void);
5056 extern void R_DrawPortals (void);
5057 extern cvar_t cl_locs_show;
5058 static void R_DrawLocs(void);
5059 static void R_DrawEntityBBoxes(void);
5060 static void R_DrawModelDecals(void);
5061 extern cvar_t cl_decals_newsystem;
5062 void R_RenderScene(void)
5064 r_refdef.stats.renders++;
5068 // don't let sound skip if going slow
5069 if (r_refdef.scene.extraupdate)
5072 R_MeshQueue_BeginScene();
5076 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);
5078 if (cl.csqc_vidvars.drawworld)
5080 // don't let sound skip if going slow
5081 if (r_refdef.scene.extraupdate)
5084 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5086 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5087 if (r_timereport_active)
5088 R_TimeReport("worldsky");
5091 if (R_DrawBrushModelsSky() && r_timereport_active)
5092 R_TimeReport("bmodelsky");
5094 if (skyrendermasked && skyrenderlater)
5096 // we have to force off the water clipping plane while rendering sky
5103 R_AnimCache_CacheVisibleEntities();
5105 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5107 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5108 if (r_timereport_active)
5109 R_TimeReport("worlddepth");
5111 if (r_depthfirst.integer >= 2)
5113 R_DrawModelsDepth();
5114 if (r_timereport_active)
5115 R_TimeReport("modeldepth");
5118 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5120 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5121 if (r_timereport_active)
5122 R_TimeReport("world");
5125 // don't let sound skip if going slow
5126 if (r_refdef.scene.extraupdate)
5130 if (r_timereport_active)
5131 R_TimeReport("models");
5133 // don't let sound skip if going slow
5134 if (r_refdef.scene.extraupdate)
5137 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5139 R_DrawModelShadows();
5140 R_ResetViewRendering3D();
5141 // don't let sound skip if going slow
5142 if (r_refdef.scene.extraupdate)
5146 R_ShadowVolumeLighting(false);
5147 if (r_timereport_active)
5148 R_TimeReport("rtlights");
5150 // don't let sound skip if going slow
5151 if (r_refdef.scene.extraupdate)
5154 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5156 R_DrawModelShadows();
5157 R_ResetViewRendering3D();
5158 // don't let sound skip if going slow
5159 if (r_refdef.scene.extraupdate)
5163 if (cl.csqc_vidvars.drawworld)
5165 if (cl_decals_newsystem.integer)
5167 R_DrawModelDecals();
5168 if (r_timereport_active)
5169 R_TimeReport("modeldecals");
5174 if (r_timereport_active)
5175 R_TimeReport("decals");
5179 if (r_timereport_active)
5180 R_TimeReport("particles");
5183 if (r_timereport_active)
5184 R_TimeReport("explosions");
5186 R_DrawLightningBeams();
5187 if (r_timereport_active)
5188 R_TimeReport("lightning");
5191 R_SetupGenericShader(true);
5192 VM_CL_AddPolygonsToMeshQueue();
5194 if (r_refdef.view.showdebug)
5196 if (cl_locs_show.integer)
5199 if (r_timereport_active)
5200 R_TimeReport("showlocs");
5203 if (r_drawportals.integer)
5206 if (r_timereport_active)
5207 R_TimeReport("portals");
5210 if (r_showbboxes.value > 0)
5212 R_DrawEntityBBoxes();
5213 if (r_timereport_active)
5214 R_TimeReport("bboxes");
5218 R_SetupGenericShader(true);
5219 R_MeshQueue_RenderTransparent();
5220 if (r_timereport_active)
5221 R_TimeReport("drawtrans");
5223 R_SetupGenericShader(true);
5225 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))
5227 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5228 if (r_timereport_active)
5229 R_TimeReport("worlddebug");
5230 R_DrawModelsDebug();
5231 if (r_timereport_active)
5232 R_TimeReport("modeldebug");
5235 R_SetupGenericShader(true);
5237 if (cl.csqc_vidvars.drawworld)
5240 if (r_timereport_active)
5241 R_TimeReport("coronas");
5244 // don't let sound skip if going slow
5245 if (r_refdef.scene.extraupdate)
5248 R_ResetViewRendering2D();
5251 static const unsigned short bboxelements[36] =
5261 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5264 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5266 RSurf_ActiveWorldEntity();
5268 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5269 GL_DepthMask(false);
5270 GL_DepthRange(0, 1);
5271 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5272 R_Mesh_ResetTextureState();
5274 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5275 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5276 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5277 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5278 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5279 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5280 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5281 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5282 R_FillColors(color4f, 8, cr, cg, cb, ca);
5283 if (r_refdef.fogenabled)
5285 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5287 f1 = RSurf_FogVertex(v);
5289 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5290 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5291 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5294 R_Mesh_VertexPointer(vertex3f, 0, 0);
5295 R_Mesh_ColorPointer(color4f, 0, 0);
5296 R_Mesh_ResetTextureState();
5297 R_SetupGenericShader(false);
5298 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5301 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5305 prvm_edict_t *edict;
5306 prvm_prog_t *prog_save = prog;
5308 // this function draws bounding boxes of server entities
5312 GL_CullFace(GL_NONE);
5313 R_SetupGenericShader(false);
5317 for (i = 0;i < numsurfaces;i++)
5319 edict = PRVM_EDICT_NUM(surfacelist[i]);
5320 switch ((int)edict->fields.server->solid)
5322 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
5323 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
5324 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
5325 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5326 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
5327 default: Vector4Set(color, 0, 0, 0, 0.50);break;
5329 color[3] *= r_showbboxes.value;
5330 color[3] = bound(0, color[3], 1);
5331 GL_DepthTest(!r_showdisabledepthtest.integer);
5332 GL_CullFace(r_refdef.view.cullface_front);
5333 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5339 static void R_DrawEntityBBoxes(void)
5342 prvm_edict_t *edict;
5344 prvm_prog_t *prog_save = prog;
5346 // this function draws bounding boxes of server entities
5352 for (i = 0;i < prog->num_edicts;i++)
5354 edict = PRVM_EDICT_NUM(i);
5355 if (edict->priv.server->free)
5357 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5358 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5360 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5362 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5363 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5369 static const int nomodelelement3i[24] =
5381 static const unsigned short nomodelelement3s[24] =
5393 static const float nomodelvertex3f[6*3] =
5403 static const float nomodelcolor4f[6*4] =
5405 0.0f, 0.0f, 0.5f, 1.0f,
5406 0.0f, 0.0f, 0.5f, 1.0f,
5407 0.0f, 0.5f, 0.0f, 1.0f,
5408 0.0f, 0.5f, 0.0f, 1.0f,
5409 0.5f, 0.0f, 0.0f, 1.0f,
5410 0.5f, 0.0f, 0.0f, 1.0f
5413 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5419 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
5421 // this is only called once per entity so numsurfaces is always 1, and
5422 // surfacelist is always {0}, so this code does not handle batches
5424 if (rsurface.ent_flags & RENDER_ADDITIVE)
5426 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5427 GL_DepthMask(false);
5429 else if (rsurface.ent_color[3] < 1)
5431 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5432 GL_DepthMask(false);
5436 GL_BlendFunc(GL_ONE, GL_ZERO);
5439 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5440 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5441 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5442 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5443 R_SetupGenericShader(false);
5444 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5445 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5446 R_Mesh_ColorPointer(color4f, 0, 0);
5447 for (i = 0, c = color4f;i < 6;i++, c += 4)
5449 c[0] *= rsurface.ent_color[0];
5450 c[1] *= rsurface.ent_color[1];
5451 c[2] *= rsurface.ent_color[2];
5452 c[3] *= rsurface.ent_color[3];
5454 if (r_refdef.fogenabled)
5456 for (i = 0, c = color4f;i < 6;i++, c += 4)
5458 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5460 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5461 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5462 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5465 R_Mesh_ResetTextureState();
5466 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5469 void R_DrawNoModel(entity_render_t *ent)
5472 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5473 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5474 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5476 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5479 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5481 vec3_t right1, right2, diff, normal;
5483 VectorSubtract (org2, org1, normal);
5485 // calculate 'right' vector for start
5486 VectorSubtract (r_refdef.view.origin, org1, diff);
5487 CrossProduct (normal, diff, right1);
5488 VectorNormalize (right1);
5490 // calculate 'right' vector for end
5491 VectorSubtract (r_refdef.view.origin, org2, diff);
5492 CrossProduct (normal, diff, right2);
5493 VectorNormalize (right2);
5495 vert[ 0] = org1[0] + width * right1[0];
5496 vert[ 1] = org1[1] + width * right1[1];
5497 vert[ 2] = org1[2] + width * right1[2];
5498 vert[ 3] = org1[0] - width * right1[0];
5499 vert[ 4] = org1[1] - width * right1[1];
5500 vert[ 5] = org1[2] - width * right1[2];
5501 vert[ 6] = org2[0] - width * right2[0];
5502 vert[ 7] = org2[1] - width * right2[1];
5503 vert[ 8] = org2[2] - width * right2[2];
5504 vert[ 9] = org2[0] + width * right2[0];
5505 vert[10] = org2[1] + width * right2[1];
5506 vert[11] = org2[2] + width * right2[2];
5509 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
5511 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5512 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5513 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5514 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5515 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5516 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5517 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5518 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5519 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5520 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5521 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5522 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5525 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5530 VectorSet(v, x, y, z);
5531 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5532 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5534 if (i == mesh->numvertices)
5536 if (mesh->numvertices < mesh->maxvertices)
5538 VectorCopy(v, vertex3f);
5539 mesh->numvertices++;
5541 return mesh->numvertices;
5547 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5551 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5552 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5553 e = mesh->element3i + mesh->numtriangles * 3;
5554 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5556 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5557 if (mesh->numtriangles < mesh->maxtriangles)
5562 mesh->numtriangles++;
5564 element[1] = element[2];
5568 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5572 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5573 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5574 e = mesh->element3i + mesh->numtriangles * 3;
5575 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5577 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5578 if (mesh->numtriangles < mesh->maxtriangles)
5583 mesh->numtriangles++;
5585 element[1] = element[2];
5589 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5590 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5592 int planenum, planenum2;
5595 mplane_t *plane, *plane2;
5597 double temppoints[2][256*3];
5598 // figure out how large a bounding box we need to properly compute this brush
5600 for (w = 0;w < numplanes;w++)
5601 maxdist = max(maxdist, fabs(planes[w].dist));
5602 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5603 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5604 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5608 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5609 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5611 if (planenum2 == planenum)
5613 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);
5616 if (tempnumpoints < 3)
5618 // generate elements forming a triangle fan for this polygon
5619 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5623 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)
5625 texturelayer_t *layer;
5626 layer = t->currentlayers + t->currentnumlayers++;
5628 layer->depthmask = depthmask;
5629 layer->blendfunc1 = blendfunc1;
5630 layer->blendfunc2 = blendfunc2;
5631 layer->texture = texture;
5632 layer->texmatrix = *matrix;
5633 layer->color[0] = r * r_refdef.view.colorscale;
5634 layer->color[1] = g * r_refdef.view.colorscale;
5635 layer->color[2] = b * r_refdef.view.colorscale;
5636 layer->color[3] = a;
5639 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5642 index = parms[2] + r_refdef.scene.time * parms[3];
5643 index -= floor(index);
5647 case Q3WAVEFUNC_NONE:
5648 case Q3WAVEFUNC_NOISE:
5649 case Q3WAVEFUNC_COUNT:
5652 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5653 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5654 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5655 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5656 case Q3WAVEFUNC_TRIANGLE:
5658 f = index - floor(index);
5669 return (float)(parms[0] + parms[1] * f);
5672 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5677 matrix4x4_t matrix, temp;
5678 switch(tcmod->tcmod)
5682 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5683 matrix = r_waterscrollmatrix;
5685 matrix = identitymatrix;
5687 case Q3TCMOD_ENTITYTRANSLATE:
5688 // this is used in Q3 to allow the gamecode to control texcoord
5689 // scrolling on the entity, which is not supported in darkplaces yet.
5690 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5692 case Q3TCMOD_ROTATE:
5693 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5694 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5695 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5698 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5700 case Q3TCMOD_SCROLL:
5701 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5703 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5704 w = (int) tcmod->parms[0];
5705 h = (int) tcmod->parms[1];
5706 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5708 idx = (int) floor(f * w * h);
5709 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5711 case Q3TCMOD_STRETCH:
5712 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5713 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5715 case Q3TCMOD_TRANSFORM:
5716 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5717 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5718 VectorSet(tcmat + 6, 0 , 0 , 1);
5719 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5720 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5722 case Q3TCMOD_TURBULENT:
5723 // this is handled in the RSurf_PrepareVertices function
5724 matrix = identitymatrix;
5728 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5731 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5733 int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5734 char name[MAX_QPATH];
5735 skinframe_t *skinframe;
5736 unsigned char pixels[296*194];
5737 strlcpy(cache->name, skinname, sizeof(cache->name));
5738 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5739 if (developer_loading.integer)
5740 Con_Printf("loading %s\n", name);
5741 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5742 if (!skinframe || !skinframe->base)
5745 fs_offset_t filesize;
5747 f = FS_LoadFile(name, tempmempool, true, &filesize);
5750 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5751 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5755 cache->skinframe = skinframe;
5758 texture_t *R_GetCurrentTexture(texture_t *t)
5761 const entity_render_t *ent = rsurface.entity;
5762 dp_model_t *model = ent->model;
5763 q3shaderinfo_layer_tcmod_t *tcmod;
5765 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5766 return t->currentframe;
5767 t->update_lastrenderframe = r_frame;
5768 t->update_lastrenderentity = (void *)ent;
5770 // switch to an alternate material if this is a q1bsp animated material
5772 texture_t *texture = t;
5773 int s = rsurface.ent_skinnum;
5774 if ((unsigned int)s >= (unsigned int)model->numskins)
5776 if (model->skinscenes)
5778 if (model->skinscenes[s].framecount > 1)
5779 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5781 s = model->skinscenes[s].firstframe;
5784 t = t + s * model->num_surfaces;
5787 // use an alternate animation if the entity's frame is not 0,
5788 // and only if the texture has an alternate animation
5789 if (rsurface.ent_alttextures && t->anim_total[1])
5790 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5792 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5794 texture->currentframe = t;
5797 // update currentskinframe to be a qw skin or animation frame
5798 if (rsurface.ent_qwskin >= 0)
5800 i = rsurface.ent_qwskin;
5801 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5803 r_qwskincache_size = cl.maxclients;
5805 Mem_Free(r_qwskincache);
5806 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5808 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5809 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5810 t->currentskinframe = r_qwskincache[i].skinframe;
5811 if (t->currentskinframe == NULL)
5812 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5814 else if (t->numskinframes >= 2)
5815 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5816 if (t->backgroundnumskinframes >= 2)
5817 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
5819 t->currentmaterialflags = t->basematerialflags;
5820 t->currentalpha = rsurface.ent_color[3];
5821 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5822 t->currentalpha *= r_wateralpha.value;
5823 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5824 t->currentalpha *= t->r_water_wateralpha;
5825 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5826 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5827 if (!(rsurface.ent_flags & RENDER_LIGHT))
5828 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5829 else if (rsurface.modeltexcoordlightmap2f == NULL)
5831 // pick a model lighting mode
5832 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
5833 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5835 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5837 if (rsurface.ent_flags & RENDER_ADDITIVE)
5838 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5839 else if (t->currentalpha < 1)
5840 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5841 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
5842 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5843 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
5844 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5845 if (t->backgroundnumskinframes)
5846 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5847 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5849 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5850 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5853 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5855 // there is no tcmod
5856 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5858 t->currenttexmatrix = r_waterscrollmatrix;
5859 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5861 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
5863 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5864 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5867 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5868 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5869 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5870 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5872 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
5873 if (t->currentskinframe->qpixels)
5874 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
5875 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5876 t->glosstexture = r_texture_black;
5877 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5878 t->backgroundglosstexture = r_texture_black;
5879 t->specularpower = r_shadow_glossexponent.value;
5880 // TODO: store reference values for these in the texture?
5881 t->specularscale = 0;
5882 if (r_shadow_gloss.integer > 0)
5884 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5886 if (r_shadow_glossintensity.value > 0)
5888 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5889 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5890 t->specularscale = r_shadow_glossintensity.value;
5893 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5895 t->glosstexture = r_texture_white;
5896 t->backgroundglosstexture = r_texture_white;
5897 t->specularscale = r_shadow_gloss2intensity.value;
5898 t->specularpower = r_shadow_gloss2exponent.value;
5901 t->specularscale *= t->specularscalemod;
5902 t->specularpower *= t->specularpowermod;
5904 // lightmaps mode looks bad with dlights using actual texturing, so turn
5905 // off the colormap and glossmap, but leave the normalmap on as it still
5906 // accurately represents the shading involved
5907 if (gl_lightmaps.integer)
5909 t->basetexture = r_texture_grey128;
5910 t->backgroundbasetexture = NULL;
5911 t->specularscale = 0;
5912 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5915 Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
5916 VectorClear(t->dlightcolor);
5917 t->currentnumlayers = 0;
5918 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5921 int blendfunc1, blendfunc2;
5923 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5925 blendfunc1 = GL_SRC_ALPHA;
5926 blendfunc2 = GL_ONE;
5928 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5930 blendfunc1 = GL_SRC_ALPHA;
5931 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5933 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5935 blendfunc1 = t->customblendfunc[0];
5936 blendfunc2 = t->customblendfunc[1];
5940 blendfunc1 = GL_ONE;
5941 blendfunc2 = GL_ZERO;
5943 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5944 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5945 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5946 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5948 // fullbright is not affected by r_refdef.lightmapintensity
5949 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5950 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5951 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5952 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5953 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5957 vec3_t ambientcolor;
5959 // set the color tint used for lights affecting this surface
5960 VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
5962 // q3bsp has no lightmap updates, so the lightstylevalue that
5963 // would normally be baked into the lightmap must be
5964 // applied to the color
5965 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5966 if (model->type == mod_brushq3)
5967 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5968 colorscale *= r_refdef.lightmapintensity;
5969 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5970 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5971 // basic lit geometry
5972 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
5973 // add pants/shirt if needed
5974 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5975 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5976 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5977 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
5978 // now add ambient passes if needed
5979 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5981 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
5982 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5983 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5984 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5985 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5988 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5989 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]);
5990 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5992 // if this is opaque use alpha blend which will darken the earlier
5995 // if this is an alpha blended material, all the earlier passes
5996 // were darkened by fog already, so we only need to add the fog
5997 // color ontop through the fog mask texture
5999 // if this is an additive blended material, all the earlier passes
6000 // were darkened by fog already, and we should not add fog color
6001 // (because the background was not darkened, there is no fog color
6002 // that was lost behind it).
6003 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]);
6007 return t->currentframe;
6010 rsurfacestate_t rsurface;
6012 void R_Mesh_ResizeArrays(int newvertices)
6015 if (rsurface.array_size >= newvertices)
6017 if (rsurface.array_modelvertex3f)
6018 Mem_Free(rsurface.array_modelvertex3f);
6019 rsurface.array_size = (newvertices + 1023) & ~1023;
6020 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
6021 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
6022 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
6023 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
6024 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
6025 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
6026 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
6027 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
6028 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
6029 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
6030 rsurface.array_color4f = base + rsurface.array_size * 27;
6031 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
6034 void RSurf_ActiveWorldEntity(void)
6036 dp_model_t *model = r_refdef.scene.worldmodel;
6037 //if (rsurface.entity == r_refdef.scene.worldentity)
6039 rsurface.entity = r_refdef.scene.worldentity;
6040 rsurface.skeleton = NULL;
6041 rsurface.ent_skinnum = 0;
6042 rsurface.ent_qwskin = -1;
6043 rsurface.ent_shadertime = 0;
6044 Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
6045 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
6046 if (rsurface.array_size < model->surfmesh.num_vertices)
6047 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6048 rsurface.matrix = identitymatrix;
6049 rsurface.inversematrix = identitymatrix;
6050 rsurface.matrixscale = 1;
6051 rsurface.inversematrixscale = 1;
6052 R_Mesh_Matrix(&identitymatrix);
6053 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
6054 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
6055 rsurface.fograngerecip = r_refdef.fograngerecip;
6056 rsurface.fogheightfade = r_refdef.fogheightfade;
6057 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6058 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6059 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6060 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6061 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6062 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6063 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6064 VectorSet(rsurface.glowmod, 1, 1, 1);
6065 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6066 rsurface.frameblend[0].lerp = 1;
6067 rsurface.ent_alttextures = false;
6068 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6069 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6070 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
6071 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6072 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6073 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6074 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6075 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6076 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6077 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6078 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6079 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
6080 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6081 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6082 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
6083 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6084 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6085 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
6086 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6087 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6088 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
6089 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6090 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6091 rsurface.modelelement3i = model->surfmesh.data_element3i;
6092 rsurface.modelelement3s = model->surfmesh.data_element3s;
6093 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6094 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6095 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6096 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6097 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6098 rsurface.modelsurfaces = model->data_surfaces;
6099 rsurface.generatedvertex = false;
6100 rsurface.vertex3f = rsurface.modelvertex3f;
6101 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6102 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6103 rsurface.svector3f = rsurface.modelsvector3f;
6104 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6105 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6106 rsurface.tvector3f = rsurface.modeltvector3f;
6107 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6108 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6109 rsurface.normal3f = rsurface.modelnormal3f;
6110 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6111 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6112 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6115 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6117 dp_model_t *model = ent->model;
6118 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6120 rsurface.entity = (entity_render_t *)ent;
6121 rsurface.skeleton = ent->skeleton;
6122 rsurface.ent_skinnum = ent->skinnum;
6123 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
6124 rsurface.ent_shadertime = ent->shadertime;
6125 Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6126 rsurface.ent_flags = ent->flags;
6127 if (rsurface.array_size < model->surfmesh.num_vertices)
6128 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6129 rsurface.matrix = ent->matrix;
6130 rsurface.inversematrix = ent->inversematrix;
6131 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6132 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6133 R_Mesh_Matrix(&rsurface.matrix);
6134 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6135 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6136 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6137 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6138 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6139 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6140 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6141 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6142 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6143 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6144 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6145 VectorCopy(ent->glowmod, rsurface.glowmod);
6146 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6147 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6148 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6149 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6150 if (ent->model->brush.submodel)
6152 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6153 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6155 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6157 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
6159 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
6160 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
6161 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
6162 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
6164 else if (wanttangents)
6166 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6167 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6168 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6169 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6170 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6172 else if (wantnormals)
6174 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6175 rsurface.modelsvector3f = NULL;
6176 rsurface.modeltvector3f = NULL;
6177 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6178 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6182 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6183 rsurface.modelsvector3f = NULL;
6184 rsurface.modeltvector3f = NULL;
6185 rsurface.modelnormal3f = NULL;
6186 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6188 rsurface.modelvertex3f_bufferobject = 0;
6189 rsurface.modelvertex3f_bufferoffset = 0;
6190 rsurface.modelsvector3f_bufferobject = 0;
6191 rsurface.modelsvector3f_bufferoffset = 0;
6192 rsurface.modeltvector3f_bufferobject = 0;
6193 rsurface.modeltvector3f_bufferoffset = 0;
6194 rsurface.modelnormal3f_bufferobject = 0;
6195 rsurface.modelnormal3f_bufferoffset = 0;
6196 rsurface.generatedvertex = true;
6200 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
6201 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6202 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6203 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6204 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6205 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6206 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6207 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6208 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6209 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
6210 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6211 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6212 rsurface.generatedvertex = false;
6214 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
6215 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6216 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6217 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
6218 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6219 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6220 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
6221 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6222 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6223 rsurface.modelelement3i = model->surfmesh.data_element3i;
6224 rsurface.modelelement3s = model->surfmesh.data_element3s;
6225 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6226 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6227 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6228 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6229 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6230 rsurface.modelsurfaces = model->data_surfaces;
6231 rsurface.vertex3f = rsurface.modelvertex3f;
6232 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6233 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6234 rsurface.svector3f = rsurface.modelsvector3f;
6235 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6236 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6237 rsurface.tvector3f = rsurface.modeltvector3f;
6238 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6239 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6240 rsurface.normal3f = rsurface.modelnormal3f;
6241 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6242 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6243 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6246 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
6248 rsurface.entity = r_refdef.scene.worldentity;
6249 rsurface.skeleton = NULL;
6250 rsurface.ent_skinnum = 0;
6251 rsurface.ent_qwskin = -1;
6252 rsurface.ent_shadertime = shadertime;
6253 Vector4Set(rsurface.ent_color, r, g, b, a);
6254 rsurface.ent_flags = entflags;
6255 rsurface.modelnum_vertices = numvertices;
6256 rsurface.modelnum_triangles = numtriangles;
6257 if (rsurface.array_size < rsurface.modelnum_vertices)
6258 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6259 rsurface.matrix = *matrix;
6260 rsurface.inversematrix = *inversematrix;
6261 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6262 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6263 R_Mesh_Matrix(&rsurface.matrix);
6264 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6265 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6266 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6267 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6268 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6269 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6270 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6271 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6272 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6273 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6274 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6275 VectorSet(rsurface.glowmod, 1, 1, 1);
6276 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6277 rsurface.frameblend[0].lerp = 1;
6278 rsurface.ent_alttextures = false;
6279 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6280 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6283 rsurface.modelvertex3f = vertex3f;
6284 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6285 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6286 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6288 else if (wantnormals)
6290 rsurface.modelvertex3f = vertex3f;
6291 rsurface.modelsvector3f = NULL;
6292 rsurface.modeltvector3f = NULL;
6293 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6297 rsurface.modelvertex3f = vertex3f;
6298 rsurface.modelsvector3f = NULL;
6299 rsurface.modeltvector3f = NULL;
6300 rsurface.modelnormal3f = NULL;
6302 rsurface.modelvertex3f_bufferobject = 0;
6303 rsurface.modelvertex3f_bufferoffset = 0;
6304 rsurface.modelsvector3f_bufferobject = 0;
6305 rsurface.modelsvector3f_bufferoffset = 0;
6306 rsurface.modeltvector3f_bufferobject = 0;
6307 rsurface.modeltvector3f_bufferoffset = 0;
6308 rsurface.modelnormal3f_bufferobject = 0;
6309 rsurface.modelnormal3f_bufferoffset = 0;
6310 rsurface.generatedvertex = true;
6311 rsurface.modellightmapcolor4f = color4f;
6312 rsurface.modellightmapcolor4f_bufferobject = 0;
6313 rsurface.modellightmapcolor4f_bufferoffset = 0;
6314 rsurface.modeltexcoordtexture2f = texcoord2f;
6315 rsurface.modeltexcoordtexture2f_bufferobject = 0;
6316 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6317 rsurface.modeltexcoordlightmap2f = NULL;
6318 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6319 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6320 rsurface.modelelement3i = element3i;
6321 rsurface.modelelement3s = element3s;
6322 rsurface.modelelement3i_bufferobject = 0;
6323 rsurface.modelelement3s_bufferobject = 0;
6324 rsurface.modellightmapoffsets = NULL;
6325 rsurface.modelsurfaces = NULL;
6326 rsurface.vertex3f = rsurface.modelvertex3f;
6327 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6328 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6329 rsurface.svector3f = rsurface.modelsvector3f;
6330 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6331 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6332 rsurface.tvector3f = rsurface.modeltvector3f;
6333 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6334 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6335 rsurface.normal3f = rsurface.modelnormal3f;
6336 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6337 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6338 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6340 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6342 if ((wantnormals || wanttangents) && !normal3f)
6343 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6344 if (wanttangents && !svector3f)
6345 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6349 float RSurf_FogPoint(const float *v)
6351 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6352 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6353 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6354 float FogHeightFade = r_refdef.fogheightfade;
6356 unsigned int fogmasktableindex;
6357 if (r_refdef.fogplaneviewabove)
6358 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6360 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6361 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6362 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6365 float RSurf_FogVertex(const float *v)
6367 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6368 float FogPlaneViewDist = rsurface.fogplaneviewdist;
6369 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6370 float FogHeightFade = rsurface.fogheightfade;
6372 unsigned int fogmasktableindex;
6373 if (r_refdef.fogplaneviewabove)
6374 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6376 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6377 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6378 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6381 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6382 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6385 int texturesurfaceindex;
6390 const float *v1, *in_tc;
6392 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6394 q3shaderinfo_deform_t *deform;
6395 // 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
6396 if (rsurface.generatedvertex)
6398 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6399 generatenormals = true;
6400 for (i = 0;i < Q3MAXDEFORMS;i++)
6402 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6404 generatetangents = true;
6405 generatenormals = true;
6407 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6408 generatenormals = true;
6410 if (generatenormals && !rsurface.modelnormal3f)
6412 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6413 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6414 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6415 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6417 if (generatetangents && !rsurface.modelsvector3f)
6419 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6420 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6421 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6422 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6423 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6424 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6425 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6428 rsurface.vertex3f = rsurface.modelvertex3f;
6429 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6430 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6431 rsurface.svector3f = rsurface.modelsvector3f;
6432 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6433 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6434 rsurface.tvector3f = rsurface.modeltvector3f;
6435 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6436 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6437 rsurface.normal3f = rsurface.modelnormal3f;
6438 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6439 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6440 // if vertices are deformed (sprite flares and things in maps, possibly
6441 // water waves, bulges and other deformations), generate them into
6442 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6443 // (may be static model data or generated data for an animated model, or
6444 // the previous deform pass)
6445 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6447 switch (deform->deform)
6450 case Q3DEFORM_PROJECTIONSHADOW:
6451 case Q3DEFORM_TEXT0:
6452 case Q3DEFORM_TEXT1:
6453 case Q3DEFORM_TEXT2:
6454 case Q3DEFORM_TEXT3:
6455 case Q3DEFORM_TEXT4:
6456 case Q3DEFORM_TEXT5:
6457 case Q3DEFORM_TEXT6:
6458 case Q3DEFORM_TEXT7:
6461 case Q3DEFORM_AUTOSPRITE:
6462 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6463 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6464 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6465 VectorNormalize(newforward);
6466 VectorNormalize(newright);
6467 VectorNormalize(newup);
6468 // make deformed versions of only the model vertices used by the specified surfaces
6469 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6471 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6472 // a single autosprite surface can contain multiple sprites...
6473 for (j = 0;j < surface->num_vertices - 3;j += 4)
6475 VectorClear(center);
6476 for (i = 0;i < 4;i++)
6477 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6478 VectorScale(center, 0.25f, center);
6479 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
6480 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6481 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6482 for (i = 0;i < 4;i++)
6484 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6485 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6488 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6489 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6491 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6492 rsurface.vertex3f_bufferobject = 0;
6493 rsurface.vertex3f_bufferoffset = 0;
6494 rsurface.svector3f = rsurface.array_deformedsvector3f;
6495 rsurface.svector3f_bufferobject = 0;
6496 rsurface.svector3f_bufferoffset = 0;
6497 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6498 rsurface.tvector3f_bufferobject = 0;
6499 rsurface.tvector3f_bufferoffset = 0;
6500 rsurface.normal3f = rsurface.array_deformednormal3f;
6501 rsurface.normal3f_bufferobject = 0;
6502 rsurface.normal3f_bufferoffset = 0;
6504 case Q3DEFORM_AUTOSPRITE2:
6505 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6506 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6507 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6508 VectorNormalize(newforward);
6509 VectorNormalize(newright);
6510 VectorNormalize(newup);
6511 // make deformed versions of only the model vertices used by the specified surfaces
6512 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6514 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6515 const float *v1, *v2;
6525 memset(shortest, 0, sizeof(shortest));
6526 // a single autosprite surface can contain multiple sprites...
6527 for (j = 0;j < surface->num_vertices - 3;j += 4)
6529 VectorClear(center);
6530 for (i = 0;i < 4;i++)
6531 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6532 VectorScale(center, 0.25f, center);
6533 // find the two shortest edges, then use them to define the
6534 // axis vectors for rotating around the central axis
6535 for (i = 0;i < 6;i++)
6537 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6538 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6540 Debug_PolygonBegin(NULL, 0);
6541 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6542 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);
6543 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6546 l = VectorDistance2(v1, v2);
6547 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6549 l += (1.0f / 1024.0f);
6550 if (shortest[0].length2 > l || i == 0)
6552 shortest[1] = shortest[0];
6553 shortest[0].length2 = l;
6554 shortest[0].v1 = v1;
6555 shortest[0].v2 = v2;
6557 else if (shortest[1].length2 > l || i == 1)
6559 shortest[1].length2 = l;
6560 shortest[1].v1 = v1;
6561 shortest[1].v2 = v2;
6564 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6565 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6567 Debug_PolygonBegin(NULL, 0);
6568 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6569 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);
6570 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6573 // this calculates the right vector from the shortest edge
6574 // and the up vector from the edge midpoints
6575 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6576 VectorNormalize(right);
6577 VectorSubtract(end, start, up);
6578 VectorNormalize(up);
6579 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6580 VectorSubtract(rsurface.localvieworigin, center, forward);
6581 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6582 VectorNegate(forward, forward);
6583 VectorReflect(forward, 0, up, forward);
6584 VectorNormalize(forward);
6585 CrossProduct(up, forward, newright);
6586 VectorNormalize(newright);
6588 Debug_PolygonBegin(NULL, 0);
6589 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);
6590 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6591 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6595 Debug_PolygonBegin(NULL, 0);
6596 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6597 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6598 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6601 // rotate the quad around the up axis vector, this is made
6602 // especially easy by the fact we know the quad is flat,
6603 // so we only have to subtract the center position and
6604 // measure distance along the right vector, and then
6605 // multiply that by the newright vector and add back the
6607 // we also need to subtract the old position to undo the
6608 // displacement from the center, which we do with a
6609 // DotProduct, the subtraction/addition of center is also
6610 // optimized into DotProducts here
6611 l = DotProduct(right, center);
6612 for (i = 0;i < 4;i++)
6614 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6615 f = DotProduct(right, v1) - l;
6616 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6619 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6620 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6622 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6623 rsurface.vertex3f_bufferobject = 0;
6624 rsurface.vertex3f_bufferoffset = 0;
6625 rsurface.svector3f = rsurface.array_deformedsvector3f;
6626 rsurface.svector3f_bufferobject = 0;
6627 rsurface.svector3f_bufferoffset = 0;
6628 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6629 rsurface.tvector3f_bufferobject = 0;
6630 rsurface.tvector3f_bufferoffset = 0;
6631 rsurface.normal3f = rsurface.array_deformednormal3f;
6632 rsurface.normal3f_bufferobject = 0;
6633 rsurface.normal3f_bufferoffset = 0;
6635 case Q3DEFORM_NORMAL:
6636 // deform the normals to make reflections wavey
6637 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6639 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6640 for (j = 0;j < surface->num_vertices;j++)
6643 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6644 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6645 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6646 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6647 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6648 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6649 VectorNormalize(normal);
6651 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6653 rsurface.svector3f = rsurface.array_deformedsvector3f;
6654 rsurface.svector3f_bufferobject = 0;
6655 rsurface.svector3f_bufferoffset = 0;
6656 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6657 rsurface.tvector3f_bufferobject = 0;
6658 rsurface.tvector3f_bufferoffset = 0;
6659 rsurface.normal3f = rsurface.array_deformednormal3f;
6660 rsurface.normal3f_bufferobject = 0;
6661 rsurface.normal3f_bufferoffset = 0;
6664 // deform vertex array to make wavey water and flags and such
6665 waveparms[0] = deform->waveparms[0];
6666 waveparms[1] = deform->waveparms[1];
6667 waveparms[2] = deform->waveparms[2];
6668 waveparms[3] = deform->waveparms[3];
6669 // this is how a divisor of vertex influence on deformation
6670 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6671 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6672 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6674 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6675 for (j = 0;j < surface->num_vertices;j++)
6677 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6678 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6679 // if the wavefunc depends on time, evaluate it per-vertex
6682 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6683 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6685 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6688 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6689 rsurface.vertex3f_bufferobject = 0;
6690 rsurface.vertex3f_bufferoffset = 0;
6692 case Q3DEFORM_BULGE:
6693 // deform vertex array to make the surface have moving bulges
6694 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6696 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6697 for (j = 0;j < surface->num_vertices;j++)
6699 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6700 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6703 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6704 rsurface.vertex3f_bufferobject = 0;
6705 rsurface.vertex3f_bufferoffset = 0;
6708 // deform vertex array
6709 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6710 VectorScale(deform->parms, scale, waveparms);
6711 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6713 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6714 for (j = 0;j < surface->num_vertices;j++)
6715 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6717 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6718 rsurface.vertex3f_bufferobject = 0;
6719 rsurface.vertex3f_bufferoffset = 0;
6723 // generate texcoords based on the chosen texcoord source
6724 switch(rsurface.texture->tcgen.tcgen)
6727 case Q3TCGEN_TEXTURE:
6728 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6729 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6730 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6732 case Q3TCGEN_LIGHTMAP:
6733 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6734 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6735 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6737 case Q3TCGEN_VECTOR:
6738 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6740 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6741 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)
6743 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6744 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6747 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6748 rsurface.texcoordtexture2f_bufferobject = 0;
6749 rsurface.texcoordtexture2f_bufferoffset = 0;
6751 case Q3TCGEN_ENVIRONMENT:
6752 // make environment reflections using a spheremap
6753 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6755 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6756 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6757 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6758 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6759 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6761 // identical to Q3A's method, but executed in worldspace so
6762 // carried models can be shiny too
6764 float viewer[3], d, reflected[3], worldreflected[3];
6766 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6767 // VectorNormalize(viewer);
6769 d = DotProduct(normal, viewer);
6771 reflected[0] = normal[0]*2*d - viewer[0];
6772 reflected[1] = normal[1]*2*d - viewer[1];
6773 reflected[2] = normal[2]*2*d - viewer[2];
6774 // note: this is proportinal to viewer, so we can normalize later
6776 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6777 VectorNormalize(worldreflected);
6779 // note: this sphere map only uses world x and z!
6780 // so positive and negative y will LOOK THE SAME.
6781 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6782 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6785 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6786 rsurface.texcoordtexture2f_bufferobject = 0;
6787 rsurface.texcoordtexture2f_bufferoffset = 0;
6790 // the only tcmod that needs software vertex processing is turbulent, so
6791 // check for it here and apply the changes if needed
6792 // and we only support that as the first one
6793 // (handling a mixture of turbulent and other tcmods would be problematic
6794 // without punting it entirely to a software path)
6795 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6797 amplitude = rsurface.texture->tcmods[0].parms[1];
6798 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6799 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6801 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6802 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)
6804 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6805 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6808 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6809 rsurface.texcoordtexture2f_bufferobject = 0;
6810 rsurface.texcoordtexture2f_bufferoffset = 0;
6812 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6813 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6814 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6815 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6818 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6821 const msurface_t *surface = texturesurfacelist[0];
6822 const msurface_t *surface2;
6827 // TODO: lock all array ranges before render, rather than on each surface
6828 if (texturenumsurfaces == 1)
6830 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6831 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6833 else if (r_batchmode.integer == 2)
6835 #define MAXBATCHTRIANGLES 4096
6836 int batchtriangles = 0;
6837 int batchelements[MAXBATCHTRIANGLES*3];
6838 for (i = 0;i < texturenumsurfaces;i = j)
6840 surface = texturesurfacelist[i];
6842 if (surface->num_triangles > MAXBATCHTRIANGLES)
6844 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6847 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6848 batchtriangles = surface->num_triangles;
6849 firstvertex = surface->num_firstvertex;
6850 endvertex = surface->num_firstvertex + surface->num_vertices;
6851 for (;j < texturenumsurfaces;j++)
6853 surface2 = texturesurfacelist[j];
6854 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6856 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6857 batchtriangles += surface2->num_triangles;
6858 firstvertex = min(firstvertex, surface2->num_firstvertex);
6859 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6861 surface2 = texturesurfacelist[j-1];
6862 numvertices = endvertex - firstvertex;
6863 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6866 else if (r_batchmode.integer == 1)
6868 for (i = 0;i < texturenumsurfaces;i = j)
6870 surface = texturesurfacelist[i];
6871 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6872 if (texturesurfacelist[j] != surface2)
6874 surface2 = texturesurfacelist[j-1];
6875 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6876 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6877 GL_LockArrays(surface->num_firstvertex, numvertices);
6878 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6883 for (i = 0;i < texturenumsurfaces;i++)
6885 surface = texturesurfacelist[i];
6886 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6887 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6892 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6894 int i, planeindex, vertexindex;
6898 r_waterstate_waterplane_t *p, *bestp;
6899 const msurface_t *surface;
6900 if (r_waterstate.renderingscene)
6902 for (i = 0;i < texturenumsurfaces;i++)
6904 surface = texturesurfacelist[i];
6905 if (lightmaptexunit >= 0)
6906 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6907 if (deluxemaptexunit >= 0)
6908 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6909 // pick the closest matching water plane
6912 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6915 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6917 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6918 d += fabs(PlaneDiff(vert, &p->plane));
6920 if (bestd > d || !bestp)
6928 if (refractiontexunit >= 0)
6929 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6930 if (reflectiontexunit >= 0)
6931 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6935 if (refractiontexunit >= 0)
6936 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6937 if (reflectiontexunit >= 0)
6938 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6940 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6941 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6945 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6949 const msurface_t *surface = texturesurfacelist[0];
6950 const msurface_t *surface2;
6955 // TODO: lock all array ranges before render, rather than on each surface
6956 if (texturenumsurfaces == 1)
6958 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6959 if (deluxemaptexunit >= 0)
6960 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6961 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6962 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6964 else if (r_batchmode.integer == 2)
6966 #define MAXBATCHTRIANGLES 4096
6967 int batchtriangles = 0;
6968 int batchelements[MAXBATCHTRIANGLES*3];
6969 for (i = 0;i < texturenumsurfaces;i = j)
6971 surface = texturesurfacelist[i];
6972 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6973 if (deluxemaptexunit >= 0)
6974 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6976 if (surface->num_triangles > MAXBATCHTRIANGLES)
6978 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6981 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6982 batchtriangles = surface->num_triangles;
6983 firstvertex = surface->num_firstvertex;
6984 endvertex = surface->num_firstvertex + surface->num_vertices;
6985 for (;j < texturenumsurfaces;j++)
6987 surface2 = texturesurfacelist[j];
6988 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6990 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6991 batchtriangles += surface2->num_triangles;
6992 firstvertex = min(firstvertex, surface2->num_firstvertex);
6993 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6995 surface2 = texturesurfacelist[j-1];
6996 numvertices = endvertex - firstvertex;
6997 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
7000 else if (r_batchmode.integer == 1)
7003 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
7004 for (i = 0;i < texturenumsurfaces;i = j)
7006 surface = texturesurfacelist[i];
7007 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7008 if (texturesurfacelist[j] != surface2)
7010 Con_Printf(" %i", j - i);
7013 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
7015 for (i = 0;i < texturenumsurfaces;i = j)
7017 surface = texturesurfacelist[i];
7018 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7019 if (deluxemaptexunit >= 0)
7020 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7021 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
7022 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
7025 Con_Printf(" %i", j - i);
7027 surface2 = texturesurfacelist[j-1];
7028 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
7029 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
7030 GL_LockArrays(surface->num_firstvertex, numvertices);
7031 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7039 for (i = 0;i < texturenumsurfaces;i++)
7041 surface = texturesurfacelist[i];
7042 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7043 if (deluxemaptexunit >= 0)
7044 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7045 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7046 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7051 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7054 int texturesurfaceindex;
7055 if (r_showsurfaces.integer == 2)
7057 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7059 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7060 for (j = 0;j < surface->num_triangles;j++)
7062 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7063 GL_Color(f, f, f, 1);
7064 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7070 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7072 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7073 int k = (int)(((size_t)surface) / sizeof(msurface_t));
7074 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);
7075 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7076 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7081 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7083 int texturesurfaceindex;
7087 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7089 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7090 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)
7098 rsurface.lightmapcolor4f = rsurface.array_color4f;
7099 rsurface.lightmapcolor4f_bufferobject = 0;
7100 rsurface.lightmapcolor4f_bufferoffset = 0;
7103 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7105 int texturesurfaceindex;
7111 if (rsurface.lightmapcolor4f)
7113 // generate color arrays for the surfaces in this list
7114 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7116 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7117 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)
7119 f = RSurf_FogVertex(v);
7129 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7131 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7132 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)
7134 f = RSurf_FogVertex(v);
7142 rsurface.lightmapcolor4f = rsurface.array_color4f;
7143 rsurface.lightmapcolor4f_bufferobject = 0;
7144 rsurface.lightmapcolor4f_bufferoffset = 0;
7147 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7149 int texturesurfaceindex;
7155 if (!rsurface.lightmapcolor4f)
7157 // generate color arrays for the surfaces in this list
7158 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7160 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7161 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)
7163 f = RSurf_FogVertex(v);
7164 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7165 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7166 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7170 rsurface.lightmapcolor4f = rsurface.array_color4f;
7171 rsurface.lightmapcolor4f_bufferobject = 0;
7172 rsurface.lightmapcolor4f_bufferoffset = 0;
7175 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7177 int texturesurfaceindex;
7181 if (!rsurface.lightmapcolor4f)
7183 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7185 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7186 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)
7194 rsurface.lightmapcolor4f = rsurface.array_color4f;
7195 rsurface.lightmapcolor4f_bufferobject = 0;
7196 rsurface.lightmapcolor4f_bufferoffset = 0;
7199 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7201 int texturesurfaceindex;
7205 if (!rsurface.lightmapcolor4f)
7207 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7209 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7210 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)
7212 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7213 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7214 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7218 rsurface.lightmapcolor4f = rsurface.array_color4f;
7219 rsurface.lightmapcolor4f_bufferobject = 0;
7220 rsurface.lightmapcolor4f_bufferoffset = 0;
7223 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7226 rsurface.lightmapcolor4f = NULL;
7227 rsurface.lightmapcolor4f_bufferobject = 0;
7228 rsurface.lightmapcolor4f_bufferoffset = 0;
7229 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7230 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7231 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7232 GL_Color(r, g, b, a);
7233 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7236 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7238 // TODO: optimize applyfog && applycolor case
7239 // just apply fog if necessary, and tint the fog color array if necessary
7240 rsurface.lightmapcolor4f = NULL;
7241 rsurface.lightmapcolor4f_bufferobject = 0;
7242 rsurface.lightmapcolor4f_bufferoffset = 0;
7243 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7244 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7245 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7246 GL_Color(r, g, b, a);
7247 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7250 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7252 int texturesurfaceindex;
7256 if (texturesurfacelist[0]->lightmapinfo)
7258 // generate color arrays for the surfaces in this list
7259 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7261 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7262 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7264 if (surface->lightmapinfo->samples)
7266 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7267 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7268 VectorScale(lm, scale, c);
7269 if (surface->lightmapinfo->styles[1] != 255)
7271 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7273 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7274 VectorMA(c, scale, lm, c);
7275 if (surface->lightmapinfo->styles[2] != 255)
7278 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7279 VectorMA(c, scale, lm, c);
7280 if (surface->lightmapinfo->styles[3] != 255)
7283 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7284 VectorMA(c, scale, lm, c);
7294 rsurface.lightmapcolor4f = rsurface.array_color4f;
7295 rsurface.lightmapcolor4f_bufferobject = 0;
7296 rsurface.lightmapcolor4f_bufferoffset = 0;
7300 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7301 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7302 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7304 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7305 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7306 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7307 GL_Color(r, g, b, a);
7308 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7311 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7313 int texturesurfaceindex;
7320 vec3_t ambientcolor;
7321 vec3_t diffusecolor;
7325 VectorCopy(rsurface.modellight_lightdir, lightdir);
7326 f = 0.5f * r_refdef.lightmapintensity;
7327 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7328 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7329 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7330 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7331 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7332 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7334 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7336 // generate color arrays for the surfaces in this list
7337 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7339 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7340 int numverts = surface->num_vertices;
7341 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7342 n = rsurface.normal3f + 3 * surface->num_firstvertex;
7343 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7344 // q3-style directional shading
7345 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7347 if ((f = DotProduct(n, lightdir)) > 0)
7348 VectorMA(ambientcolor, f, diffusecolor, c);
7350 VectorCopy(ambientcolor, c);
7358 rsurface.lightmapcolor4f = rsurface.array_color4f;
7359 rsurface.lightmapcolor4f_bufferobject = 0;
7360 rsurface.lightmapcolor4f_bufferoffset = 0;
7361 *applycolor = false;
7365 *r = ambientcolor[0];
7366 *g = ambientcolor[1];
7367 *b = ambientcolor[2];
7368 rsurface.lightmapcolor4f = NULL;
7369 rsurface.lightmapcolor4f_bufferobject = 0;
7370 rsurface.lightmapcolor4f_bufferoffset = 0;
7374 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7376 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7377 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7378 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7379 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7380 GL_Color(r, g, b, a);
7381 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7384 void RSurf_SetupDepthAndCulling(void)
7386 // submodels are biased to avoid z-fighting with world surfaces that they
7387 // may be exactly overlapping (avoids z-fighting artifacts on certain
7388 // doors and things in Quake maps)
7389 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7390 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7391 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7392 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7395 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7397 // transparent sky would be ridiculous
7398 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7400 R_SetupGenericShader(false);
7401 skyrenderlater = true;
7402 RSurf_SetupDepthAndCulling();
7404 // LordHavoc: HalfLife maps have freaky skypolys so don't use
7405 // skymasking on them, and Quake3 never did sky masking (unlike
7406 // software Quake and software Quake2), so disable the sky masking
7407 // in Quake3 maps as it causes problems with q3map2 sky tricks,
7408 // and skymasking also looks very bad when noclipping outside the
7409 // level, so don't use it then either.
7410 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7412 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7413 R_Mesh_ColorPointer(NULL, 0, 0);
7414 R_Mesh_ResetTextureState();
7415 if (skyrendermasked)
7417 R_SetupDepthOrShadowShader();
7418 // depth-only (masking)
7419 GL_ColorMask(0,0,0,0);
7420 // just to make sure that braindead drivers don't draw
7421 // anything despite that colormask...
7422 GL_BlendFunc(GL_ZERO, GL_ONE);
7426 R_SetupGenericShader(false);
7428 GL_BlendFunc(GL_ONE, GL_ZERO);
7430 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7431 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7432 if (skyrendermasked)
7433 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7435 R_Mesh_ResetTextureState();
7436 GL_Color(1, 1, 1, 1);
7439 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7441 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7444 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7445 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7446 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7447 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7448 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7449 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7450 if (rsurface.texture->backgroundcurrentskinframe)
7452 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7453 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7454 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7455 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7457 if(rsurface.texture->colormapping)
7459 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7460 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7462 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7463 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7464 R_Mesh_ColorPointer(NULL, 0, 0);
7466 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7468 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7470 // render background
7471 GL_BlendFunc(GL_ONE, GL_ZERO);
7473 GL_AlphaTest(false);
7475 GL_Color(1, 1, 1, 1);
7476 R_Mesh_ColorPointer(NULL, 0, 0);
7478 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7479 if (r_glsl_permutation)
7481 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7482 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7483 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7484 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7485 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7486 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7487 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);
7489 GL_LockArrays(0, 0);
7491 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7492 GL_DepthMask(false);
7493 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7494 R_Mesh_ColorPointer(NULL, 0, 0);
7496 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7497 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7498 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7501 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7502 if (!r_glsl_permutation)
7505 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7506 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7507 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7508 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7509 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7510 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7512 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7514 GL_BlendFunc(GL_ONE, GL_ZERO);
7516 GL_AlphaTest(false);
7520 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7521 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7522 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7525 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7527 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7528 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);
7530 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7534 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7535 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);
7537 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7539 GL_LockArrays(0, 0);
7542 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7544 // OpenGL 1.3 path - anything not completely ancient
7545 int texturesurfaceindex;
7546 qboolean applycolor;
7550 const texturelayer_t *layer;
7551 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7553 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7556 int layertexrgbscale;
7557 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7559 if (layerindex == 0)
7563 GL_AlphaTest(false);
7564 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7567 GL_DepthMask(layer->depthmask && writedepth);
7568 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7569 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7571 layertexrgbscale = 4;
7572 VectorScale(layer->color, 0.25f, layercolor);
7574 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7576 layertexrgbscale = 2;
7577 VectorScale(layer->color, 0.5f, layercolor);
7581 layertexrgbscale = 1;
7582 VectorScale(layer->color, 1.0f, layercolor);
7584 layercolor[3] = layer->color[3];
7585 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7586 R_Mesh_ColorPointer(NULL, 0, 0);
7587 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7588 switch (layer->type)
7590 case TEXTURELAYERTYPE_LITTEXTURE:
7591 memset(&m, 0, sizeof(m));
7592 m.tex[0] = R_GetTexture(r_texture_white);
7593 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7594 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7595 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7596 m.tex[1] = R_GetTexture(layer->texture);
7597 m.texmatrix[1] = layer->texmatrix;
7598 m.texrgbscale[1] = layertexrgbscale;
7599 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7600 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7601 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7602 R_Mesh_TextureState(&m);
7603 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7604 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7605 else if (rsurface.uselightmaptexture)
7606 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7608 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7610 case TEXTURELAYERTYPE_TEXTURE:
7611 memset(&m, 0, sizeof(m));
7612 m.tex[0] = R_GetTexture(layer->texture);
7613 m.texmatrix[0] = layer->texmatrix;
7614 m.texrgbscale[0] = layertexrgbscale;
7615 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7616 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7617 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7618 R_Mesh_TextureState(&m);
7619 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7621 case TEXTURELAYERTYPE_FOG:
7622 memset(&m, 0, sizeof(m));
7623 m.texrgbscale[0] = layertexrgbscale;
7626 m.tex[0] = R_GetTexture(layer->texture);
7627 m.texmatrix[0] = layer->texmatrix;
7628 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7629 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7630 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7632 R_Mesh_TextureState(&m);
7633 // generate a color array for the fog pass
7634 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7635 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7641 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7642 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)
7644 f = 1 - RSurf_FogVertex(v);
7645 c[0] = layercolor[0];
7646 c[1] = layercolor[1];
7647 c[2] = layercolor[2];
7648 c[3] = f * layercolor[3];
7651 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7654 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7656 GL_LockArrays(0, 0);
7659 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7661 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7662 GL_AlphaTest(false);
7666 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7668 // OpenGL 1.1 - crusty old voodoo path
7669 int texturesurfaceindex;
7673 const texturelayer_t *layer;
7674 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7676 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7678 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7680 if (layerindex == 0)
7684 GL_AlphaTest(false);
7685 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7688 GL_DepthMask(layer->depthmask && writedepth);
7689 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7690 R_Mesh_ColorPointer(NULL, 0, 0);
7691 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7692 switch (layer->type)
7694 case TEXTURELAYERTYPE_LITTEXTURE:
7695 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7697 // two-pass lit texture with 2x rgbscale
7698 // first the lightmap pass
7699 memset(&m, 0, sizeof(m));
7700 m.tex[0] = R_GetTexture(r_texture_white);
7701 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7702 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7703 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7704 R_Mesh_TextureState(&m);
7705 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7706 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7707 else if (rsurface.uselightmaptexture)
7708 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7710 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7711 GL_LockArrays(0, 0);
7712 // then apply the texture to it
7713 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7714 memset(&m, 0, sizeof(m));
7715 m.tex[0] = R_GetTexture(layer->texture);
7716 m.texmatrix[0] = layer->texmatrix;
7717 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7718 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7719 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7720 R_Mesh_TextureState(&m);
7721 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);
7725 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7726 memset(&m, 0, sizeof(m));
7727 m.tex[0] = R_GetTexture(layer->texture);
7728 m.texmatrix[0] = layer->texmatrix;
7729 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7730 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7731 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7732 R_Mesh_TextureState(&m);
7733 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7734 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);
7736 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);
7739 case TEXTURELAYERTYPE_TEXTURE:
7740 // singletexture unlit texture with transparency support
7741 memset(&m, 0, sizeof(m));
7742 m.tex[0] = R_GetTexture(layer->texture);
7743 m.texmatrix[0] = layer->texmatrix;
7744 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7745 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7746 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7747 R_Mesh_TextureState(&m);
7748 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);
7750 case TEXTURELAYERTYPE_FOG:
7751 // singletexture fogging
7752 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7755 memset(&m, 0, sizeof(m));
7756 m.tex[0] = R_GetTexture(layer->texture);
7757 m.texmatrix[0] = layer->texmatrix;
7758 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7759 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7760 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7761 R_Mesh_TextureState(&m);
7764 R_Mesh_ResetTextureState();
7765 // generate a color array for the fog pass
7766 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7772 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7773 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)
7775 f = 1 - RSurf_FogVertex(v);
7776 c[0] = layer->color[0];
7777 c[1] = layer->color[1];
7778 c[2] = layer->color[2];
7779 c[3] = f * layer->color[3];
7782 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7785 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7787 GL_LockArrays(0, 0);
7790 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7792 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7793 GL_AlphaTest(false);
7797 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7801 GL_AlphaTest(false);
7802 R_Mesh_ColorPointer(NULL, 0, 0);
7803 R_Mesh_ResetTextureState();
7804 R_SetupGenericShader(false);
7806 if(rsurface.texture && rsurface.texture->currentskinframe)
7808 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7809 c[3] *= rsurface.texture->currentalpha;
7819 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7821 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7822 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7823 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7826 // brighten it up (as texture value 127 means "unlit")
7827 c[0] *= 2 * r_refdef.view.colorscale;
7828 c[1] *= 2 * r_refdef.view.colorscale;
7829 c[2] *= 2 * r_refdef.view.colorscale;
7831 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7832 c[3] *= r_wateralpha.value;
7834 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7836 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7837 GL_DepthMask(false);
7839 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7841 GL_BlendFunc(GL_ONE, GL_ONE);
7842 GL_DepthMask(false);
7844 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7846 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7847 GL_DepthMask(false);
7849 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7851 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7852 GL_DepthMask(false);
7856 GL_BlendFunc(GL_ONE, GL_ZERO);
7857 GL_DepthMask(writedepth);
7860 rsurface.lightmapcolor4f = NULL;
7862 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7864 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7866 rsurface.lightmapcolor4f = NULL;
7867 rsurface.lightmapcolor4f_bufferobject = 0;
7868 rsurface.lightmapcolor4f_bufferoffset = 0;
7870 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7872 qboolean applycolor = true;
7875 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7877 r_refdef.lightmapintensity = 1;
7878 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7879 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7883 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7885 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7886 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7887 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7890 if(!rsurface.lightmapcolor4f)
7891 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7893 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7894 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7895 if(r_refdef.fogenabled)
7896 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7898 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7899 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7902 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7905 RSurf_SetupDepthAndCulling();
7906 if (r_showsurfaces.integer == 3)
7908 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7911 switch (vid.renderpath)
7913 case RENDERPATH_GL20:
7914 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7916 case RENDERPATH_GL13:
7917 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7919 case RENDERPATH_GL11:
7920 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7926 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7929 RSurf_SetupDepthAndCulling();
7930 if (r_showsurfaces.integer == 3)
7932 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7935 switch (vid.renderpath)
7937 case RENDERPATH_GL20:
7938 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7940 case RENDERPATH_GL13:
7941 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7943 case RENDERPATH_GL11:
7944 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7950 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7953 int texturenumsurfaces, endsurface;
7955 const msurface_t *surface;
7956 const msurface_t *texturesurfacelist[1024];
7958 // if the model is static it doesn't matter what value we give for
7959 // wantnormals and wanttangents, so this logic uses only rules applicable
7960 // to a model, knowing that they are meaningless otherwise
7961 if (ent == r_refdef.scene.worldentity)
7962 RSurf_ActiveWorldEntity();
7963 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7964 RSurf_ActiveModelEntity(ent, false, false);
7967 switch (vid.renderpath)
7969 case RENDERPATH_GL20:
7970 RSurf_ActiveModelEntity(ent, true, true);
7972 case RENDERPATH_GL13:
7973 case RENDERPATH_GL11:
7974 RSurf_ActiveModelEntity(ent, true, false);
7979 for (i = 0;i < numsurfaces;i = j)
7982 surface = rsurface.modelsurfaces + surfacelist[i];
7983 texture = surface->texture;
7984 rsurface.texture = R_GetCurrentTexture(texture);
7985 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7986 // scan ahead until we find a different texture
7987 endsurface = min(i + 1024, numsurfaces);
7988 texturenumsurfaces = 0;
7989 texturesurfacelist[texturenumsurfaces++] = surface;
7990 for (;j < endsurface;j++)
7992 surface = rsurface.modelsurfaces + surfacelist[j];
7993 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7995 texturesurfacelist[texturenumsurfaces++] = surface;
7997 // render the range of surfaces
7998 if (ent == r_refdef.scene.worldentity)
7999 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
8001 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
8003 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8004 GL_AlphaTest(false);
8007 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
8009 const entity_render_t *queueentity = r_refdef.scene.worldentity;
8013 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8015 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8017 RSurf_SetupDepthAndCulling();
8018 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8019 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8021 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8023 RSurf_SetupDepthAndCulling();
8024 GL_AlphaTest(false);
8025 R_Mesh_ColorPointer(NULL, 0, 0);
8026 R_Mesh_ResetTextureState();
8027 R_SetupGenericShader(false);
8028 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8030 GL_BlendFunc(GL_ONE, GL_ZERO);
8031 GL_Color(0, 0, 0, 1);
8032 GL_DepthTest(writedepth);
8033 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8035 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8037 RSurf_SetupDepthAndCulling();
8038 GL_AlphaTest(false);
8039 R_Mesh_ColorPointer(NULL, 0, 0);
8040 R_Mesh_ResetTextureState();
8041 R_SetupGenericShader(false);
8042 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8044 GL_BlendFunc(GL_ONE, GL_ZERO);
8046 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8048 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8049 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8050 else if (!rsurface.texture->currentnumlayers)
8052 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8054 // transparent surfaces get pushed off into the transparent queue
8055 int surfacelistindex;
8056 const msurface_t *surface;
8057 vec3_t tempcenter, center;
8058 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8060 surface = texturesurfacelist[surfacelistindex];
8061 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8062 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8063 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8064 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8065 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8070 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8071 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8076 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8080 // break the surface list down into batches by texture and use of lightmapping
8081 for (i = 0;i < numsurfaces;i = j)
8084 // texture is the base texture pointer, rsurface.texture is the
8085 // current frame/skin the texture is directing us to use (for example
8086 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8087 // use skin 1 instead)
8088 texture = surfacelist[i]->texture;
8089 rsurface.texture = R_GetCurrentTexture(texture);
8090 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8091 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8093 // if this texture is not the kind we want, skip ahead to the next one
8094 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8098 // simply scan ahead until we find a different texture or lightmap state
8099 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8101 // render the range of surfaces
8102 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
8106 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
8111 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8113 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8115 RSurf_SetupDepthAndCulling();
8116 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8117 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8119 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8121 RSurf_SetupDepthAndCulling();
8122 GL_AlphaTest(false);
8123 R_Mesh_ColorPointer(NULL, 0, 0);
8124 R_Mesh_ResetTextureState();
8125 R_SetupGenericShader(false);
8126 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8128 GL_BlendFunc(GL_ONE, GL_ZERO);
8129 GL_Color(0, 0, 0, 1);
8130 GL_DepthTest(writedepth);
8131 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8133 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8135 RSurf_SetupDepthAndCulling();
8136 GL_AlphaTest(false);
8137 R_Mesh_ColorPointer(NULL, 0, 0);
8138 R_Mesh_ResetTextureState();
8139 R_SetupGenericShader(false);
8140 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8142 GL_BlendFunc(GL_ONE, GL_ZERO);
8144 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8146 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8147 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8148 else if (!rsurface.texture->currentnumlayers)
8150 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8152 // transparent surfaces get pushed off into the transparent queue
8153 int surfacelistindex;
8154 const msurface_t *surface;
8155 vec3_t tempcenter, center;
8156 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8158 surface = texturesurfacelist[surfacelistindex];
8159 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8160 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8161 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8162 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8163 if (queueentity->transparent_offset) // transparent offset
8165 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8166 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8167 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8169 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8174 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8175 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8180 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8184 // break the surface list down into batches by texture and use of lightmapping
8185 for (i = 0;i < numsurfaces;i = j)
8188 // texture is the base texture pointer, rsurface.texture is the
8189 // current frame/skin the texture is directing us to use (for example
8190 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8191 // use skin 1 instead)
8192 texture = surfacelist[i]->texture;
8193 rsurface.texture = R_GetCurrentTexture(texture);
8194 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8195 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8197 // if this texture is not the kind we want, skip ahead to the next one
8198 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8202 // simply scan ahead until we find a different texture or lightmap state
8203 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8205 // render the range of surfaces
8206 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
8210 float locboxvertex3f[6*4*3] =
8212 1,0,1, 1,0,0, 1,1,0, 1,1,1,
8213 0,1,1, 0,1,0, 0,0,0, 0,0,1,
8214 1,1,1, 1,1,0, 0,1,0, 0,1,1,
8215 0,0,1, 0,0,0, 1,0,0, 1,0,1,
8216 0,0,1, 1,0,1, 1,1,1, 0,1,1,
8217 1,0,0, 0,0,0, 0,1,0, 1,1,0
8220 unsigned short locboxelements[6*2*3] =
8230 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8233 cl_locnode_t *loc = (cl_locnode_t *)ent;
8235 float vertex3f[6*4*3];
8237 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8238 GL_DepthMask(false);
8239 GL_DepthRange(0, 1);
8240 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8242 GL_CullFace(GL_NONE);
8243 R_Mesh_Matrix(&identitymatrix);
8245 R_Mesh_VertexPointer(vertex3f, 0, 0);
8246 R_Mesh_ColorPointer(NULL, 0, 0);
8247 R_Mesh_ResetTextureState();
8248 R_SetupGenericShader(false);
8251 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8252 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8253 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8254 surfacelist[0] < 0 ? 0.5f : 0.125f);
8256 if (VectorCompare(loc->mins, loc->maxs))
8258 VectorSet(size, 2, 2, 2);
8259 VectorMA(loc->mins, -0.5f, size, mins);
8263 VectorCopy(loc->mins, mins);
8264 VectorSubtract(loc->maxs, loc->mins, size);
8267 for (i = 0;i < 6*4*3;)
8268 for (j = 0;j < 3;j++, i++)
8269 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8271 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8274 void R_DrawLocs(void)
8277 cl_locnode_t *loc, *nearestloc;
8279 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8280 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8282 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8283 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8287 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8289 if (decalsystem->decals)
8290 Mem_Free(decalsystem->decals);
8291 memset(decalsystem, 0, sizeof(*decalsystem));
8294 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
8301 // expand or initialize the system
8302 if (decalsystem->maxdecals <= decalsystem->numdecals)
8304 decalsystem_t old = *decalsystem;
8305 qboolean useshortelements;
8306 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8307 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8308 decalsystem->decals = Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
8309 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8310 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8311 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8312 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8313 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8314 if (decalsystem->numdecals)
8315 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8317 Mem_Free(old.decals);
8318 for (i = 0;i < decalsystem->maxdecals*3;i++)
8319 decalsystem->element3i[i] = i;
8320 if (useshortelements)
8321 for (i = 0;i < decalsystem->maxdecals*3;i++)
8322 decalsystem->element3s[i] = i;
8325 // grab a decal and search for another free slot for the next one
8326 maxdecals = decalsystem->maxdecals;
8327 decals = decalsystem->decals;
8328 decal = decalsystem->decals + (i = decalsystem->freedecal++);
8329 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4ub[0][3];i++)
8331 decalsystem->freedecal = i;
8332 if (decalsystem->numdecals <= i)
8333 decalsystem->numdecals = i + 1;
8335 // initialize the decal
8337 decal->triangleindex = triangleindex;
8338 decal->surfaceindex = surfaceindex;
8339 decal->decalsequence = decalsequence;
8340 decal->color4ub[0][0] = (unsigned char)(c0[0]*255.0f);
8341 decal->color4ub[0][1] = (unsigned char)(c0[1]*255.0f);
8342 decal->color4ub[0][2] = (unsigned char)(c0[2]*255.0f);
8343 decal->color4ub[0][3] = 255;
8344 decal->color4ub[1][0] = (unsigned char)(c1[0]*255.0f);
8345 decal->color4ub[1][1] = (unsigned char)(c1[1]*255.0f);
8346 decal->color4ub[1][2] = (unsigned char)(c1[2]*255.0f);
8347 decal->color4ub[1][3] = 255;
8348 decal->color4ub[2][0] = (unsigned char)(c2[0]*255.0f);
8349 decal->color4ub[2][1] = (unsigned char)(c2[1]*255.0f);
8350 decal->color4ub[2][2] = (unsigned char)(c2[2]*255.0f);
8351 decal->color4ub[2][3] = 255;
8352 decal->vertex3f[0][0] = v0[0];
8353 decal->vertex3f[0][1] = v0[1];
8354 decal->vertex3f[0][2] = v0[2];
8355 decal->vertex3f[1][0] = v1[0];
8356 decal->vertex3f[1][1] = v1[1];
8357 decal->vertex3f[1][2] = v1[2];
8358 decal->vertex3f[2][0] = v2[0];
8359 decal->vertex3f[2][1] = v2[1];
8360 decal->vertex3f[2][2] = v2[2];
8361 decal->texcoord2f[0][0] = t0[0];
8362 decal->texcoord2f[0][1] = t0[1];
8363 decal->texcoord2f[1][0] = t1[0];
8364 decal->texcoord2f[1][1] = t1[1];
8365 decal->texcoord2f[2][0] = t2[0];
8366 decal->texcoord2f[2][1] = t2[1];
8369 extern cvar_t cl_decals_bias;
8370 extern cvar_t cl_decals_models;
8371 extern cvar_t cl_decals_newsystem_intensitymultiplier;
8372 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8374 matrix4x4_t projection;
8375 decalsystem_t *decalsystem;
8378 const float *vertex3f;
8379 const msurface_t *surface;
8380 const msurface_t *surfaces;
8381 const int *surfacelist;
8382 const texture_t *texture;
8386 int surfacelistindex;
8389 int decalsurfaceindex;
8394 float localorigin[3];
8395 float localnormal[3];
8406 float points[2][9][3];
8410 decalsystem = &ent->decalsystem;
8412 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8414 R_DecalSystem_Reset(&ent->decalsystem);
8418 if (!model->brush.data_nodes && !cl_decals_models.integer)
8420 if (decalsystem->model)
8421 R_DecalSystem_Reset(decalsystem);
8425 if (decalsystem->model != model)
8426 R_DecalSystem_Reset(decalsystem);
8427 decalsystem->model = model;
8429 RSurf_ActiveModelEntity(ent, false, false);
8431 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8432 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8433 VectorNormalize(localnormal);
8434 localsize = worldsize*rsurface.inversematrixscale;
8435 ilocalsize = 1.0f / localsize;
8436 localmins[0] = localorigin[0] - localsize;
8437 localmins[1] = localorigin[1] - localsize;
8438 localmins[2] = localorigin[2] - localsize;
8439 localmaxs[0] = localorigin[0] + localsize;
8440 localmaxs[1] = localorigin[1] + localsize;
8441 localmaxs[2] = localorigin[2] + localsize;
8443 //VectorCopy(localnormal, planes[4]);
8444 //VectorVectors(planes[4], planes[2], planes[0]);
8445 AnglesFromVectors(angles, localnormal, NULL, false);
8446 AngleVectors(angles, planes[0], planes[2], planes[4]);
8447 VectorNegate(planes[0], planes[1]);
8448 VectorNegate(planes[2], planes[3]);
8449 VectorNegate(planes[4], planes[5]);
8450 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8451 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8452 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8453 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8454 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8455 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8460 matrix4x4_t forwardprojection;
8461 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8462 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8467 float projectionvector[4][3];
8468 VectorScale(planes[0], ilocalsize, projectionvector[0]);
8469 VectorScale(planes[2], ilocalsize, projectionvector[1]);
8470 VectorScale(planes[4], ilocalsize, projectionvector[2]);
8471 projectionvector[0][0] = planes[0][0] * ilocalsize;
8472 projectionvector[0][1] = planes[1][0] * ilocalsize;
8473 projectionvector[0][2] = planes[2][0] * ilocalsize;
8474 projectionvector[1][0] = planes[0][1] * ilocalsize;
8475 projectionvector[1][1] = planes[1][1] * ilocalsize;
8476 projectionvector[1][2] = planes[2][1] * ilocalsize;
8477 projectionvector[2][0] = planes[0][2] * ilocalsize;
8478 projectionvector[2][1] = planes[1][2] * ilocalsize;
8479 projectionvector[2][2] = planes[2][2] * ilocalsize;
8480 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8481 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8482 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8483 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8487 dynamic = model->surfmesh.isanimated;
8488 vertex3f = rsurface.modelvertex3f;
8489 numsurfacelist = model->nummodelsurfaces;
8490 surfacelist = model->sortedmodelsurfaces;
8491 surfaces = model->data_surfaces;
8492 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8494 surfaceindex = surfacelist[surfacelistindex];
8495 surface = surfaces + surfaceindex;
8496 // skip transparent surfaces
8497 texture = surface->texture;
8498 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8500 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8502 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8504 decalsurfaceindex = ent == r_refdef.scene.worldentity ? surfaceindex : -1;
8505 numvertices = surface->num_vertices;
8506 numtriangles = surface->num_triangles;
8507 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8509 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8511 index = 3*e[cornerindex];
8512 VectorCopy(vertex3f + index, v[cornerindex]);
8515 //TriangleNormal(v[0], v[1], v[2], normal);
8516 //if (DotProduct(normal, localnormal) < 0.0f)
8518 // clip by each of the box planes formed from the projection matrix
8519 // if anything survives, we emit the decal
8520 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8523 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8526 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8529 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
8532 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
8535 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
8538 // some part of the triangle survived, so we have to accept it...
8541 // dynamic always uses the original triangle
8543 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8545 index = 3*e[cornerindex];
8546 VectorCopy(vertex3f + index, v[cornerindex]);
8549 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8551 // convert vertex positions to texcoords
8552 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8553 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8554 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8555 // calculate distance fade from the projection origin
8556 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
8557 f = bound(0.0f, f, 1.0f);
8558 c[cornerindex][0] = r * f;
8559 c[cornerindex][1] = g * f;
8560 c[cornerindex][2] = b * f;
8561 c[cornerindex][3] = 1.0f;
8562 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8565 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle, surfaceindex, decalsequence);
8567 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8568 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
8573 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
8574 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
8576 int renderentityindex;
8579 entity_render_t *ent;
8581 if (!cl_decals_newsystem.integer)
8584 worldmins[0] = worldorigin[0] - worldsize;
8585 worldmins[1] = worldorigin[1] - worldsize;
8586 worldmins[2] = worldorigin[2] - worldsize;
8587 worldmaxs[0] = worldorigin[0] + worldsize;
8588 worldmaxs[1] = worldorigin[1] + worldsize;
8589 worldmaxs[2] = worldorigin[2] + worldsize;
8591 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8593 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8595 ent = r_refdef.scene.entities[renderentityindex];
8596 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8599 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
8603 typedef struct r_decalsystem_splatqueue_s
8612 r_decalsystem_splatqueue_t;
8614 int r_decalsystem_numqueued = 0;
8615 #define MAX_DECALSYSTEM_QUEUE 1024
8616 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
8618 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
8620 r_decalsystem_splatqueue_t *queue;
8622 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
8625 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
8626 VectorCopy(worldorigin, queue->worldorigin);
8627 VectorCopy(worldnormal, queue->worldnormal);
8628 Vector4Set(queue->color, r, g, b, a);
8629 Vector4Set(queue->tcrange, s1, t1, s2, t2);
8630 queue->worldsize = worldsize;
8631 queue->decalsequence = cl.decalsequence++;
8634 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
8637 r_decalsystem_splatqueue_t *queue;
8639 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
8640 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
8641 r_decalsystem_numqueued = 0;
8644 extern cvar_t cl_decals_max;
8645 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
8648 decalsystem_t *decalsystem = &ent->decalsystem;
8655 if (!decalsystem->numdecals)
8658 if (r_showsurfaces.integer)
8661 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8663 R_DecalSystem_Reset(decalsystem);
8667 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
8668 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
8670 if (decalsystem->lastupdatetime)
8671 frametime = (cl.time - decalsystem->lastupdatetime);
8674 decalsystem->lastupdatetime = cl.time;
8675 decal = decalsystem->decals;
8676 numdecals = decalsystem->numdecals;
8678 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8680 if (decal->color4ub[0][3])
8682 decal->lived += frametime;
8683 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
8685 memset(decal, 0, sizeof(*decal));
8686 if (decalsystem->freedecal > i)
8687 decalsystem->freedecal = i;
8691 decal = decalsystem->decals;
8692 while (numdecals > 0 && !decal[numdecals-1].color4ub[0][3])
8695 // collapse the array by shuffling the tail decals into the gaps
8698 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4ub[0][3])
8699 decalsystem->freedecal++;
8700 if (decalsystem->freedecal == numdecals)
8702 decal[decalsystem->freedecal] = decal[--numdecals];
8705 decalsystem->numdecals = numdecals;
8709 // if there are no decals left, reset decalsystem
8710 R_DecalSystem_Reset(decalsystem);
8714 extern skinframe_t *decalskinframe;
8715 static void R_DrawModelDecals_Entity(entity_render_t *ent)
8718 decalsystem_t *decalsystem = &ent->decalsystem;
8728 const unsigned char *surfacevisible = r_refdef.viewcache.world_surfacevisible;
8731 numdecals = decalsystem->numdecals;
8735 if (r_showsurfaces.integer)
8738 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8740 R_DecalSystem_Reset(decalsystem);
8744 // if the model is static it doesn't matter what value we give for
8745 // wantnormals and wanttangents, so this logic uses only rules applicable
8746 // to a model, knowing that they are meaningless otherwise
8747 if (ent == r_refdef.scene.worldentity)
8748 RSurf_ActiveWorldEntity();
8750 RSurf_ActiveModelEntity(ent, false, false);
8752 decalsystem->lastupdatetime = cl.time;
8753 decal = decalsystem->decals;
8755 fadedelay = cl_decals_time.value;
8756 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
8758 // update vertex positions for animated models
8759 v3f = decalsystem->vertex3f;
8760 c4f = decalsystem->color4f;
8761 t2f = decalsystem->texcoord2f;
8762 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8764 if (!decal->color4ub[0][3])
8767 if (decal->surfaceindex >= 0 && !surfacevisible[decal->surfaceindex])
8770 // update color values for fading decals
8771 if (decal->lived >= cl_decals_time.value)
8773 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
8774 alpha *= (1.0f/255.0f);
8777 alpha = 1.0f/255.0f;
8779 c4f[ 0] = decal->color4ub[0][0] * alpha;
8780 c4f[ 1] = decal->color4ub[0][1] * alpha;
8781 c4f[ 2] = decal->color4ub[0][2] * alpha;
8783 c4f[ 4] = decal->color4ub[1][0] * alpha;
8784 c4f[ 5] = decal->color4ub[1][1] * alpha;
8785 c4f[ 6] = decal->color4ub[1][2] * alpha;
8787 c4f[ 8] = decal->color4ub[2][0] * alpha;
8788 c4f[ 9] = decal->color4ub[2][1] * alpha;
8789 c4f[10] = decal->color4ub[2][2] * alpha;
8792 t2f[0] = decal->texcoord2f[0][0];
8793 t2f[1] = decal->texcoord2f[0][1];
8794 t2f[2] = decal->texcoord2f[1][0];
8795 t2f[3] = decal->texcoord2f[1][1];
8796 t2f[4] = decal->texcoord2f[2][0];
8797 t2f[5] = decal->texcoord2f[2][1];
8799 // update vertex positions for animated models
8800 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
8802 e = rsurface.modelelement3i + 3*decal->triangleindex;
8803 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
8804 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
8805 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
8809 VectorCopy(decal->vertex3f[0], v3f);
8810 VectorCopy(decal->vertex3f[1], v3f + 3);
8811 VectorCopy(decal->vertex3f[2], v3f + 6);
8822 r_refdef.stats.drawndecals += numtris;
8823 // now render the decals all at once
8824 // (this assumes they all use one particle font texture!)
8825 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
8826 R_Mesh_ResetTextureState();
8827 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
8828 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
8829 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
8830 R_SetupGenericShader(true);
8831 GL_DepthMask(false);
8832 GL_DepthRange(0, 1);
8833 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
8835 GL_CullFace(GL_NONE);
8836 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
8837 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
8838 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8839 GL_LockArrays(0, numtris * 3);
8840 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, decalsystem->element3s, 0, 0);
8841 GL_LockArrays(0, 0);
8845 static void R_DrawModelDecals(void)
8849 // fade faster when there are too many decals
8850 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8851 for (i = 0;i < r_refdef.scene.numentities;i++)
8852 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8854 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
8855 for (i = 0;i < r_refdef.scene.numentities;i++)
8856 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8857 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
8859 R_DecalSystem_ApplySplatEntitiesQueue();
8861 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
8862 for (i = 0;i < r_refdef.scene.numentities;i++)
8863 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
8865 r_refdef.stats.totaldecals += numdecals;
8867 if (r_showsurfaces.integer)
8870 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
8872 if (!r_drawentities.integer)
8875 for (i = 0;i < r_refdef.scene.numentities;i++)
8877 if (!r_refdef.viewcache.entityvisible[i])
8879 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
8880 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
8884 void R_DrawDebugModel(void)
8886 entity_render_t *ent = rsurface.entity;
8887 int i, j, k, l, flagsmask;
8888 const int *elements;
8890 const msurface_t *surface;
8891 dp_model_t *model = ent->model;
8894 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
8896 R_Mesh_ColorPointer(NULL, 0, 0);
8897 R_Mesh_ResetTextureState();
8898 R_SetupGenericShader(false);
8899 GL_DepthRange(0, 1);
8900 GL_DepthTest(!r_showdisabledepthtest.integer);
8901 GL_DepthMask(false);
8902 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8904 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
8906 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
8907 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
8909 if (brush->colbrushf && brush->colbrushf->numtriangles)
8911 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
8912 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);
8913 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
8916 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
8918 if (surface->num_collisiontriangles)
8920 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
8921 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);
8922 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
8927 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8929 if (r_showtris.integer || r_shownormals.integer)
8931 if (r_showdisabledepthtest.integer)
8933 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8934 GL_DepthMask(false);
8938 GL_BlendFunc(GL_ONE, GL_ZERO);
8941 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
8943 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
8945 rsurface.texture = R_GetCurrentTexture(surface->texture);
8946 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
8948 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
8949 if (r_showtris.value > 0)
8951 if (!rsurface.texture->currentlayers->depthmask)
8952 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
8953 else if (ent == r_refdef.scene.worldentity)
8954 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
8956 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
8957 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
8958 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
8959 R_Mesh_ColorPointer(NULL, 0, 0);
8960 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
8961 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
8962 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
8963 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
8964 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
8967 if (r_shownormals.value < 0)
8970 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8972 VectorCopy(rsurface.vertex3f + l * 3, v);
8973 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8974 qglVertex3f(v[0], v[1], v[2]);
8975 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
8976 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8977 qglVertex3f(v[0], v[1], v[2]);
8982 if (r_shownormals.value > 0)
8985 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8987 VectorCopy(rsurface.vertex3f + l * 3, v);
8988 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8989 qglVertex3f(v[0], v[1], v[2]);
8990 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
8991 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8992 qglVertex3f(v[0], v[1], v[2]);
8997 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8999 VectorCopy(rsurface.vertex3f + l * 3, v);
9000 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9001 qglVertex3f(v[0], v[1], v[2]);
9002 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
9003 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9004 qglVertex3f(v[0], v[1], v[2]);
9009 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
9011 VectorCopy(rsurface.vertex3f + l * 3, v);
9012 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9013 qglVertex3f(v[0], v[1], v[2]);
9014 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
9015 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
9016 qglVertex3f(v[0], v[1], v[2]);
9023 rsurface.texture = NULL;
9027 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
9028 int r_maxsurfacelist = 0;
9029 const msurface_t **r_surfacelist = NULL;
9030 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9032 int i, j, endj, f, flagsmask;
9034 dp_model_t *model = r_refdef.scene.worldmodel;
9035 msurface_t *surfaces;
9036 unsigned char *update;
9037 int numsurfacelist = 0;
9041 if (r_maxsurfacelist < model->num_surfaces)
9043 r_maxsurfacelist = model->num_surfaces;
9045 Mem_Free((msurface_t**)r_surfacelist);
9046 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9049 RSurf_ActiveWorldEntity();
9051 surfaces = model->data_surfaces;
9052 update = model->brushq1.lightmapupdateflags;
9054 // update light styles on this submodel
9055 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9057 model_brush_lightstyleinfo_t *style;
9058 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9060 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9062 int *list = style->surfacelist;
9063 style->value = r_refdef.scene.lightstylevalue[style->style];
9064 for (j = 0;j < style->numsurfaces;j++)
9065 update[list[j]] = true;
9070 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9075 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9081 rsurface.uselightmaptexture = false;
9082 rsurface.texture = NULL;
9083 rsurface.rtlight = NULL;
9085 // add visible surfaces to draw list
9086 for (i = 0;i < model->nummodelsurfaces;i++)
9088 j = model->sortedmodelsurfaces[i];
9089 if (r_refdef.viewcache.world_surfacevisible[j])
9090 r_surfacelist[numsurfacelist++] = surfaces + j;
9092 // update lightmaps if needed
9094 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9095 if (r_refdef.viewcache.world_surfacevisible[j])
9097 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
9098 // don't do anything if there were no surfaces
9099 if (!numsurfacelist)
9101 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9104 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9105 GL_AlphaTest(false);
9107 // add to stats if desired
9108 if (r_speeds.integer && !skysurfaces && !depthonly)
9110 r_refdef.stats.world_surfaces += numsurfacelist;
9111 for (j = 0;j < numsurfacelist;j++)
9112 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
9115 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9118 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
9120 int i, j, endj, f, flagsmask;
9122 dp_model_t *model = ent->model;
9123 msurface_t *surfaces;
9124 unsigned char *update;
9125 int numsurfacelist = 0;
9129 if (r_maxsurfacelist < model->num_surfaces)
9131 r_maxsurfacelist = model->num_surfaces;
9133 Mem_Free((msurface_t **)r_surfacelist);
9134 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
9137 // if the model is static it doesn't matter what value we give for
9138 // wantnormals and wanttangents, so this logic uses only rules applicable
9139 // to a model, knowing that they are meaningless otherwise
9140 if (ent == r_refdef.scene.worldentity)
9141 RSurf_ActiveWorldEntity();
9142 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
9143 RSurf_ActiveModelEntity(ent, false, false);
9145 RSurf_ActiveModelEntity(ent, false, false);
9148 switch (vid.renderpath)
9150 case RENDERPATH_GL20:
9151 RSurf_ActiveModelEntity(ent, true, true);
9153 case RENDERPATH_GL13:
9154 case RENDERPATH_GL11:
9155 RSurf_ActiveModelEntity(ent, true, false);
9160 surfaces = model->data_surfaces;
9161 update = model->brushq1.lightmapupdateflags;
9163 // update light styles
9164 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
9166 model_brush_lightstyleinfo_t *style;
9167 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
9169 if (style->value != r_refdef.scene.lightstylevalue[style->style])
9171 int *list = style->surfacelist;
9172 style->value = r_refdef.scene.lightstylevalue[style->style];
9173 for (j = 0;j < style->numsurfaces;j++)
9174 update[list[j]] = true;
9179 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
9184 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9190 rsurface.uselightmaptexture = false;
9191 rsurface.texture = NULL;
9192 rsurface.rtlight = NULL;
9194 // add visible surfaces to draw list
9195 for (i = 0;i < model->nummodelsurfaces;i++)
9196 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
9197 // don't do anything if there were no surfaces
9198 if (!numsurfacelist)
9200 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9203 // update lightmaps if needed
9205 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
9207 R_BuildLightMap(ent, surfaces + j);
9208 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
9209 GL_AlphaTest(false);
9211 // add to stats if desired
9212 if (r_speeds.integer && !skysurfaces && !depthonly)
9214 r_refdef.stats.entities_surfaces += numsurfacelist;
9215 for (j = 0;j < numsurfacelist;j++)
9216 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9219 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9222 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
9224 static texture_t texture;
9225 static msurface_t surface;
9226 const msurface_t *surfacelist = &surface;
9228 // fake enough texture and surface state to render this geometry
9230 texture.update_lastrenderframe = -1; // regenerate this texture
9231 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9232 texture.currentskinframe = skinframe;
9233 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9234 texture.specularscalemod = 1;
9235 texture.specularpowermod = 1;
9237 surface.texture = &texture;
9238 surface.num_triangles = numtriangles;
9239 surface.num_firsttriangle = firsttriangle;
9240 surface.num_vertices = numvertices;
9241 surface.num_firstvertex = firstvertex;
9244 rsurface.texture = R_GetCurrentTexture(surface.texture);
9245 rsurface.uselightmaptexture = false;
9246 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);